Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts: icons/mob/suit.dmi icons/obj/clothing/suits.dmi
@@ -361,12 +361,6 @@
|
||||
#include "code\defines\sd_procs\constants.dm"
|
||||
#include "code\defines\sd_procs\direction.dm"
|
||||
#include "code\defines\sd_procs\math.dm"
|
||||
#include "code\FEA\FEA_airgroup.dm"
|
||||
#include "code\FEA\FEA_fire.dm"
|
||||
#include "code\FEA\FEA_gas_mixture.dm"
|
||||
#include "code\FEA\FEA_group_helpers.dm"
|
||||
#include "code\FEA\FEA_system.dm"
|
||||
#include "code\FEA\FEA_turf_tile.dm"
|
||||
#include "code\game\algorithm.dm"
|
||||
#include "code\game\atom_procs.dm"
|
||||
#include "code\game\cellautomata.dm"
|
||||
@@ -1210,6 +1204,17 @@
|
||||
#include "code\WorkInProgress\virus2\monkeydispensor.dm"
|
||||
#include "code\WorkInProgress\virus2\Prob.dm"
|
||||
#include "code\WorkInProgress\Wrongnumber\weldbackpack.dm"
|
||||
#include "code\ZAS\Connection.dm"
|
||||
#include "code\ZAS\Creation.dm"
|
||||
#include "code\ZAS\Definition.dm"
|
||||
#include "code\ZAS\FEA_gas_mixture.dm"
|
||||
#include "code\ZAS\FEA_system.dm"
|
||||
#include "code\ZAS\FEA_turf_tile.dm"
|
||||
#include "code\ZAS\Fire.dm"
|
||||
#include "code\ZAS\Functions.dm"
|
||||
#include "code\ZAS\Plasma.dm"
|
||||
#include "code\ZAS\Processing.dm"
|
||||
#include "code\ZAS\Variable Settings.dm"
|
||||
#include "interface\interface.dm"
|
||||
#include "interface\skin.dmf"
|
||||
#include "maps\tgstation.2.0.8.dmm"
|
||||
|
||||
@@ -128,28 +128,19 @@ datum/pipeline
|
||||
var/datum/gas_mixture/air_sample = air.remove_ratio(mingle_volume/air.volume)
|
||||
air_sample.volume = mingle_volume
|
||||
|
||||
if(istype(target) && target.parent && target.parent.group_processing)
|
||||
if(istype(target) && target.zone)
|
||||
//Have to consider preservation of group statuses
|
||||
var/datum/gas_mixture/turf_copy = new
|
||||
|
||||
turf_copy.copy_from(target.parent.air)
|
||||
turf_copy.volume = target.parent.air.volume //Copy a good representation of the turf from parent group
|
||||
turf_copy.copy_from(target.zone.air)
|
||||
turf_copy.volume = target.zone.air.volume //Copy a good representation of the turf from parent group
|
||||
|
||||
equalize_gases(list(air_sample, turf_copy))
|
||||
air.merge(air_sample)
|
||||
|
||||
if(target.parent.air.compare(turf_copy))
|
||||
//The new turf would be an acceptable group member so permit the integration
|
||||
turf_copy.subtract(target.zone.air)
|
||||
|
||||
turf_copy.subtract(target.parent.air)
|
||||
|
||||
target.parent.air.merge(turf_copy)
|
||||
|
||||
else
|
||||
//Comparison failure so dissemble group and copy turf
|
||||
|
||||
target.parent.suspend_group_processing()
|
||||
target.air.copy_from(turf_copy)
|
||||
target.zone.air.merge(turf_copy)
|
||||
|
||||
else
|
||||
var/datum/gas_mixture/turf_air = target.return_air()
|
||||
@@ -187,9 +178,9 @@ datum/pipeline
|
||||
var/delta_temperature = 0
|
||||
var/sharer_heat_capacity = 0
|
||||
|
||||
if(modeled_location.parent && modeled_location.parent.group_processing)
|
||||
delta_temperature = (air.temperature - modeled_location.parent.air.temperature)
|
||||
sharer_heat_capacity = modeled_location.parent.air.heat_capacity()
|
||||
if(modeled_location.zone)
|
||||
delta_temperature = (air.temperature - modeled_location.zone.air.temperature)
|
||||
sharer_heat_capacity = modeled_location.zone.air.heat_capacity()
|
||||
else
|
||||
delta_temperature = (air.temperature - modeled_location.air.temperature)
|
||||
sharer_heat_capacity = modeled_location.air.heat_capacity()
|
||||
@@ -208,14 +199,8 @@ datum/pipeline
|
||||
|
||||
air.temperature += self_temperature_delta
|
||||
|
||||
if(modeled_location.parent && modeled_location.parent.group_processing)
|
||||
if((abs(sharer_temperature_delta) > MINIMUM_TEMPERATURE_DELTA_TO_SUSPEND) && (abs(sharer_temperature_delta) > MINIMUM_TEMPERATURE_RATIO_TO_SUSPEND*modeled_location.parent.air.temperature))
|
||||
modeled_location.parent.suspend_group_processing()
|
||||
|
||||
modeled_location.air.temperature += sharer_temperature_delta
|
||||
|
||||
else
|
||||
modeled_location.parent.air.temperature += sharer_temperature_delta/modeled_location.parent.air.group_multiplier
|
||||
if(modeled_location.zone)
|
||||
modeled_location.zone.air.temperature += sharer_temperature_delta/modeled_location.zone.air.group_multiplier
|
||||
else
|
||||
modeled_location.air.temperature += sharer_temperature_delta
|
||||
|
||||
|
||||
@@ -55,7 +55,7 @@
|
||||
O.update_body()
|
||||
O.update_face()
|
||||
spawn(1)
|
||||
O.update_clothing()
|
||||
O.rebuild_appearance()
|
||||
O << "<B>You are now a Tajara.</B>"
|
||||
spawn(0)//To prevent the proc from returning null.
|
||||
del(src)
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
if(!lying_icon)
|
||||
lying_icon = new /icon('tajaran.dmi', "body_[g]_l")
|
||||
icon = stand_icon
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
src << "\blue Your icons have been generated!"
|
||||
|
||||
..()
|
||||
|
||||
|
Before Width: | Height: | Size: 21 KiB After Width: | Height: | Size: 21 KiB |
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
@@ -12,31 +12,16 @@ atom/movable/airflow_speed
|
||||
The speed (1-15) at which a flying object is traveling to airflow_dest. Decays over time.
|
||||
|
||||
|
||||
CALLABLE PROCS:
|
||||
|
||||
AirflowRepel(turf/T, n, per)
|
||||
Causes objects to fly away from a point within a single zone.
|
||||
Called manually by air releasers. T is the location of the expanding gas.
|
||||
n is the pressure released. per indicates that n is a percent value if nonzero.
|
||||
RETURNS: Null
|
||||
|
||||
AirflowAttract(turf/T, n, per)
|
||||
Causes objects to fly to a point within a single zone.
|
||||
Called manually by air consumers. T is the location of the attractor.
|
||||
n is the pressure consumed. per indicates that n is a percent value if nonzero.
|
||||
RETURNS: Null
|
||||
|
||||
|
||||
OVERLOADABLE PROCS:
|
||||
|
||||
mob/airflow_stun()
|
||||
Contains checks for and results of being stunned by airflow.
|
||||
Called when airflow quantities exceed AF_HUMAN_STUN_THRESHOLD.
|
||||
Called when airflow quantities exceed airflow_medium_pressure.
|
||||
RETURNS: Null
|
||||
|
||||
atom/movable/check_airflow_movable(n)
|
||||
Contains checks for moving any object due to airflow.
|
||||
n is the percent of 1 Atmosphere that is flowing.
|
||||
n is the pressure that is flowing.
|
||||
RETURNS: 1 if the object moves under the air conditions, 0 if it stays put.
|
||||
|
||||
atom/movable/airflow_hit(atom/A)
|
||||
@@ -47,10 +32,9 @@ atom/movable/airflow_hit(atom/A)
|
||||
|
||||
AUTOMATIC PROCS:
|
||||
|
||||
Airflow(zone/A, zone/B, n)
|
||||
Airflow(zone/A, zone/B)
|
||||
Causes objects to fly along a pressure gradient.
|
||||
Called by zone updates. A and B are two connected zones.
|
||||
n is the pressure difference between them.
|
||||
|
||||
AirflowSpace(zone/A)
|
||||
Causes objects to fly into space.
|
||||
@@ -64,115 +48,19 @@ atom/movable/RepelAirflowDest(n)
|
||||
|
||||
*/
|
||||
|
||||
var/tick_multiplier = 2
|
||||
vs_control/var
|
||||
|
||||
zone_update_delay = 10
|
||||
zone_update_delay_NAME = "Zone Update Delay"
|
||||
zone_update_delay_DESC = "The delay in ticks between updates of zones. Increase if lag is bad seemingly because of air."
|
||||
zone_share_percent = 5
|
||||
|
||||
zone_share_percent = 2
|
||||
zone_share_percent_NAME = "Zone Connection Transfer %"
|
||||
zone_share_percent_DESC = "Percent of gas per connected tile that is shared between zones."
|
||||
airflow_lightest_pressure = 35
|
||||
airflow_light_pressure = 50
|
||||
airflow_medium_pressure = 80
|
||||
airflow_heavy_pressure = 100
|
||||
airflow_heaviest_pressure = 150
|
||||
|
||||
//Used in /mob/carbon/human/life
|
||||
OXYGEN_LOSS = 2
|
||||
OXYGEN_LOSS_NAME = "Damage - Oxygen Loss"
|
||||
OXYGEN_LOSS_DESC = "A multiplier for damage due to lack of air, CO2 poisoning, and vacuum. Does not affect oxyloss\
|
||||
from being incapacitated or dying."
|
||||
TEMP_DMG = 2
|
||||
TEMP_DMG_NAME = "Damage - Temperature"
|
||||
TEMP_DMG_DESC = "A multiplier for damage due to body temperature irregularities."
|
||||
BURN_DMG = 6
|
||||
BURN_DMG_NAME = "Damage - Fire"
|
||||
BURN_DMG_DESC = "A multiplier for damage due to direct fire exposure."
|
||||
|
||||
AF_TINY_MOVEMENT_THRESHOLD = 50 //% difference to move tiny items.
|
||||
AF_TINY_MOVEMENT_THRESHOLD_NAME = "Airflow - Tiny Movement Threshold %"
|
||||
AF_TINY_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which items with the tiny weight class will move."
|
||||
AF_SMALL_MOVEMENT_THRESHOLD = 70 //% difference to move small items.
|
||||
AF_SMALL_MOVEMENT_THRESHOLD_NAME = "Airflow - Small Movement Threshold %"
|
||||
AF_SMALL_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which items with the small weight class will move."
|
||||
AF_NORMAL_MOVEMENT_THRESHOLD = 90 //% difference to move normal items.
|
||||
AF_NORMAL_MOVEMENT_THRESHOLD_NAME = "Airflow - Normal Movement Threshold %"
|
||||
AF_NORMAL_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which items with the normal weight class will move."
|
||||
AF_LARGE_MOVEMENT_THRESHOLD = 100 //% difference to move large and huge items.
|
||||
AF_LARGE_MOVEMENT_THRESHOLD_NAME = "Airflow - Large Movement Threshold %"
|
||||
AF_LARGE_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which items with the large or huge weight class will move."
|
||||
AF_DENSE_MOVEMENT_THRESHOLD = 120 //% difference to move dense crap and mobs.
|
||||
AF_DENSE_MOVEMENT_THRESHOLD_NAME = "Airflow - Dense Movement Threshold %"
|
||||
AF_DENSE_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which dense objects (canisters, etc.) will be shifted by airflow."
|
||||
AF_MOB_MOVEMENT_THRESHOLD = 175
|
||||
AF_MOB_MOVEMENT_THRESHOLD_NAME = "Airflow - Human Movement Threshold %"
|
||||
AF_MOB_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which mobs will be shifted by airflow."
|
||||
|
||||
AF_HUMAN_STUN_THRESHOLD = 130
|
||||
AF_HUMAN_STUN_THRESHOLD_NAME = "Airflow - Human Stun Threshold %"
|
||||
AF_HUMAN_STUN_THRESHOLD_DESC = "Percent of 1 Atm. at which living things are stunned or knocked over."
|
||||
|
||||
AF_PERCENT_OF = ONE_ATMOSPHERE
|
||||
AF_PERCENT_OF_NAME = "Airflow - 100% Pressure"
|
||||
AF_PERCENT_OF_DESC = "Normally set to 1 Atm. in kPa, this indicates what pressure is considered 100% by the system."
|
||||
|
||||
AF_SPEED_MULTIPLIER = 4 //airspeed per movement threshold value crossed.
|
||||
AF_SPEED_MULTIPLIER_NAME = "Airflow - Speed Increase per 10%"
|
||||
AF_SPEED_MULTIPLIER_DESC = "Velocity increase of shifted items per 10% of airflow."
|
||||
AF_DAMAGE_MULTIPLIER = 5 //Amount of damage applied per airflow_speed.
|
||||
AF_DAMAGE_MULTIPLIER_NAME = "Airflow - Damage Per Velocity"
|
||||
AF_DAMAGE_MULTIPLIER_DESC = "Amount of damage applied per unit of speed (1-15 units) at which mobs are thrown."
|
||||
AF_STUN_MULTIPLIER = 1.5 //Seconds of stun applied per airflow_speed.
|
||||
AF_STUN_MULTIPLIER_NAME = "Airflow - Stun Per Velocity"
|
||||
AF_STUN_MULTIPLIER_DESC = "Amount of stun effect applied per unit of speed (1-15 units) at which mobs are thrown."
|
||||
AF_SPEED_DECAY = 0.5 //Amount that flow speed will decay with time.
|
||||
AF_SPEED_DECAY_NAME = "Airflow - Velocity Lost per Tick"
|
||||
AF_SPEED_DECAY_DESC = "Amount of airflow speed lost per tick on a moving object."
|
||||
AF_SPACE_MULTIPLIER = 2 //Increasing this will make space connections more DRAMATIC!
|
||||
AF_SPACE_MULTIPLIER_NAME = "Airflow - Space Airflow Multiplier"
|
||||
AF_SPACE_MULTIPLIER_DESC = "Increasing this multiplier will cause more powerful airflow to space."
|
||||
AF_CANISTER_MULTIPLIER = 0.25
|
||||
AF_CANISTER_MULTIPLIER_NAME = "Airflow - Canister Airflow Multiplier"
|
||||
AF_CANISTER_MULTIPLIER_DESC = "Increasing this multiplier will cause more powerful airflow from single-tile sources like canisters."
|
||||
|
||||
mob/proc
|
||||
Change_Airflow_Constants()
|
||||
set category = "Debug"
|
||||
|
||||
var/choice = input("Which constant will you modify?","Change Airflow Constants")\
|
||||
as null|anything in list("Movement Threshold","Speed Multiplier","Damage Multiplier","Stun Multiplier","Speed Decay")
|
||||
|
||||
var/n
|
||||
|
||||
switch(choice)
|
||||
if("Movement Threshold")
|
||||
n = input("What will you change it to","Change Airflow Constants",vsc.AF_DENSE_MOVEMENT_THRESHOLD) as num
|
||||
n = max(1,n)
|
||||
vsc.AF_DENSE_MOVEMENT_THRESHOLD = n
|
||||
world.log << "vsc.AF_DENSE_MOVEMENT_THRESHOLD set to [n]."
|
||||
if("Speed Multiplier")
|
||||
n = input("What will you change it to","Change Airflow Constants",vsc.AF_SPEED_MULTIPLIER) as num
|
||||
n = max(1,n)
|
||||
vsc.AF_SPEED_MULTIPLIER = n
|
||||
world.log << "vsc.AF_SPEED_MULTIPLIER set to [n]."
|
||||
if("Damage Multiplier")
|
||||
n = input("What will you change it to","Change Airflow Constants",vsc.AF_DAMAGE_MULTIPLIER) as num
|
||||
vsc.AF_DAMAGE_MULTIPLIER = n
|
||||
world.log << "AF_DAMAGE_MULTIPLIER set to [n]."
|
||||
if("Stun Multiplier")
|
||||
n = input("What will you change it to","Change Airflow Constants",vsc.AF_STUN_MULTIPLIER) as num
|
||||
vsc.AF_STUN_MULTIPLIER = n
|
||||
world.log << "AF_STUN_MULTIPLIER set to [n]."
|
||||
if("Speed Decay")
|
||||
n = input("What will you change it to","Change Airflow Constants",vsc.AF_SPEED_DECAY) as num
|
||||
vsc.AF_SPEED_DECAY = n
|
||||
world.log << "AF_SPEED_DECAY set to [n]."
|
||||
if("Space Flow Multiplier")
|
||||
n = input("What will you change it to","Change Airflow Constants",vsc.AF_SPEED_DECAY) as num
|
||||
vsc.AF_SPEED_DECAY = n
|
||||
world.log << "AF_SPEED_DECAY set to [n]."
|
||||
|
||||
|
||||
//The main airflow code. Called by zone updates.
|
||||
//Zones A and B are air zones. n represents the amount of air moved.
|
||||
airflow_damage = 0.3
|
||||
airflow_stun = 0.15
|
||||
airflow_speed_decay = 1
|
||||
|
||||
mob/proc/airflow_stun()
|
||||
if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
|
||||
@@ -197,8 +85,7 @@ atom/movable/proc/check_airflow_movable(n)
|
||||
|
||||
if(anchored && !ismob(src)) return 0
|
||||
|
||||
if(!istype(src,/obj/item) && n < vsc.AF_DENSE_MOVEMENT_THRESHOLD) return 0
|
||||
if(ismob(src) && n < vsc.AF_MOB_MOVEMENT_THRESHOLD) return 0
|
||||
if(!istype(src,/obj/item) && n < vsc.airflow_heavy_pressure) return 0
|
||||
|
||||
return 1
|
||||
|
||||
@@ -213,177 +100,125 @@ obj/item/check_airflow_movable(n)
|
||||
. = ..()
|
||||
switch(w_class)
|
||||
if(2)
|
||||
if(n < vsc.AF_SMALL_MOVEMENT_THRESHOLD) return 0
|
||||
if(n < vsc.airflow_lightest_pressure) return 0
|
||||
if(3)
|
||||
if(n < vsc.AF_NORMAL_MOVEMENT_THRESHOLD) return 0
|
||||
if(n < vsc.airflow_light_pressure) return 0
|
||||
if(4,5)
|
||||
if(n < vsc.AF_LARGE_MOVEMENT_THRESHOLD) return 0
|
||||
if(n < vsc.airflow_medium_pressure) return 0
|
||||
|
||||
proc/Airflow(zone/A,zone/B,n)
|
||||
//The main airflow code. Called by zone updates.
|
||||
//Zones A and B are air zones. n represents the amount of air moved.
|
||||
|
||||
//Now n is a percent of one atm.
|
||||
n = round((n/vsc.AF_PERCENT_OF)*100,0.1)
|
||||
proc/Airflow(zone/A,zone/B)
|
||||
|
||||
var/n = B.air.pressure - A.air.pressure
|
||||
|
||||
//Don't go any further if n is lower than the lowest value needed for airflow.
|
||||
if(abs(n) < vsc.AF_TINY_MOVEMENT_THRESHOLD) return
|
||||
if(abs(n) < vsc.airflow_lightest_pressure) return
|
||||
|
||||
//These turfs are the midway point between A and B, and will be the destination point for thrown objects.
|
||||
var/list/connected_turfs = A.connections[B]
|
||||
|
||||
//Get lists of things that can be thrown across the room for each zone.
|
||||
var/list/pplz = A.movables()
|
||||
var/list/otherpplz = B.movables()
|
||||
var/list/pplz = A.movable_objects
|
||||
var/list/otherpplz = B.movable_objects
|
||||
|
||||
for(var/atom/movable/M in pplz)
|
||||
|
||||
if(M.last_airflow > world.time - 150) continue
|
||||
|
||||
//Check for knocking people over
|
||||
if(ismob(M) && n > vsc.AF_HUMAN_STUN_THRESHOLD)
|
||||
if(ismob(M) && n > vsc.airflow_medium_pressure)
|
||||
if(M:nodamage) continue
|
||||
M:airflow_stun()
|
||||
|
||||
if(M.check_airflow_movable(n))
|
||||
|
||||
//Check for things that are in range of the midpoint turfs.
|
||||
var/fail = 1
|
||||
var/list/close_turfs = list()
|
||||
for(var/turf/U in connected_turfs)
|
||||
if(M in range(U)) fail = 0
|
||||
if(fail) continue
|
||||
if(M in range(U)) close_turfs += U
|
||||
if(!close_turfs.len) continue
|
||||
|
||||
//If they're already being tossed, don't do it again.
|
||||
if(!M.airflow_speed)
|
||||
|
||||
M.airflow_dest = pick(connected_turfs) //Pick a random midpoint to fly towards.
|
||||
M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards.
|
||||
|
||||
spawn M.GotoAirflowDest(abs(n) * (vsc.AF_SPEED_MULTIPLIER/10))
|
||||
//Send the object flying at a speed determined by n and AF_SPEED_MULTIPLIER.
|
||||
spawn M.GotoAirflowDest(abs(n)/20)
|
||||
|
||||
//Do it again for the stuff in the other zone, making it fly away.
|
||||
for(var/atom/movable/M in otherpplz)
|
||||
|
||||
if(ismob(M) && abs(n) > vsc.AF_HUMAN_STUN_THRESHOLD)
|
||||
if(M.last_airflow > world.time - 150) continue
|
||||
|
||||
if(ismob(M) && abs(n) > vsc.airflow_medium_pressure)
|
||||
if(M:nodamage) continue
|
||||
M:airflow_stun()
|
||||
|
||||
if(M.check_airflow_movable(abs(n)))
|
||||
|
||||
var/fail = 1
|
||||
var/list/close_turfs = list()
|
||||
for(var/turf/U in connected_turfs)
|
||||
if(M in range(U)) fail = 0
|
||||
if(fail) continue
|
||||
if(M in range(U)) close_turfs += U
|
||||
if(!close_turfs.len) continue
|
||||
|
||||
if(M && !M.airflow_speed)
|
||||
//If they're already being tossed, don't do it again.
|
||||
if(!M.airflow_speed)
|
||||
|
||||
M.airflow_dest = pick(connected_turfs)
|
||||
M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards.
|
||||
|
||||
spawn M.RepelAirflowDest(abs(n) * (vsc.AF_SPEED_MULTIPLIER/10))
|
||||
spawn M.RepelAirflowDest(abs(n)/20)
|
||||
|
||||
proc/AirflowSpace(zone/A)
|
||||
|
||||
//The space version of the Airflow(A,B,n) proc.
|
||||
|
||||
var/n = (A.air.oxygen + A.air.nitrogen + A.air.carbon_dioxide)*vsc.AF_SPACE_MULTIPLIER
|
||||
//Here, n is determined by the space multiplier constant and the zone's air.
|
||||
var/n = A.air.pressure
|
||||
//Here, n is determined by only the pressure in the room.
|
||||
|
||||
n = round((n/vsc.AF_PERCENT_OF)*100,0.1)
|
||||
|
||||
if(n < vsc.AF_TINY_MOVEMENT_THRESHOLD) return
|
||||
if(n < vsc.airflow_lightest_pressure) return
|
||||
|
||||
var/list/connected_turfs = A.space_tiles //The midpoints are now all the space connections.
|
||||
var/list/pplz = A.movables() //We only need to worry about things in the zone, not things in space.
|
||||
var/list/pplz = A.movable_objects //We only need to worry about things in the zone, not things in space.
|
||||
|
||||
for(var/atom/movable/M in pplz)
|
||||
|
||||
if(ismob(M) && n > vsc.AF_HUMAN_STUN_THRESHOLD)
|
||||
if(M.last_airflow > world.time - 150) continue
|
||||
|
||||
if(ismob(M) && n > vsc.airflow_medium_pressure)
|
||||
if(M:nodamage) continue
|
||||
M:airflow_stun()
|
||||
|
||||
if(M.check_airflow_movable(n))
|
||||
|
||||
var/fail = 1
|
||||
var/list/close_turfs = list()
|
||||
for(var/turf/U in connected_turfs)
|
||||
if(M in range(U)) fail = 0
|
||||
if(fail) continue
|
||||
if(M in range(U)) close_turfs += U
|
||||
if(!close_turfs.len) continue
|
||||
|
||||
//If they're already being tossed, don't do it again.
|
||||
if(!M.airflow_speed)
|
||||
M.airflow_dest = pick(connected_turfs)
|
||||
|
||||
M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards.
|
||||
spawn
|
||||
if(M) M.GotoAirflowDest(n * (vsc.AF_SPEED_MULTIPLIER/10))
|
||||
if(M) M.GotoAirflowDest(n/20)
|
||||
//Sometimes shit breaks, and M isn't there after the spawn.
|
||||
|
||||
proc/AirflowRepel(turf/T,n,per = 0)
|
||||
|
||||
//This one is used for air escaping from canisters.
|
||||
var/zone/A = T.zone
|
||||
if(!A) return
|
||||
|
||||
n *= vsc.AF_CANISTER_MULTIPLIER
|
||||
|
||||
if(!per)
|
||||
n = round((n/vsc.AF_PERCENT_OF) * 100,0.1)
|
||||
|
||||
if(n < 0) return
|
||||
if(abs(n) > vsc.AF_TINY_MOVEMENT_THRESHOLD)
|
||||
|
||||
var/list/pplz = A.movables()
|
||||
|
||||
for(var/atom/movable/M in pplz)
|
||||
var/relative_n = n / max(1,get_dist(T,M)/2)
|
||||
if(ismob(M) && relative_n > vsc.AF_HUMAN_STUN_THRESHOLD)
|
||||
if(M:nodamage) continue
|
||||
M:airflow_stun()
|
||||
|
||||
if(M.check_airflow_movable(relative_n))
|
||||
|
||||
if(!(M in range(T))) continue //Recall that T is the center of the repelling force.
|
||||
|
||||
if(!M.airflow_speed)
|
||||
M.airflow_dest = T
|
||||
spawn M.RepelAirflowDest(relative_n * (vsc.AF_SPEED_MULTIPLIER/10))
|
||||
|
||||
proc/AirflowAttract(turf/T,n,per=0)
|
||||
|
||||
//Same as above, but attracts objects to the target.
|
||||
|
||||
var/zone/A = T.zone
|
||||
if(!A) return
|
||||
|
||||
n *= vsc.AF_CANISTER_MULTIPLIER
|
||||
|
||||
if(!per)
|
||||
n = round((n/vsc.AF_PERCENT_OF) * 100,0.1)
|
||||
|
||||
if(n < 0) return
|
||||
if(abs(n) > vsc.AF_TINY_MOVEMENT_THRESHOLD)
|
||||
//world << "Airflow!"
|
||||
var/list/pplz = A.movables()
|
||||
for(var/atom/movable/M in pplz)
|
||||
//world << "[M] / \..."
|
||||
|
||||
var/relative_n = n / max(1,get_dist(T,M)/2)
|
||||
|
||||
if(ismob(M) && relative_n > vsc.AF_HUMAN_STUN_THRESHOLD)
|
||||
if(M:nodamage) continue
|
||||
M:airflow_stun()
|
||||
|
||||
if(M.check_airflow_movable(relative_n))
|
||||
|
||||
if(!(M in range(T))) continue
|
||||
|
||||
if(!M.airflow_speed)
|
||||
M.airflow_dest = T
|
||||
spawn M.GotoAirflowDest(relative_n * (vsc.AF_SPEED_MULTIPLIER/10))
|
||||
|
||||
atom/movable
|
||||
var/turf/airflow_dest
|
||||
var/airflow_speed = 0
|
||||
var/airflow_time = 0
|
||||
var/last_airflow = 0
|
||||
|
||||
proc/GotoAirflowDest(n)
|
||||
if(!airflow_dest) return
|
||||
if(airflow_speed < 0) return
|
||||
if(last_airflow > world.time - 150) return
|
||||
if(airflow_speed)
|
||||
airflow_speed = n
|
||||
return
|
||||
last_airflow = world.time
|
||||
if(airflow_dest == loc)
|
||||
step_away(src,loc)
|
||||
if(ismob(src))
|
||||
@@ -408,7 +243,7 @@ atom/movable
|
||||
while(airflow_speed > 0)
|
||||
if(airflow_speed <= 0) return
|
||||
airflow_speed = min(airflow_speed,15)
|
||||
airflow_speed -= vsc.AF_SPEED_DECAY
|
||||
airflow_speed -= vsc.airflow_speed_decay
|
||||
if(airflow_speed > 7)
|
||||
if(airflow_time++ >= airflow_speed - 7)
|
||||
sleep(1 * tick_multiplier)
|
||||
@@ -421,17 +256,18 @@ atom/movable
|
||||
step_towards(src, src.airflow_dest)
|
||||
if(ismob(src) && src:client) src:client:move_delay = world.time + 10
|
||||
airflow_dest = null
|
||||
airflow_speed = -1
|
||||
spawn(150 * tick_multiplier) airflow_speed = 0
|
||||
airflow_speed = 0
|
||||
if(od)
|
||||
density = 0
|
||||
|
||||
proc/RepelAirflowDest(n)
|
||||
if(!airflow_dest) return
|
||||
if(airflow_speed < 0) return
|
||||
if(last_airflow > world.time - 150) return
|
||||
if(airflow_speed)
|
||||
airflow_speed = n
|
||||
return
|
||||
last_airflow = world.time
|
||||
if(airflow_dest == loc)
|
||||
step_away(src,loc)
|
||||
if(ismob(src))
|
||||
@@ -456,7 +292,7 @@ atom/movable
|
||||
while(airflow_speed > 0)
|
||||
if(airflow_speed <= 0) return
|
||||
airflow_speed = min(airflow_speed,15)
|
||||
airflow_speed -= vsc.AF_SPEED_DECAY
|
||||
airflow_speed -= vsc.airflow_speed_decay
|
||||
if(airflow_speed > 7)
|
||||
if(airflow_time++ >= airflow_speed - 7)
|
||||
sleep(1 * tick_multiplier)
|
||||
@@ -469,8 +305,7 @@ atom/movable
|
||||
step_towards(src, src.airflow_dest)
|
||||
if(ismob(src) && src:client) src:client:move_delay = world.time + 10
|
||||
airflow_dest = null
|
||||
airflow_speed = -1
|
||||
spawn(150 * tick_multiplier) airflow_speed = 0
|
||||
airflow_speed = 0
|
||||
if(od)
|
||||
density = 0
|
||||
|
||||
@@ -482,8 +317,7 @@ atom/movable
|
||||
. = ..()
|
||||
|
||||
atom/movable/proc/airflow_hit(atom/A)
|
||||
airflow_speed = -1
|
||||
spawn(50 * tick_multiplier) airflow_speed = 0
|
||||
airflow_speed = 0
|
||||
airflow_dest = null
|
||||
|
||||
mob/airflow_hit(atom/A)
|
||||
@@ -499,8 +333,7 @@ obj/airflow_hit(atom/A)
|
||||
. = ..()
|
||||
|
||||
obj/item/airflow_hit(atom/A)
|
||||
airflow_speed = -1
|
||||
spawn(50 * tick_multiplier) airflow_speed = 0
|
||||
airflow_speed = 0
|
||||
airflow_dest = null
|
||||
|
||||
mob/living/carbon/human/airflow_hit(atom/A)
|
||||
@@ -512,76 +345,43 @@ mob/living/carbon/human/airflow_hit(atom/A)
|
||||
src.wear_suit.add_blood(src)
|
||||
if (src.w_uniform)
|
||||
src.w_uniform.add_blood(src)
|
||||
var/b_loss = airflow_speed * vsc.AF_DAMAGE_MULTIPLIER
|
||||
for(var/organ in src:organs)
|
||||
var/datum/organ/external/temp = src:organs["[organ]"]
|
||||
if (istype(temp, /datum/organ/external))
|
||||
switch(temp.name)
|
||||
if("head")
|
||||
temp.take_damage(b_loss * 0.2, 0)
|
||||
if("chest")
|
||||
temp.take_damage(b_loss * 0.4, 0)
|
||||
if("diaper")
|
||||
temp.take_damage(b_loss * 0.1, 0)
|
||||
spawn UpdateDamageIcon()
|
||||
var/b_loss = airflow_speed * vsc.airflow_damage
|
||||
|
||||
var/blocked = run_armor_check("head","melee")
|
||||
apply_damage(b_loss/3, BRUTE, "head", blocked, 0, "Airflow")
|
||||
|
||||
blocked = run_armor_check("chest","melee")
|
||||
apply_damage(b_loss/3, BRUTE, "chest", blocked, 0, "Airflow")
|
||||
|
||||
blocked = run_armor_check("groin","melee")
|
||||
apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, "Airflow")
|
||||
|
||||
if(airflow_speed > 10)
|
||||
paralysis += round(airflow_speed * vsc.AF_STUN_MULTIPLIER)
|
||||
paralysis += round(airflow_speed * vsc.airflow_stun)
|
||||
stunned = max(stunned,paralysis + 3)
|
||||
else
|
||||
stunned += round(airflow_speed * vsc.AF_STUN_MULTIPLIER/2)
|
||||
stunned += round(airflow_speed * vsc.airflow_stun/2)
|
||||
. = ..()
|
||||
|
||||
zone/proc/movables()
|
||||
. = list()
|
||||
for(var/turf/T in contents)
|
||||
for(var/atom/A in T)
|
||||
. += A
|
||||
turf/simulated/Entered(atom/A)
|
||||
. = ..()
|
||||
if(istype(A,/atom/movable) && zone)
|
||||
zone.movable_objects += A
|
||||
|
||||
proc/Get_Dir(atom/S,atom/T) //Shamelessly stolen from AJX.AdvancedGetDir
|
||||
var/GDist=get_dist(S,T)
|
||||
var/GDir=get_dir(S,T)
|
||||
if(GDist<=3)
|
||||
if(GDist==0) return 0
|
||||
if(GDist==1)
|
||||
return GDir
|
||||
turf/simulated/Exited(atom/A)
|
||||
. = ..()
|
||||
if(istype(A,/atom/movable) && zone)
|
||||
zone.movable_objects -= A
|
||||
|
||||
atom/movable/New(turf/simulated/T)
|
||||
. = ..()
|
||||
if(istype(T))
|
||||
if(T.zone)
|
||||
T.zone.movable_objects += src
|
||||
|
||||
var/X1=S.x*10
|
||||
var/X2=T.x*10
|
||||
var/Y1=S.y*10
|
||||
var/Y2=T.y*10
|
||||
var/Ref
|
||||
if(GDir==NORTHEAST)
|
||||
Ref=(X2/X1)*Y1
|
||||
if(Ref-1>Y2) .=EAST
|
||||
else if(Ref+1<Y2) .=NORTH
|
||||
else .=NORTHEAST
|
||||
else if(GDir==NORTHWEST)
|
||||
Ref=(1+((1-(X2/X1))))*Y1
|
||||
if(Ref-1>Y2) .=WEST
|
||||
else if(Ref+1<Y2) .=NORTH
|
||||
else .=NORTHWEST
|
||||
else if(GDir==SOUTHEAST)
|
||||
Ref=(1-((X2/X1)-1))*Y1
|
||||
if(Ref-1>Y2) .=SOUTH
|
||||
else if(Ref+1<Y2) .=EAST
|
||||
else .=SOUTHEAST
|
||||
else if(GDir==SOUTHWEST)
|
||||
Ref=(X2/X1)*Y1
|
||||
if(Ref-1>Y2) .=SOUTH
|
||||
else if(Ref+1<Y2) .=WEST
|
||||
else .=SOUTHWEST
|
||||
else
|
||||
return GDir
|
||||
|
||||
proc/SaveTweaks()
|
||||
var/savefile/F = new("data/game_settings.sav")
|
||||
F << vsc
|
||||
del F
|
||||
world.log << "TWEAKS: Airflow, Plasma and Damage settings saved."
|
||||
proc/LoadTweaks()
|
||||
if(fexists("data/game_settings.sav"))
|
||||
var/savefile/F = new("data/game_settings.sav")
|
||||
F >> vsc
|
||||
del F
|
||||
world.log << "TWEAKS: Airflow, Plasma and Damage settings loaded."
|
||||
atom/movable/Del()
|
||||
var/turf/simulated/T = loc
|
||||
if(istype(T))
|
||||
if(T.zone)
|
||||
T.zone.movable_objects -= src
|
||||
. = ..()
|
||||
@@ -1,3 +1,8 @@
|
||||
/*
|
||||
This object is contained within zone/var/connections. It's generated whenever two turfs from different zones are linked.
|
||||
Indirect connections will not merge the two zones after they reach equilibrium.
|
||||
*/
|
||||
|
||||
connection
|
||||
var
|
||||
turf //The turfs involved in the connection.
|
||||
@@ -5,6 +10,7 @@ connection
|
||||
B
|
||||
indirect = 0 //If the connection is purely indirect, the zones should not join.
|
||||
last_updated //The tick at which this was last updated.
|
||||
no_zone_count = 0
|
||||
New(turf/T,turf/O)
|
||||
A = T
|
||||
B = O
|
||||
@@ -31,6 +37,8 @@ connection
|
||||
B.zone.connected_zones[A.zone] = 1
|
||||
else
|
||||
B.zone.connected_zones[A.zone]++
|
||||
else
|
||||
world.log << "Attempted to create connection object for non-zone tiles: [T] -> [O]"
|
||||
Del()
|
||||
if(A.zone && A.zone.connections)
|
||||
A.zone.connections -= src
|
||||
@@ -57,5 +65,14 @@ connection
|
||||
. = ..()
|
||||
|
||||
proc/Cleanup()
|
||||
if(A.zone == B.zone) del src
|
||||
if(!A.zone || !B.zone) del src
|
||||
if(!A || !B)
|
||||
world.log << "Connection removed: [A] or [B] missing entirely."
|
||||
del src
|
||||
if(A.zone == B.zone)
|
||||
world.log << "Connection removed: Zones now merged."
|
||||
del src
|
||||
if(!A.zone || !B.zone)
|
||||
no_zone_count++
|
||||
if(no_zone_count >= 5)
|
||||
world.log << "Connection removed: [A] or [B] missing a zone."
|
||||
del src
|
||||
@@ -1,13 +1,19 @@
|
||||
zone
|
||||
New(turf/start)
|
||||
//Get the turfs that are part of the zone using a floodfill method
|
||||
if(istype(start,/list))
|
||||
contents = start
|
||||
else
|
||||
contents = FloodFill(start)
|
||||
|
||||
//Change all the zone vars of the turfs, check for space to be added to space_tiles.
|
||||
for(var/turf/T in contents)
|
||||
T.zone = src
|
||||
if(istype(T,/turf/space))
|
||||
AddSpace(T)
|
||||
|
||||
//Generate the gas_mixture for use in this zone by using the average of the gases
|
||||
//defined at startup.
|
||||
air = new
|
||||
var/members = contents.len
|
||||
for(var/turf/simulated/T in contents)
|
||||
@@ -17,8 +23,13 @@ zone
|
||||
air.toxins += T.toxins / members
|
||||
air.temperature += T.temperature / members
|
||||
air.group_multiplier = contents.len
|
||||
air.update_values()
|
||||
|
||||
//Add this zone to the global list.
|
||||
zones += src
|
||||
|
||||
Del()
|
||||
//Ensuring the zone list doesn't get clogged with null values.
|
||||
zones -= src
|
||||
. = ..()
|
||||
|
||||
@@ -30,17 +41,23 @@ proc/FloodFill(turf/start)
|
||||
|
||||
while(open.len)
|
||||
for(var/turf/T in open)
|
||||
//Stop if there's a door, even if it's open. These are handled by indirect connection.
|
||||
if(!T.HasDoor())
|
||||
|
||||
for(var/d in cardinal)
|
||||
var/turf/O = get_step(T,d)
|
||||
//Simple pass check.
|
||||
if(O.ZCanPass(T) && !(O in open) && !(O in closed))
|
||||
open += O
|
||||
|
||||
open -= T
|
||||
closed += T
|
||||
|
||||
return closed
|
||||
|
||||
turf/proc/ZCanPass(turf/T)
|
||||
//Fairly standard pass checks for turfs, objects and directional windows. Also stops at the edge of space.
|
||||
|
||||
if(istype(T,/turf/space)) return 0
|
||||
else
|
||||
if(T.blocks_air||blocks_air)
|
||||
@@ -51,6 +68,7 @@ turf/proc/ZCanPass(turf/T)
|
||||
continue
|
||||
if(!obstacle.CanPass(0, T, 0, 1))
|
||||
return 0
|
||||
|
||||
for(var/obj/obstacle in T)
|
||||
if(istype(obstacle,/obj/machinery/door) && !istype(obstacle,/obj/machinery/door/window))
|
||||
continue
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
|
||||
client/proc/Zone_Info(turf/T as null|turf)
|
||||
client/verb/Zone_Info(turf/T as null|turf)
|
||||
set category = "Debug"
|
||||
if(T)
|
||||
if(T.zone)
|
||||
@@ -28,9 +28,10 @@ zone/proc
|
||||
M << "Plasma: [air.toxins]"
|
||||
M << "Carbon Dioxide: [air.carbon_dioxide]"
|
||||
M << "Temperature: [air.temperature]"
|
||||
M << "Heat Energy: [air.thermal_energy()]"
|
||||
M << "Heat Energy: [air.temperature * air.heat_capacity()]"
|
||||
M << "Pressure: [air.return_pressure()]"
|
||||
M << ""
|
||||
M << "Space Tiles: [length(space_tiles)]"
|
||||
M << "<u>Connections: [length(connections)]</u>"
|
||||
|
||||
for(var/connection/C in connections)
|
||||
@@ -40,6 +41,9 @@ zone/proc
|
||||
spawn(50)
|
||||
C.A.overlays -= 'debug_connect.dmi'
|
||||
C.B.overlays -= 'debug_connect.dmi'
|
||||
for(var/C in connections)
|
||||
if(!istype(C,/connection))
|
||||
M << "[C] (Not Connection!)"
|
||||
|
||||
else
|
||||
dbg_output = 0
|
||||
|
||||
@@ -1,34 +1,17 @@
|
||||
turf/var/zone/zone
|
||||
|
||||
var/list/zones = list()
|
||||
var/zone_controller/zone_master = new
|
||||
|
||||
zone_controller
|
||||
var
|
||||
current_tick = 0
|
||||
proc
|
||||
start()
|
||||
set background = 1
|
||||
while(1)
|
||||
current_tick++
|
||||
for(var/zone/Z in zones)
|
||||
if(Z.last_update < current_tick)
|
||||
Z.process()
|
||||
if(Z) Z.last_update = current_tick
|
||||
for(var/obj/fire/F)
|
||||
F.process()
|
||||
//for(var/obj/z_hotspot/H in z_hotspots)
|
||||
// H.process()
|
||||
sleep(max(5,vsc.zone_update_delay*tick_multiplier))
|
||||
|
||||
zone
|
||||
var
|
||||
dbg_output = 0 //Enables debug output.
|
||||
rebuild = 0 //If 1, zone will be rebuilt on next process.
|
||||
rebuild = 0 //If 1, zone will be rebuilt on next process. Not sure if used.
|
||||
datum/gas_mixture/air //The air contents of the zone.
|
||||
list/contents //All the tiles that are contained in this zone.
|
||||
list/connections // /connection objects which refer to connections with other zones, e.g. through a door.
|
||||
list/connected_zones //Parallels connections, but lists zones to which this one is connected and the number
|
||||
//of points they're connected at.
|
||||
list/space_tiles // Any space tiles in this list will cause air to flow out.
|
||||
last_update = 0
|
||||
last_update = 0
|
||||
|
||||
list/movable_objects = list() //All the things that can be tossed by airflow.
|
||||
@@ -0,0 +1,178 @@
|
||||
/*
|
||||
Overview:
|
||||
The air_master global variable is the workhorse for the system.
|
||||
|
||||
Why are you archiving data before modifying it?
|
||||
The general concept with archiving data and having each tile keep track of when they were last updated is to keep everything symmetric
|
||||
and totally independent of the order they are read in an update cycle.
|
||||
This prevents abnormalities like air/fire spreading rapidly in one direction and super slowly in the other.
|
||||
|
||||
Why not just archive everything and then calculate?
|
||||
Efficiency. While a for-loop that goes through all tils and groups to archive their information before doing any calculations seems simple, it is
|
||||
slightly less efficient than the archive-before-modify/read method.
|
||||
|
||||
Why is there a cycle check for calculating data as well?
|
||||
This ensures that every connection between group-tile, tile-tile, and group-group is only evaluated once per loop.
|
||||
|
||||
|
||||
|
||||
|
||||
Important variables:
|
||||
air_master.groups_to_rebuild (list)
|
||||
A list of air groups that have had their geometry occluded and thus may need to be split in half.
|
||||
A set of adjacent groups put in here will join together if validly connected.
|
||||
This is done before air system calculations for a cycle.
|
||||
air_master.tiles_to_update (list)
|
||||
Turfs that are in this list have their border data updated before the next air calculations for a cycle.
|
||||
Place turfs in this list rather than call the proc directly to prevent race conditions
|
||||
|
||||
turf/simulated.archive() and datum/air_group.archive()
|
||||
This stores all data for.
|
||||
If you modify, make sure to update the archived_cycle to prevent race conditions and maintain symmetry
|
||||
|
||||
atom/CanPass(atom/movable/mover, turf/target, height, air_group)
|
||||
returns 1 for allow pass and 0 for deny pass
|
||||
Turfs automatically call this for all objects/mobs in its turf.
|
||||
This is called both as source.CanPass(target, height, air_group)
|
||||
and target.CanPass(source, height, air_group)
|
||||
|
||||
Cases for the parameters
|
||||
1. This is called with args (mover, location, height>0, air_group=0) for normal objects.
|
||||
2. This is called with args (null, location, height=0, air_group=0) for flowing air.
|
||||
3. This is called with args (null, location, height=?, air_group=1) for determining group boundaries.
|
||||
|
||||
Cases 2 and 3 would be different for doors or other objects open and close fairly often.
|
||||
(Case 3 would return 0 always while Case 2 would return 0 only when the door is open)
|
||||
This prevents the necessity of re-evaluating group geometry every time a door opens/closes.
|
||||
|
||||
|
||||
Important Procedures
|
||||
air_master.process()
|
||||
This first processes the air_master update/rebuild lists then processes all groups and tiles for air calculations
|
||||
|
||||
|
||||
*/
|
||||
|
||||
var/kill_air = 0
|
||||
var/tick_multiplier = 2
|
||||
|
||||
atom/proc/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
|
||||
//Purpose: Determines if the object (or airflow) can pass this atom.
|
||||
//Called by: Movement, airflow.
|
||||
//Inputs: The moving atom (optional), target turf, "height" and air group
|
||||
//Outputs: Boolean if can pass.
|
||||
|
||||
return (!density || !height || air_group)
|
||||
|
||||
turf
|
||||
CanPass(atom/movable/mover, turf/target, height=1.5,air_group=0)
|
||||
if(!target) return 0
|
||||
|
||||
if(istype(mover)) // turf/Enter(...) will perform more advanced checks
|
||||
return !density
|
||||
|
||||
else // Now, doing more detailed checks for air movement and air group formation
|
||||
if(target.blocks_air||blocks_air)
|
||||
return 0
|
||||
|
||||
for(var/obj/obstacle in src)
|
||||
if(!obstacle.CanPass(mover, target, height, air_group))
|
||||
return 0
|
||||
for(var/obj/obstacle in target)
|
||||
if(!obstacle.CanPass(mover, src, height, air_group))
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
var/global/datum/controller/air_system/air_master
|
||||
|
||||
datum
|
||||
controller
|
||||
air_system
|
||||
//Geoemetry lists
|
||||
var/list/turf/simulated/active_singletons = list()
|
||||
|
||||
//Special functions lists
|
||||
var/list/turf/simulated/active_super_conductivity = list()
|
||||
var/list/turf/simulated/high_pressure_delta = list()
|
||||
|
||||
//Geometry updates lists
|
||||
var/list/turf/simulated/tiles_to_update = list()
|
||||
var/list/turf/simulated/groups_to_rebuild = list()
|
||||
|
||||
var/current_cycle = 0
|
||||
var/update_delay = 5 //How long between check should it try to process atmos again.
|
||||
var/failed_ticks = 0 //How many ticks have runtimed?
|
||||
|
||||
|
||||
/* process()
|
||||
//Call this to process air movements for a cycle
|
||||
|
||||
process_rebuild_select_groups()
|
||||
//Used by process()
|
||||
//Warning: Do not call this
|
||||
|
||||
rebuild_group(datum/air_group)
|
||||
//Used by process_rebuild_select_groups()
|
||||
//Warning: Do not call this, add the group to air_master.groups_to_rebuild instead
|
||||
*/
|
||||
|
||||
|
||||
proc/setup()
|
||||
//Purpose: Call this at the start to setup air groups geometry
|
||||
// (Warning: Very processor intensive but only must be done once per round)
|
||||
//Called by: Gameticker/Master controller
|
||||
//Inputs: None.
|
||||
//Outputs: None.
|
||||
|
||||
set background = 1
|
||||
world << "\red \b Processing Geometry..."
|
||||
sleep(-1)
|
||||
|
||||
var/start_time = world.timeofday
|
||||
|
||||
for(var/turf/simulated/S in world)
|
||||
if(S.z < 5)
|
||||
if(!S.blocks_air && !S.zone && S.z < 5) // Added last check to force skipping asteroid z-levels -- TLE
|
||||
new/zone(S)
|
||||
|
||||
S.update_air_properties()
|
||||
|
||||
world << "\red \b Geometry processed in [time2text(world.timeofday-start_time, "mm:ss")] minutes!"
|
||||
spawn start()
|
||||
|
||||
proc/start()
|
||||
//Purpose: This is kicked off by the master controller, and controls the processing of all atmosphere.
|
||||
//Called by: Master controller
|
||||
//Inputs: None.
|
||||
//Outputs: None.
|
||||
|
||||
set background = 1
|
||||
while(1)
|
||||
if(!kill_air)
|
||||
current_cycle++
|
||||
var/success = tick() //Changed so that a runtime does not crash the ticker.
|
||||
if(!success) //Runtimed.
|
||||
failed_ticks++
|
||||
if(failed_ticks > 20)
|
||||
world << "<font size='4' color='red'>ERROR IN ATMOS TICKER. Killing air simulation!</font>"
|
||||
kill_air = 1
|
||||
sleep(max(5,update_delay*tick_multiplier))
|
||||
|
||||
proc/tick()
|
||||
|
||||
if(tiles_to_update.len > 0) //If there are tiles to update, do so.
|
||||
for(var/turf/simulated/T in tiles_to_update)
|
||||
spawn T.update_air_properties()
|
||||
tiles_to_update = list()
|
||||
|
||||
for(var/zone/Z in zones)
|
||||
if(Z.last_update < current_cycle)
|
||||
Z.process()
|
||||
if(Z) Z.last_update = current_cycle
|
||||
|
||||
for(var/obj/fire/F)
|
||||
F.process()
|
||||
|
||||
return 1
|
||||
@@ -0,0 +1,205 @@
|
||||
atom/var/pressure_resistance = ONE_ATMOSPHERE
|
||||
turf
|
||||
assume_air(datum/gas_mixture/giver) //use this for machines to adjust air
|
||||
del(giver)
|
||||
return 0
|
||||
|
||||
return_air()
|
||||
//Create gas mixture to hold data for passing
|
||||
var/datum/gas_mixture/GM = new
|
||||
|
||||
GM.oxygen = oxygen
|
||||
GM.carbon_dioxide = carbon_dioxide
|
||||
GM.nitrogen = nitrogen
|
||||
GM.toxins = toxins
|
||||
|
||||
GM.temperature = temperature
|
||||
GM.update_values()
|
||||
|
||||
return GM
|
||||
|
||||
remove_air(amount as num)
|
||||
var/datum/gas_mixture/GM = new
|
||||
|
||||
var/sum = oxygen + carbon_dioxide + nitrogen + toxins
|
||||
if(sum>0)
|
||||
GM.oxygen = (oxygen/sum)*amount
|
||||
GM.carbon_dioxide = (carbon_dioxide/sum)*amount
|
||||
GM.nitrogen = (nitrogen/sum)*amount
|
||||
GM.toxins = (toxins/sum)*amount
|
||||
|
||||
GM.temperature = temperature
|
||||
GM.update_values()
|
||||
|
||||
return GM
|
||||
|
||||
|
||||
turf
|
||||
simulated
|
||||
|
||||
var/current_graphic = null
|
||||
|
||||
var/tmp
|
||||
datum/gas_mixture/air
|
||||
|
||||
processing = 1
|
||||
group_border = 0
|
||||
length_space_border = 0
|
||||
|
||||
air_check_directions = 0 //Do not modify this, just add turf to air_master.tiles_to_update
|
||||
|
||||
archived_cycle = 0
|
||||
current_cycle = 0
|
||||
|
||||
obj/fire/active_hotspot
|
||||
|
||||
temperature_archived //USED ONLY FOR SOLIDS
|
||||
being_superconductive = 0
|
||||
|
||||
|
||||
proc
|
||||
process_cell()
|
||||
update_air_properties()
|
||||
archive()
|
||||
|
||||
mimic_air_with_tile(turf/model)
|
||||
share_air_with_tile(turf/simulated/sharer)
|
||||
|
||||
mimic_temperature_with_tile(turf/model)
|
||||
share_temperature_with_tile(turf/simulated/sharer)
|
||||
|
||||
|
||||
super_conduct()
|
||||
|
||||
update_visuals()
|
||||
overlays = null
|
||||
|
||||
var/siding_icon_state = return_siding_icon_state()
|
||||
if(siding_icon_state)
|
||||
overlays += image('floors.dmi',siding_icon_state)
|
||||
var/datum/gas_mixture/model = return_air()
|
||||
switch(model.graphic)
|
||||
if("plasma")
|
||||
overlays.Add(plmaster)
|
||||
if("sleeping_agent")
|
||||
overlays.Add(slmaster)
|
||||
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
|
||||
if(!blocks_air)
|
||||
air = new
|
||||
|
||||
air.oxygen = oxygen
|
||||
air.carbon_dioxide = carbon_dioxide
|
||||
air.nitrogen = nitrogen
|
||||
air.toxins = toxins
|
||||
|
||||
air.temperature = temperature
|
||||
air.update_values()
|
||||
|
||||
if(air_master)
|
||||
air_master.tiles_to_update.Add(src)
|
||||
|
||||
find_zone()
|
||||
|
||||
// air.parent = src //TODO DEBUG REMOVE
|
||||
|
||||
else
|
||||
if(air_master)
|
||||
for(var/direction in cardinal)
|
||||
var/turf/simulated/floor/target = get_step(src,direction)
|
||||
if(istype(target))
|
||||
air_master.tiles_to_update.Add(target)
|
||||
|
||||
Del()
|
||||
if(active_hotspot)
|
||||
del(active_hotspot)
|
||||
if(blocks_air)
|
||||
for(var/direction in list(NORTH, SOUTH, EAST, WEST))
|
||||
var/turf/simulated/tile = get_step(src,direction)
|
||||
if(istype(tile) && !tile.blocks_air)
|
||||
air_master.tiles_to_update.Add(tile)
|
||||
..()
|
||||
|
||||
assume_air(datum/gas_mixture/giver)
|
||||
if(!giver) return 0
|
||||
if(zone)
|
||||
zone.air.merge(giver)
|
||||
return 1
|
||||
else
|
||||
return ..()
|
||||
|
||||
archive()
|
||||
if(air) //For open space like floors
|
||||
air.archive()
|
||||
|
||||
temperature_archived = temperature
|
||||
archived_cycle = air_master.current_cycle
|
||||
|
||||
share_air_with_tile(turf/simulated/T)
|
||||
return air.share(T.air)
|
||||
|
||||
mimic_air_with_tile(turf/T)
|
||||
return air.mimic(T)
|
||||
|
||||
return_air()
|
||||
if(zone)
|
||||
return zone.air
|
||||
else if(air)
|
||||
return air
|
||||
|
||||
else
|
||||
return ..()
|
||||
|
||||
remove_air(amount as num)
|
||||
if(zone)
|
||||
var/datum/gas_mixture/removed = null
|
||||
removed = zone.air.remove(amount)
|
||||
return removed
|
||||
else if(air)
|
||||
var/datum/gas_mixture/removed = null
|
||||
removed = air.remove(amount)
|
||||
|
||||
if(air.check_tile_graphic())
|
||||
update_visuals(air)
|
||||
return removed
|
||||
|
||||
else
|
||||
return ..()
|
||||
|
||||
update_air_properties()//OPTIMIZE
|
||||
air_check_directions = 0
|
||||
|
||||
for(var/direction in cardinal)
|
||||
if(CanPass(null, get_step(src,direction), 0, 0))
|
||||
air_check_directions |= direction
|
||||
|
||||
if(zone)
|
||||
for(var/direction in cardinal)
|
||||
if(air_check_directions&direction)
|
||||
|
||||
var/turf/simulated/T = get_step(src,direction)
|
||||
if(T)
|
||||
ZConnect(src,T)
|
||||
else
|
||||
var/turf/simulated/T = get_step(src,direction)
|
||||
if(T)
|
||||
ZDisconnect(src,T)
|
||||
else
|
||||
|
||||
for(var/direction in cardinal)
|
||||
if(air_check_directions&direction)
|
||||
var/turf/simulated/T = get_step(src,direction)
|
||||
if(T.zone)
|
||||
T.zone.AddTurf(src)
|
||||
break
|
||||
if(!zone)
|
||||
new/zone(src)
|
||||
|
||||
if(air_check_directions)
|
||||
processing = 1
|
||||
else
|
||||
processing = 0
|
||||
@@ -1,13 +1,16 @@
|
||||
vs_control/var/IgnitionLevel = 10 //Moles of oxygen+plasma - co2 needed to burn.
|
||||
|
||||
#define OXYGEN
|
||||
//Some legacy definitions so fires can be started.
|
||||
atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
return null
|
||||
|
||||
|
||||
turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
|
||||
|
||||
|
||||
|
||||
turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
|
||||
if(fire_protection) return
|
||||
if(fire_protection > world.time-300) return
|
||||
var/datum/gas_mixture/air_contents = return_air(1)
|
||||
if(!air_contents)
|
||||
return 0
|
||||
@@ -25,19 +28,11 @@ turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
|
||||
return 1
|
||||
var/datum/gas/volatile_fuel/fuel = locate() in air_contents.trace_gases
|
||||
var/obj/liquid_fuel/liquid = locate() in src
|
||||
var/fuel_level = 0
|
||||
var/liquid_level = 0
|
||||
if(fuel) fuel_level = fuel.moles
|
||||
if(liquid) liquid_level = liquid.amount
|
||||
var/total_fuel = air_contents.toxins + fuel_level + liquid_level
|
||||
if((air_contents.oxygen + air_contents.toxins + fuel_level*1.5 + liquid_level*1.5) - (air_contents.carbon_dioxide*0.25) > vsc.IgnitionLevel && total_fuel > 0.5)
|
||||
if(air_contents.calculate_firelevel(liquid) > vsc.IgnitionLevel && (fuel || liquid || air_contents.toxins > 0.5))
|
||||
igniting = 1
|
||||
if(air_contents.oxygen < 0.5)
|
||||
return 0
|
||||
|
||||
if(parent&&parent.group_processing)
|
||||
parent.suspend_group_processing()
|
||||
|
||||
if(! (locate(/obj/fire) in src))
|
||||
var/obj/fire/F = new(src,1000)
|
||||
F.temperature = exposed_temperature
|
||||
@@ -48,112 +43,9 @@ turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
|
||||
|
||||
return igniting
|
||||
|
||||
obj/effect/hotspot
|
||||
//Icon for fire on turfs, also helps for nurturing small fires until they are full tile
|
||||
|
||||
anchored = 1
|
||||
|
||||
mouse_opacity = 0
|
||||
|
||||
//luminosity = 3
|
||||
|
||||
icon = 'fire.dmi'
|
||||
icon_state = "1"
|
||||
|
||||
layer = TURF_LAYER
|
||||
|
||||
var
|
||||
volume = 125
|
||||
temperature = FIRE_MINIMUM_TEMPERATURE_TO_EXIST
|
||||
|
||||
just_spawned = 1
|
||||
|
||||
bypassing = 0
|
||||
|
||||
obj/effect/hotspot/proc/perform_exposure()
|
||||
var/turf/simulated/floor/location = loc
|
||||
if(!istype(location))
|
||||
return 0
|
||||
|
||||
if(volume > CELL_VOLUME*0.95)
|
||||
bypassing = 1
|
||||
else bypassing = 0
|
||||
|
||||
if(bypassing)
|
||||
if(!just_spawned)
|
||||
volume = location.air.fuel_burnt*FIRE_GROWTH_RATE
|
||||
temperature = location.air.temperature
|
||||
else
|
||||
var/datum/gas_mixture/affected = location.air.remove_ratio(volume/location.air.volume)
|
||||
|
||||
affected.temperature = temperature
|
||||
|
||||
affected.react()
|
||||
|
||||
temperature = affected.temperature
|
||||
volume = affected.fuel_burnt*FIRE_GROWTH_RATE
|
||||
|
||||
location.assume_air(affected)
|
||||
|
||||
for(var/atom/item in loc)
|
||||
item.temperature_expose(null, temperature, volume)
|
||||
|
||||
obj/effect/hotspot/process(turf/simulated/list/possible_spread)
|
||||
if(just_spawned)
|
||||
just_spawned = 0
|
||||
return 0
|
||||
|
||||
var/turf/simulated/floor/location = loc
|
||||
if(!istype(location))
|
||||
del(src)
|
||||
|
||||
if((temperature < FIRE_MINIMUM_TEMPERATURE_TO_EXIST) || (volume <= 1))
|
||||
del(src)
|
||||
|
||||
if(location.air.toxins < 0.5 || location.air.oxygen < 0.5)
|
||||
del(src)
|
||||
|
||||
|
||||
perform_exposure()
|
||||
|
||||
if(location.wet) location.wet = 0
|
||||
|
||||
if(bypassing)
|
||||
icon_state = "3"
|
||||
location.burn_tile()
|
||||
|
||||
//Possible spread due to radiated heat
|
||||
if(location.air.temperature > FIRE_MINIMUM_TEMPERATURE_TO_SPREAD)
|
||||
var/radiated_temperature = location.air.temperature*FIRE_SPREAD_RADIOSITY_SCALE
|
||||
|
||||
for(var/turf/simulated/possible_target in possible_spread)
|
||||
if(!locate(/obj/effect/hotspot) in possible_target)
|
||||
possible_target.hotspot_expose(radiated_temperature, CELL_VOLUME/4)
|
||||
|
||||
else
|
||||
if(volume > CELL_VOLUME*0.4)
|
||||
icon_state = "2"
|
||||
else
|
||||
icon_state = "1"
|
||||
|
||||
return 1
|
||||
|
||||
obj/effect/hotspot/New()
|
||||
..()
|
||||
dir = pick(cardinal)
|
||||
sd_SetLuminosity(3)
|
||||
|
||||
obj/effect/hotspot/Del()
|
||||
src.sd_SetLuminosity(0)
|
||||
loc = null
|
||||
..()
|
||||
|
||||
var
|
||||
fire_ratio_1 = 0.05
|
||||
|
||||
obj
|
||||
fire
|
||||
//Icon for fire on turfs, also helps for nurturing small fires until they are full tile
|
||||
//Icon for fire on turfs.
|
||||
|
||||
anchored = 1
|
||||
mouse_opacity = 0
|
||||
@@ -168,84 +60,82 @@ obj
|
||||
var
|
||||
volume = CELL_VOLUME
|
||||
temperature = FIRE_MINIMUM_TEMPERATURE_TO_EXIST
|
||||
firelevel = 10000
|
||||
firelevel = 10000 //Calculated by gas_mixture.calculate_firelevel()
|
||||
archived_firelevel = 0
|
||||
|
||||
process()
|
||||
|
||||
if(firelevel > vsc.IgnitionLevel)
|
||||
|
||||
var/turf/simulated/floor/S = loc
|
||||
if(!S.zone) del src
|
||||
//src.temperature += (src.firelevel/FireTempDivider+FireOffset - src.temperature) / FireRate
|
||||
if(!S.zone) del src //Cannot exist where zones are broken.
|
||||
|
||||
if(istype(S,/turf/simulated/floor))
|
||||
var
|
||||
datum/gas_mixture/air_contents = S.return_air()
|
||||
//Get whatever trace fuels are in the area
|
||||
datum/gas/volatile_fuel/fuel = locate(/datum/gas/volatile_fuel/) in air_contents.trace_gases
|
||||
fuel_level = 0
|
||||
//Also get liquid fuels on the ground.
|
||||
obj/liquid_fuel/liquid = locate() in S
|
||||
liquid_level = 0
|
||||
|
||||
if(fuel) fuel_level = fuel.moles
|
||||
if(liquid)
|
||||
liquid_level = liquid.amount
|
||||
if(liquid.amount <= 0)
|
||||
del liquid
|
||||
liquid_level = 0
|
||||
firelevel = air_contents.calculate_firelevel(liquid)
|
||||
|
||||
firelevel = (air_contents.oxygen + air_contents.toxins + fuel_level*1.5 + liquid_level*1.5) - (air_contents.carbon_dioxide*0.25)
|
||||
//Ensure that there is an appropriate amount of fuel and O2 here.
|
||||
if(firelevel > 25 && (air_contents.toxins || fuel || liquid))
|
||||
|
||||
firelevel = min(firelevel,vsc.IgnitionLevel*5)
|
||||
|
||||
if(firelevel > vsc.IgnitionLevel * 1.5 && (air_contents.toxins || fuel_level || liquid_level))
|
||||
for(var/direction in cardinal)
|
||||
if(S.air_check_directions&direction) //Grab all valid bordering tiles
|
||||
var/turf/simulated/enemy_tile = get_step(S, direction)
|
||||
if(istype(enemy_tile))
|
||||
if(enemy_tile.fire_protection)
|
||||
firelevel -= vsc.IgnitionLevel
|
||||
continue
|
||||
if(!(locate(/obj/fire) in enemy_tile))
|
||||
if( prob( firelevel/(vsc.IgnitionLevel*0.1) ) )
|
||||
new/obj/fire(enemy_tile,firelevel)
|
||||
// else
|
||||
// world << "Spread Probability: [firelevel/(vsc.IgnitionLevel*0.1)]%."
|
||||
// else
|
||||
// world << "There's a fire there bitch."
|
||||
// else
|
||||
// world << "[enemy_tile] cannot be spread to."
|
||||
//else
|
||||
// world << "Not enough firelevel to spread: [firelevel]/[vsc.IgnitionLevel*1.5]"
|
||||
|
||||
var/datum/gas_mixture/flow = air_contents.remove_ratio(0.5)
|
||||
//n = PV/RT, taking the volume of a single tile from the gas.
|
||||
var/turf/simulated/enemy_tile = get_step(S, direction)
|
||||
|
||||
if(istype(enemy_tile))
|
||||
//If extinguisher mist passed over the turf it's trying to spread to, don't spread and
|
||||
//reduce firelevel.
|
||||
if(enemy_tile.fire_protection > world.time-30)
|
||||
firelevel -= 150
|
||||
continue
|
||||
|
||||
//Spread the fire.
|
||||
if(!(locate(/obj/fire) in enemy_tile))
|
||||
if( prob( firelevel/2.5 ) )
|
||||
new/obj/fire(enemy_tile,firelevel)
|
||||
|
||||
var/datum/gas_mixture/flow = air_contents.remove_ratio(0.5) //Take half the air from the room I guess.
|
||||
|
||||
if(flow)
|
||||
|
||||
if(flow.oxygen > 0.3 && (flow.toxins || fuel_level || liquid))
|
||||
//Ensure adequate oxygen and fuel.
|
||||
if(flow.oxygen > 0.3 && (flow.toxins || fuel || liquid))
|
||||
|
||||
//Change icon depending on the fuel, and thus temperature.
|
||||
icon_state = "1"
|
||||
if(firelevel > vsc.IgnitionLevel * 2)
|
||||
if(firelevel > 25)
|
||||
icon_state = "2"
|
||||
if(firelevel > vsc.IgnitionLevel * 3.5)
|
||||
if(firelevel > 100)
|
||||
icon_state = "3"
|
||||
|
||||
//Ensure flow temperature is higher than minimum fire temperatures.
|
||||
flow.temperature = max(PLASMA_MINIMUM_BURN_TEMPERATURE+0.1,flow.temperature)
|
||||
|
||||
//Burn the gas mixture.
|
||||
flow.zburn(liquid)
|
||||
|
||||
else
|
||||
|
||||
del src
|
||||
|
||||
|
||||
S.assume_air(flow)
|
||||
S.assume_air(flow) //Then put it back where you found it.
|
||||
|
||||
else
|
||||
//world << "No air at all."
|
||||
del src
|
||||
else
|
||||
del src
|
||||
else
|
||||
//world << "Insufficient fire level for ignition: [firelevel]/[IgnitionLevel]"
|
||||
del src
|
||||
|
||||
for(var/mob/living/carbon/human/M in loc)
|
||||
M.FireBurn(firelevel/(vsc.IgnitionLevel*10))
|
||||
M.FireBurn(min(max(0.1,firelevel / 20),10)) //Burn the humans!
|
||||
|
||||
|
||||
New(newLoc,fl)
|
||||
@@ -254,7 +144,7 @@ obj
|
||||
sd_SetLuminosity(3)
|
||||
firelevel = fl
|
||||
for(var/mob/living/carbon/human/M in loc)
|
||||
M.FireBurn(firelevel/(vsc.IgnitionLevel*10))
|
||||
M.FireBurn(min(max(0.1,firelevel / 20),10)) //Burn the humans!
|
||||
|
||||
Del()
|
||||
if (istype(loc, /turf/simulated))
|
||||
@@ -265,74 +155,161 @@ obj
|
||||
..()
|
||||
|
||||
obj/liquid_fuel
|
||||
icon = 'effects.dmi'
|
||||
icon_state = "slube"
|
||||
//Liquid fuel is used for things that used to rely on volatile fuels or plasma being contained to a couple tiles.
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "fuel"
|
||||
layer = TURF_LAYER+0.2
|
||||
anchored = 1
|
||||
var/amount = 1
|
||||
var/amount = 1 //Basically moles.
|
||||
|
||||
New(newLoc)
|
||||
New(newLoc,amt=1)
|
||||
src.amount = amt
|
||||
|
||||
//Be absorbed by any other liquid fuel in the tile.
|
||||
for(var/obj/liquid_fuel/other in newLoc)
|
||||
if(other != src)
|
||||
other.amount += src.amount
|
||||
spawn other.Spread()
|
||||
del src
|
||||
return
|
||||
|
||||
Spread()
|
||||
. = ..()
|
||||
|
||||
vs_control/var/switch_fire = 1
|
||||
proc/Spread()
|
||||
//Allows liquid fuels to sometimes flow into other tiles.
|
||||
if(amount < 0.5) return
|
||||
var/turf/simulated/S = loc
|
||||
if(!istype(S)) return
|
||||
for(var/d in cardinal)
|
||||
if(S.air_check_directions & d)
|
||||
if(rand(25))
|
||||
var/turf/simulated/O = get_step(src,d)
|
||||
new/obj/liquid_fuel(O,amount*0.25)
|
||||
amount *= 0.75
|
||||
|
||||
turf/simulated/var/fire_protection = 0
|
||||
flamethrower_fuel
|
||||
icon_state = "mustard"
|
||||
anchored = 0
|
||||
New(newLoc, amt = 1, d = 0)
|
||||
dir = d //Setting this direction means you won't get torched by your own flamethrower.
|
||||
. = ..()
|
||||
Spread()
|
||||
//The spread for flamethrower fuel is much more precise, to create a wide fire pattern.
|
||||
if(amount < 0.1) return
|
||||
var/turf/simulated/S = loc
|
||||
if(!istype(S)) return
|
||||
|
||||
for(var/d in list(turn(dir,90),turn(dir,-90)))
|
||||
if(S.air_check_directions & d)
|
||||
var/turf/simulated/O = get_step(S,d)
|
||||
new/obj/liquid_fuel/flamethrower_fuel(O,amount*0.25,d)
|
||||
O.hotspot_expose((T20C*2) + 380,500) //Light flamethrower fuel on fire immediately.
|
||||
|
||||
amount *= 0.5
|
||||
|
||||
|
||||
turf/simulated/var/fire_protection = 0 //Protects newly extinguished tiles from being overrun again.
|
||||
turf/simulated/proc/apply_fire_protection()
|
||||
fire_protection = world.time
|
||||
|
||||
datum/gas_mixture/proc/zburn(obj/liquid_fuel/liquid)
|
||||
if(vsc.switch_fire)
|
||||
. = fire()
|
||||
if(liquid && liquid.amount > 0)
|
||||
oxygen -= fire_ratio_1
|
||||
liquid.amount = max(liquid.amount-fire_ratio_1,0)
|
||||
carbon_dioxide += fire_ratio_1
|
||||
if(liquid.amount <= 0)
|
||||
del liquid
|
||||
return
|
||||
//This proc is similar to fire(), but uses a simple logarithm to calculate temp, and is thus more stable with ZAS.
|
||||
if(temperature > PLASMA_MINIMUM_BURN_TEMPERATURE)
|
||||
var
|
||||
fuel_level = 0
|
||||
total_fuel = toxins
|
||||
fuel_sources = 0 //We'll divide by this later so that fuel is consumed evenly.
|
||||
datum/gas/volatile_fuel/fuel = locate() in trace_gases
|
||||
liquid_level = 0
|
||||
if(fuel) fuel_level = fuel.moles
|
||||
if(liquid) liquid_level = liquid.amount
|
||||
if(liquid && liquid_level <= 0)
|
||||
del liquid
|
||||
liquid_level = 0
|
||||
if(oxygen > 0.3 && (toxins || fuel_level || liquid_level))
|
||||
if(toxins && temperature < PLASMA_UPPER_TEMPERATURE)
|
||||
temperature += (FIRE_PLASMA_ENERGY_RELEASED*fire_ratio_1) / heat_capacity()
|
||||
|
||||
if((fuel_level || liquid_level) && temperature < PLASMA_UPPER_TEMPERATURE)
|
||||
temperature += (FIRE_CARBON_ENERGY_RELEASED*fire_ratio_1) / heat_capacity()
|
||||
if(fuel)
|
||||
//Volatile Fuel
|
||||
total_fuel += fuel.moles
|
||||
fuel_sources++
|
||||
|
||||
if(toxins > fire_ratio_1)
|
||||
oxygen -= vsc.plc.OXY_TO_PLASMA*fire_ratio_1
|
||||
toxins -= fire_ratio_1
|
||||
carbon_dioxide += fire_ratio_1
|
||||
else if(toxins)
|
||||
oxygen -= toxins * vsc.plc.OXY_TO_PLASMA
|
||||
carbon_dioxide += toxins
|
||||
toxins = 0
|
||||
if(liquid)
|
||||
//Liquid Fuel
|
||||
if(liquid.amount <= 0)
|
||||
del liquid
|
||||
else
|
||||
total_fuel += liquid.amount
|
||||
fuel_sources++
|
||||
|
||||
if(fuel_level > fire_ratio_1/1.5)
|
||||
oxygen -= vsc.plc.OXY_TO_PLASMA*fire_ratio_1
|
||||
fuel.moles -= fire_ratio_1
|
||||
carbon_dioxide += fire_ratio_1
|
||||
//Toxins
|
||||
if(toxins > 0.3) fuel_sources++
|
||||
|
||||
else if(fuel_level)
|
||||
oxygen -= fuel.moles * vsc.plc.OXY_TO_PLASMA
|
||||
carbon_dioxide += fuel.moles
|
||||
fuel.moles = 0
|
||||
if(!fuel_sources) return 0 //If there's no fuel, there's no burn. Can't divide by zero anyway.
|
||||
|
||||
if(liquid_level > 0)
|
||||
oxygen -= fire_ratio_1
|
||||
liquid.amount = max(liquid.amount-fire_ratio_1,0)
|
||||
carbon_dioxide += fire_ratio_1
|
||||
if(liquid.amount <= 0)
|
||||
del liquid
|
||||
return 1
|
||||
return 0
|
||||
if(oxygen > 0.3)
|
||||
|
||||
//Calculate the firelevel.
|
||||
var/firelevel = calculate_firelevel(liquid)
|
||||
|
||||
//Reaches a maximum practical temperature of around 2750.
|
||||
|
||||
temperature = 1000*log(0.016*firelevel + 1.45)
|
||||
|
||||
//Consume some gas.
|
||||
var/consumed_gas = min(oxygen,0.002*firelevel,total_fuel) / fuel_sources
|
||||
|
||||
oxygen -= consumed_gas
|
||||
|
||||
toxins = max(0,toxins-consumed_gas)
|
||||
|
||||
if(fuel)
|
||||
fuel.moles -= consumed_gas
|
||||
if(fuel.moles <= 0) del fuel
|
||||
|
||||
if(liquid)
|
||||
liquid.amount -= consumed_gas
|
||||
if(liquid.amount <= 0) del liquid
|
||||
|
||||
update_values()
|
||||
return consumed_gas*fuel_sources
|
||||
return 0
|
||||
|
||||
datum/gas_mixture/proc/calculate_firelevel(obj/liquid_fuel/liquid)
|
||||
//Calculates the firelevel based on one equation instead of having to do this multiple times in different areas.
|
||||
var
|
||||
datum/gas/volatile_fuel/fuel = locate() in trace_gases
|
||||
fuel_level = 0
|
||||
liquid_level = 0
|
||||
|
||||
if(fuel) fuel_level = fuel.moles
|
||||
if(liquid) liquid_level = liquid.amount
|
||||
return oxygen + toxins + liquid_level*15 + fuel_level*5
|
||||
|
||||
/mob/living/carbon/human/proc/FireBurn(mx as num)
|
||||
//Burns mobs due to fire. Respects heat transfer coefficients on various body parts.
|
||||
|
||||
var
|
||||
head_exposure = 1
|
||||
chest_exposure = 1
|
||||
groin_exposure = 1
|
||||
legs_exposure = 1
|
||||
arms_exposure = 1
|
||||
|
||||
//Get heat transfer coefficients for clothing.
|
||||
for(var/obj/item/clothing/C in src)
|
||||
if(l_hand == C || r_hand == C) continue
|
||||
if(C.body_parts_covered & HEAD)
|
||||
head_exposure *= C.heat_transfer_coefficient
|
||||
if(C.body_parts_covered & UPPER_TORSO)
|
||||
chest_exposure *= C.heat_transfer_coefficient
|
||||
if(C.body_parts_covered & LOWER_TORSO)
|
||||
groin_exposure *= C.heat_transfer_coefficient
|
||||
if(C.body_parts_covered & LEGS)
|
||||
legs_exposure *= C.heat_transfer_coefficient
|
||||
if(C.body_parts_covered & ARMS)
|
||||
arms_exposure *= C.heat_transfer_coefficient
|
||||
|
||||
//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
|
||||
|
||||
apply_damage(2.5*mx*head_exposure, BURN, "head", 0, 0, "Fire")
|
||||
apply_damage(2.5*mx*chest_exposure, BURN, "chest", 0, 0, "Fire")
|
||||
apply_damage(2.0*mx*groin_exposure, BURN, "groin", 0, 0, "Fire")
|
||||
apply_damage(0.6*mx*legs_exposure, BURN, "l_leg", 0, 0, "Fire")
|
||||
apply_damage(0.6*mx*legs_exposure, BURN, "r_leg", 0, 0, "Fire")
|
||||
apply_damage(0.4*mx*arms_exposure, BURN, "l_arm", 0, 0, "Fire")
|
||||
apply_damage(0.4*mx*arms_exposure, BURN, "r_arm", 0, 0, "Fire")
|
||||
|
||||
flash_pain()
|
||||
@@ -1,43 +1,34 @@
|
||||
zone
|
||||
proc
|
||||
AddTurf(turf/T)
|
||||
//Adds the turf to contents, increases the size of the zone, and sets the zone var.
|
||||
if(T in contents) return
|
||||
contents += T
|
||||
air.group_multiplier++
|
||||
T.zone = src
|
||||
RemoveTurf(turf/T)
|
||||
//Same, but in reverse.
|
||||
if(!(T in contents)) return
|
||||
contents -= T
|
||||
air.group_multiplier--
|
||||
T.zone = null
|
||||
|
||||
DivideAir(ratio)
|
||||
ratio = min(1,max(0,ratio))
|
||||
air.oxygen *= ratio
|
||||
air.oxygen = QUANTIZE(air.oxygen)
|
||||
air.nitrogen *= ratio
|
||||
air.nitrogen = QUANTIZE(air.nitrogen)
|
||||
air.toxins *= ratio
|
||||
air.toxins = QUANTIZE(air.toxins)
|
||||
air.carbon_dioxide *= ratio
|
||||
air.carbon_dioxide = QUANTIZE(air.carbon_dioxide)
|
||||
if(air.trace_gases.len)
|
||||
for(var/datum/gas/trace_gas in air.trace_gases)
|
||||
trace_gas.moles *= ratio
|
||||
trace_gas.moles = QUANTIZE(trace_gas.moles)
|
||||
air.temperature = air.temperature*ratio + TCMB*(1-ratio)
|
||||
air.temperature = QUANTIZE(air.temperature)
|
||||
|
||||
AddSpace(turf/space/S)
|
||||
//Adds a space tile to the list, and creates the list if null.
|
||||
if(istype(S,/turf/space))
|
||||
if(!space_tiles) space_tiles = list()
|
||||
space_tiles += S
|
||||
|
||||
RemoveSpace(turf/space/S)
|
||||
//Removes a space tile from the list, and deletes the list if length is 0.
|
||||
if(space_tiles)
|
||||
space_tiles -= S
|
||||
if(!space_tiles.len) space_tiles = null
|
||||
|
||||
turf/proc/HasDoor(turf/O)
|
||||
//Checks for the presence of doors, used for zone spreading and connection.
|
||||
//A positive numerical argument checks only for closed doors.
|
||||
//Another turf as an argument checks for windoors between here and there.
|
||||
for(var/obj/machinery/door/D in src)
|
||||
if(isnum(O) && O)
|
||||
if(!D.density) continue
|
||||
@@ -48,110 +39,155 @@ turf/proc/HasDoor(turf/O)
|
||||
return 1
|
||||
|
||||
turf/proc/find_zone()
|
||||
//Allows newly generated turfs to join up with a nearby zone.
|
||||
if(world.time < 10) return
|
||||
for(var/d in cardinal)
|
||||
var/turf/T = get_step(src,d)
|
||||
if(!T || !T.zone) continue
|
||||
if(!T || !T.zone || !T.ZCanPass(src)) continue
|
||||
if(!zone)
|
||||
zone = T.zone
|
||||
zone.AddTurf(src)
|
||||
else if(T.zone != zone)
|
||||
ZConnect(src,T)
|
||||
|
||||
turf/proc/check_connections()
|
||||
//Checks for new connections that can be made.
|
||||
for(var/d in cardinal)
|
||||
var/turf/T = get_step(src,d)
|
||||
if(!T || !T.zone || !T.CanPass(0,src,0,0)) continue
|
||||
if(T.zone != zone)
|
||||
ZConnect(src,T)
|
||||
|
||||
turf/proc/check_for_space()
|
||||
//Checks for space around the turf.
|
||||
for(var/d in cardinal)
|
||||
var/turf/T = get_step(src,d)
|
||||
if(istype(T,/turf/space) && T.CanPass(0,src,0,0))
|
||||
zone.AddSpace(T)
|
||||
|
||||
proc
|
||||
ZMerge(zone/A,zone/B)
|
||||
//world << "Merge occured."
|
||||
//Merges two zones so that they are one.
|
||||
var
|
||||
a_size = A.air.group_multiplier
|
||||
b_size = B.air.group_multiplier
|
||||
c_size = a_size + b_size
|
||||
new_contents = A.contents + B.contents
|
||||
|
||||
//Set air multipliers to one so air represents gas per tile.
|
||||
A.air.group_multiplier = 1
|
||||
B.air.group_multiplier = 1
|
||||
|
||||
//Remove some air proportional to the size of this zone.
|
||||
A.air.remove_ratio(a_size/c_size)
|
||||
B.air.remove_ratio(b_size/c_size)
|
||||
|
||||
//Merge the gases and set the multiplier to the sum of the old ones.
|
||||
A.air.merge(B.air)
|
||||
A.air.group_multiplier = c_size
|
||||
|
||||
//Check for connections to merge into the new zone.
|
||||
for(var/connection/C in B.connections)
|
||||
if((C.A in new_contents) && (C.B in new_contents))
|
||||
del C
|
||||
continue
|
||||
if(!A.connections) A.connections = list()
|
||||
A.connections += C
|
||||
|
||||
//Add space tiles.
|
||||
A.space_tiles += B.space_tiles
|
||||
|
||||
//Add contents.
|
||||
A.contents = new_contents
|
||||
|
||||
//Set all the zone vars.
|
||||
for(var/turf/T in B.contents)
|
||||
T.zone = A
|
||||
|
||||
del B
|
||||
|
||||
ZConnect(turf/A,turf/B)
|
||||
//Connects two zones by forming a connection object representing turfs A and B.
|
||||
|
||||
//Make sure that if it's space, it gets added to space_tiles instead.
|
||||
if(istype(B,/turf/space))
|
||||
if(A.zone)
|
||||
A.zone.AddSpace(B)
|
||||
//world << "Space added."
|
||||
return
|
||||
if(istype(A,/turf/space))
|
||||
if(B.zone)
|
||||
B.zone.AddSpace(B)
|
||||
//world << "Space added."
|
||||
B.zone.AddSpace(A)
|
||||
return
|
||||
|
||||
//Make some preliminary checks to see if the connection is valid.
|
||||
if(!A.zone || !B.zone) return
|
||||
if(A.zone == B.zone) return
|
||||
if(!A.CanPass(0,B,0,0)) return
|
||||
|
||||
//Ensure the connection isn't already made.
|
||||
for(var/connection/C in A.zone.connections)
|
||||
if((C.A == A && C.B == B) || (C.A == B && C.B == A))
|
||||
return
|
||||
var/connection/C = new(A,B)
|
||||
if(A.HasDoor(B) || B.HasDoor(A)) C.indirect = 1
|
||||
//world << "Connection Formed: [A] --> [B] [(C.indirect?"Indirect":"Direct")]"
|
||||
//A.overlays += 'zone_connection_A.dmi'
|
||||
//B.overlays += 'zone_connection_B.dmi'
|
||||
//spawn(10)
|
||||
// A.overlays -= 'zone_connection_A.dmi'
|
||||
// B.overlays -= 'zone_connection_B.dmi'
|
||||
|
||||
var/connection/C = new(A,B)
|
||||
|
||||
//Ensure zones separated by doors do not merge.
|
||||
if(A.HasDoor(B) || B.HasDoor(A)) C.indirect = 1
|
||||
|
||||
ZDisconnect(turf/A,turf/B)
|
||||
//Removes a zone connection. Can split zones in the case of a permanent barrier.
|
||||
|
||||
//If one of them doesn't have a zone, it might be space, so check for that.
|
||||
if(A.zone && B.zone)
|
||||
//If the two zones are different, just remove a connection.
|
||||
if(A.zone != B.zone)
|
||||
for(var/connection/C in A.zone.connections)
|
||||
if((C.A == A && C.B == B) || (C.A == B && C.B == A))
|
||||
//world << "Connection Dissolved: [A] -/-> [B] [(C.indirect?"Indirect":"Direct")]"
|
||||
/*A.overlays += 'zone_connection_A.dmi'
|
||||
B.overlays += 'zone_connection_B.dmi'
|
||||
spawn(10)
|
||||
A.overlays -= 'zone_connection_A.dmi'
|
||||
B.overlays -= 'zone_connection_B.dmi'*/
|
||||
del C
|
||||
/*else
|
||||
//If they're the same, split the zone at this line.
|
||||
else
|
||||
//Preliminary checks to prevent stupidity.
|
||||
if(A == B) return
|
||||
if(A.CanPass(0,B,0,0)) return
|
||||
if(A.HasDoor(B) || B.HasDoor(A)) return
|
||||
|
||||
//Do a test fill. If turf B is still in the floodfill, then the zone isn't really split.
|
||||
var/zone/oldzone = A.zone
|
||||
var/list/test = FloodFill(A)
|
||||
if(B in test) return
|
||||
|
||||
else
|
||||
var/zone/Z = new(test,oldzone.air)
|
||||
var/zone/Z = new(test,oldzone.air) //Create a new zone based on the old air and the test fill.
|
||||
|
||||
//Add connections from the old zone.
|
||||
for(var/connection/C in oldzone.connections)
|
||||
if((A in Z.contents) || (B in Z.contents))
|
||||
if(!Z.connections) Z.connections = list()
|
||||
Z.connections += C
|
||||
|
||||
//Check for space.
|
||||
for(var/turf/T in test)
|
||||
T.check_for_space()
|
||||
|
||||
//Make a new, identical air mixture for the other zone.
|
||||
var/datum/gas_mixture/Y_Air = new
|
||||
Y_Air.copy_from(oldzone.air)
|
||||
var/zone/Y = new(B,Y_Air)
|
||||
|
||||
var/zone/Y = new(B,Y_Air) //Make a new zone starting at B and using Y_Air.
|
||||
|
||||
//Add relevant connections from old zone.
|
||||
for(var/connection/C in oldzone.connections)
|
||||
if((A in Y.contents) || (B in Y.contents))
|
||||
if(!Y.connections) Y.connections = list()
|
||||
Y.connections += C
|
||||
|
||||
//Add the remaining space tiles to this zone.
|
||||
for(var/turf/space/T in oldzone.space_tiles)
|
||||
if(!(T in Z.space_tiles))
|
||||
Y.AddSpace(T)
|
||||
|
||||
oldzone.air = null
|
||||
del oldzone
|
||||
world << "Zone Split: [A] / [B]"
|
||||
A.overlays += 'zone_connection_A.dmi'
|
||||
B.overlays += 'zone_connection_B.dmi'
|
||||
spawn(10)
|
||||
A.overlays -= 'zone_connection_A.dmi'
|
||||
B.overlays -= 'zone_connection_B.dmi'*/
|
||||
else
|
||||
if(istype(A,/turf/space) && B.zone)
|
||||
B.zone.RemoveSpace(A)
|
||||
|
||||
@@ -1,252 +1,139 @@
|
||||
pl_control/var
|
||||
PLASMA_DMG = 3
|
||||
PLASMA_DMG_NAME = "Plasma Damage Multiplier"
|
||||
PLASMA_DMG_DESC = "Multiplier on how much damage inhaling plasma can do."
|
||||
|
||||
OXY_TO_PLASMA = 1
|
||||
OXY_TO_PLASMA_NAME = "O2/Plasma Ratio"
|
||||
OXY_TO_PLASMA_DESC = "Multiplier for the ratio of oxygen to plasma required in fires."
|
||||
CLOTH_CONTAMINATION = 0 //If this is on, plasma does damage by getting into cloth.
|
||||
|
||||
CLOTH_CONTAMINATION = 1 //If this is on, plasma does damage by getting into cloth.
|
||||
CLOTH_CONTAMINATION_NAME = "Plasma - Cloth Contamination"
|
||||
CLOTH_CONTAMINATION_RANDOM = 60
|
||||
CLOTH_CONTAMINATION_METHOD = "Toggle"
|
||||
CLOTH_CONTAMINATION_DESC = "If set to nonzero, plasma will contaminate cloth items (uniforms, backpacks, etc.)\
|
||||
and cause a small amount of damage over time to anyone carrying or wearing them. Contamination can be detected\
|
||||
with a Health Analyzer, and washed off in the washer."
|
||||
|
||||
ALL_ITEM_CONTAMINATION = 0 //If this is on, any item can be contaminated, so suits and tools must be discarded or
|
||||
//decontaminated.
|
||||
ALL_ITEM_CONTAMINATION_NAME = "Plasma - Full Contamination"
|
||||
ALL_ITEM_CONTAMINATION_RANDOM = 10
|
||||
ALL_ITEM_CONTAMINATION_METHOD = "Toggle"
|
||||
ALL_ITEM_CONTAMINATION_DESC = "Like Cloth Contamination, but all item types are susceptible."
|
||||
|
||||
PLASMAGUARD_ONLY = 0
|
||||
PLASMAGUARD_ONLY_NAME = "Plasma - Biosuits/Spacesuits Only"
|
||||
PLASMAGUARD_ONLY_RANDOM = 20
|
||||
PLASMAGUARD_ONLY_METHOD = "Toggle"
|
||||
PLASMAGUARD_ONLY_DESC = "If on, any suits that are not biosuits or space suits will not protect against contamination."
|
||||
|
||||
//CANISTER_CORROSION = 0 //If this is on, plasma must be stored in orange tanks and canisters,
|
||||
//CANISTER_CORROSION_RANDOM = 20 //or it will corrode the tank.
|
||||
//CANISTER_CORROSION_METHOD = "Toggle"
|
||||
PLASMAGUARD_ONLY = 0 //If this is on, only biosuits and spacesuits protect against contamination and ill effects.
|
||||
|
||||
GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 10,000.
|
||||
GENETIC_CORRUPTION_NAME = "Plasma - Genetic Corruption"
|
||||
GENETIC_CORRUPTION_RANDOM = "PROB10/3d6"
|
||||
GENETIC_CORRUPTION_METHOD = "Numeric"
|
||||
GENETIC_CORRUPTION_DESC = "When set to a probability in 1000, any humans in plasma will have this chance to develop a random mutation."
|
||||
|
||||
SKIN_BURNS = 1 //Plasma has an effect similar to mustard gas on the un-suited.
|
||||
SKIN_BURNS_NAME = "Plasma - Skin Burns"
|
||||
SKIN_BURNS_RANDOM = 10
|
||||
SKIN_BURNS_METHOD = "Toggle"
|
||||
SKIN_BURNS_DESC = "When toggled, humans with exposed skin will suffer burns (similar to mustard gas) in plasma."
|
||||
|
||||
//PLASMA_INJECTS_TOXINS = 0 //Plasma damage injects the toxins chemical to do damage over time.
|
||||
//PLASMA_INJECTS_TOXINS_RANDOM = 30
|
||||
//PLASMA_INJECTS_TOXINS_METHOD = "Toggle"
|
||||
EYE_BURNS = 1 //Plasma burns the eyes of anyone not wearing eye protection.
|
||||
|
||||
EYE_BURNS = 0 //Plasma burns the eyes of anyone not wearing eye protection.
|
||||
EYE_BURNS_NAME = "Plasma - Eye Burns"
|
||||
EYE_BURNS_RANDOM = 30
|
||||
EYE_BURNS_METHOD = "Toggle"
|
||||
EYE_BURNS_DESC = "When toggled, humans without masks that cover the eyes will suffer temporary blurriness and sight loss,\
|
||||
and may need glasses to see again if exposed for long durations."
|
||||
CONTAMINATION_LOSS = 0.01
|
||||
|
||||
//N2O_REACTION = 0 //Plasma can react with N2O, making sparks and starting a fire if levels are high.
|
||||
//N2O_REACTION_RANDOM = 5
|
||||
PLASMA_HALLUCINATION = 0
|
||||
|
||||
//PLASMA_COLOR = "onturf" //Plasma can change colors yaaaay!
|
||||
//PLASMA_COLOR_RANDOM = "PICKonturf,onturf"
|
||||
|
||||
//PLASMA_DMG_OFFSET = 1
|
||||
//PLASMA_DMG_OFFSET_RANDOM = "1d5"
|
||||
//PLASMA_DMG_QUOTIENT = 10
|
||||
//PLASMA_DMG_QUOTIENT_RANDOM = "1d10+4"
|
||||
|
||||
CONTAMINATION_LOSS = 0.1
|
||||
_NAME = "Plasma - Contamination Damage"
|
||||
CONTAMINATION_LOSS_DESC = "A number representing the damage done per life cycle by contaminated items."
|
||||
|
||||
PLASMA_HALLUCINATION = 1
|
||||
PLASMA_HALLUCINATION_NAME = "Plasma - Hallucination"
|
||||
PLASMA_HALLUCINATION_METHOD = "Toggle"
|
||||
PLASMA_HALLUCINATION_DESC = "If toggled, uses the remnants of the hallucination code to induce visions in those\
|
||||
who breathe plasma."
|
||||
N2O_HALLUCINATION = 1
|
||||
N2O_HALLUCINATION_NAME = "Nitrous Oxide - Hallucination"
|
||||
N2O_HALLUCINATION_METHOD = "Toggle"
|
||||
N2O_HALLUCINATION_DESC = "If toggled, uses the remnants of the hallucination code to induce visions in those\
|
||||
who breathe N2O."
|
||||
//CONTAMINATION_LOSS_RANDOM = "5d5"
|
||||
//Plasma has a chance to be a different color.
|
||||
|
||||
|
||||
obj/var/contaminated = 0
|
||||
|
||||
obj/item/proc
|
||||
can_contaminate()
|
||||
//Clothing and backpacks can be contaminated.
|
||||
if(flags & PLASMAGUARD) return 0
|
||||
if((flags & SUITSPACE) && !vsc.plc.PLASMAGUARD_ONLY) return 1
|
||||
if(vsc.plc.ALL_ITEM_CONTAMINATION) return 1
|
||||
if(flags & SUITSPACE) return 0
|
||||
else if(istype(src,/obj/item/clothing)) return 1
|
||||
else if(istype(src,/obj/item/weapon/storage/backpack)) return 1
|
||||
|
||||
/mob/living/carbon/human/proc/contaminate()
|
||||
contaminate()
|
||||
//Do a contamination overlay? Temporary measure to keep contamination less deadly than it was.
|
||||
if(!contaminated)
|
||||
contaminated = 1
|
||||
overlays += 'icons/effects/contamination.dmi'
|
||||
|
||||
decontaminate()
|
||||
contaminated = 0
|
||||
overlays -= 'icons/effects/contamination.dmi'
|
||||
|
||||
/mob/proc/contaminate()
|
||||
|
||||
/mob/living/carbon/human/contaminate()
|
||||
//See if anything can be contaminated.
|
||||
|
||||
if(!pl_suit_protected())
|
||||
suit_contamination()
|
||||
else if(vsc.plc.PLASMAGUARD_ONLY)
|
||||
if(!wear_suit.flags & PLASMAGUARD) wear_suit.contaminated = 1
|
||||
|
||||
|
||||
|
||||
if(!pl_head_protected())
|
||||
if(wear_mask) wear_mask.contaminated = 1
|
||||
if(prob(1)) suit_contamination() //Plasma can sometimes get through such an open suit.
|
||||
else if(vsc.plc.PLASMAGUARD_ONLY)
|
||||
if(!head.flags & PLASMAGUARD) head.contaminated = 1
|
||||
|
||||
if(istype(back,/obj/item/weapon/storage/backpack) || vsc.plc.ALL_ITEM_CONTAMINATION)
|
||||
back.contaminated = 1
|
||||
if(istype(back,/obj/item/weapon/storage/backpack))
|
||||
back.contaminate()
|
||||
|
||||
if(l_hand)
|
||||
if(l_hand.can_contaminate()) l_hand.contaminated = 1
|
||||
if(r_hand)
|
||||
if(r_hand.can_contaminate()) r_hand.contaminated = 1
|
||||
if(belt)
|
||||
if(belt.can_contaminate()) belt.contaminated = 1
|
||||
if(wear_id && !pl_suit_protected())
|
||||
if(wear_id.can_contaminate()) wear_id.contaminated = 1
|
||||
if(l_ear && !pl_head_protected())
|
||||
if(l_ear.can_contaminate()) l_ear.contaminated = 1
|
||||
if(r_ear && !pl_head_protected())
|
||||
if(r_ear.can_contaminate()) r_ear.contaminated = 1
|
||||
/mob/proc/pl_effects()
|
||||
|
||||
/mob/living/carbon/human/proc/pl_effects()
|
||||
/mob/living/carbon/human/pl_effects()
|
||||
//Handles all the bad things plasma can do.
|
||||
|
||||
//Contamination
|
||||
if(vsc.plc.CLOTH_CONTAMINATION) contaminate()
|
||||
|
||||
//Anything else requires them to not be dead.
|
||||
if(stat >= 2)
|
||||
return
|
||||
|
||||
//Burn skin if exposed.
|
||||
if(vsc.plc.SKIN_BURNS)
|
||||
if(!pl_head_protected() || !pl_suit_protected())
|
||||
burn_skin(0.75)
|
||||
if (coughedtime != 1)
|
||||
coughedtime = 1
|
||||
emote("gasp")
|
||||
spawn (20)
|
||||
coughedtime = 0
|
||||
if(prob(20)) src << "\red Your skin burns!"
|
||||
updatehealth()
|
||||
if(vsc.plc.EYE_BURNS && !pl_head_protected())
|
||||
if(!wear_mask)
|
||||
if(prob(20)) usr << "\red Your eyes burn!"
|
||||
eye_stat += 2.5
|
||||
eye_blurry += 1.5
|
||||
if (eye_stat >= 20 && !(disabilities & 1))
|
||||
src << "\red Your eyes start to burn badly!"
|
||||
disabilities |= 1
|
||||
if (prob(max(0,eye_stat - 20) + 1))
|
||||
src << "\red You are blinded!"
|
||||
eye_blind += 20
|
||||
eye_stat = max(eye_stat-25,0)
|
||||
|
||||
//Burn eyes if exposed.
|
||||
if(vsc.plc.EYE_BURNS)
|
||||
if(!head)
|
||||
if(!wear_mask)
|
||||
burn_eyes()
|
||||
else
|
||||
if(!(wear_mask.flags & MASKCOVERSEYES))
|
||||
burn_eyes()
|
||||
else
|
||||
if(!(wear_mask.flags & MASKCOVERSEYES))
|
||||
if(prob(20)) usr << "\red Your eyes burn!"
|
||||
eye_stat += 2.5
|
||||
eye_blurry = min(eye_blurry+1.5,50)
|
||||
if (eye_stat >= 20 && !(disabilities & 1))
|
||||
src << "\red Your eyes start to burn badly!"
|
||||
disabilities |= 1
|
||||
if (prob(max(0,eye_stat - 20) + 1) &&!eye_blind)
|
||||
src << "\red You are blinded!"
|
||||
eye_blind += 20
|
||||
eye_stat = 0
|
||||
if(!(head.flags & HEADCOVERSEYES))
|
||||
if(!wear_mask)
|
||||
burn_eyes()
|
||||
else
|
||||
if(!(wear_mask.flags & MASKCOVERSEYES))
|
||||
burn_eyes()
|
||||
|
||||
//Genetic Corruption
|
||||
if(vsc.plc.GENETIC_CORRUPTION)
|
||||
if(rand(1,1000) < vsc.plc.GENETIC_CORRUPTION)
|
||||
if(rand(1,10000) < vsc.plc.GENETIC_CORRUPTION)
|
||||
randmutb(src)
|
||||
src << "\red High levels of toxins cause you to spontaneously mutate."
|
||||
domutcheck(src,null)
|
||||
|
||||
/mob/living/carbon/human/proc/FireBurn(mx as num)
|
||||
//NO! NOT INTO THE PIT! IT BURRRRRNS!
|
||||
mx *= vsc.BURN_DMG
|
||||
|
||||
var
|
||||
head_exposure = 1
|
||||
chest_exposure = 1
|
||||
groin_exposure = 1
|
||||
legs_exposure = 1
|
||||
feet_exposure = 1
|
||||
arms_exposure = 1
|
||||
hands_exposure = 1
|
||||
for(var/obj/item/clothing/C in src)
|
||||
if(l_hand == C || r_hand == C) continue
|
||||
if(C.body_parts_covered & HEAD)
|
||||
head_exposure *= C.heat_transfer_coefficient
|
||||
if(C.body_parts_covered & UPPER_TORSO)
|
||||
chest_exposure *= C.heat_transfer_coefficient
|
||||
if(C.body_parts_covered & LOWER_TORSO)
|
||||
groin_exposure *= C.heat_transfer_coefficient
|
||||
if(C.body_parts_covered & LEGS)
|
||||
legs_exposure *= C.heat_transfer_coefficient
|
||||
if(C.body_parts_covered & FEET)
|
||||
feet_exposure *= C.heat_transfer_coefficient
|
||||
if(C.body_parts_covered & ARMS)
|
||||
arms_exposure *= C.heat_transfer_coefficient
|
||||
if(C.body_parts_covered & HANDS)
|
||||
arms_exposure *= C.heat_transfer_coefficient
|
||||
|
||||
mx *= 10
|
||||
|
||||
apply_damage("head", 0, 2.5*mx*head_exposure)
|
||||
apply_damage("chest", 0, 2.5*mx*chest_exposure)
|
||||
apply_damage("groin", 0, 2.0*mx*groin_exposure)
|
||||
apply_damage("l_leg", 0, 0.6*mx*legs_exposure)
|
||||
apply_damage("r_leg", 0, 0.6*mx*legs_exposure)
|
||||
apply_damage("l_arm", 0, 0.4*mx*arms_exposure)
|
||||
apply_damage("r_arm", 0, 0.4*mx*arms_exposure)
|
||||
apply_damage("l_foot", 0, 0.25*mx*feet_exposure)
|
||||
apply_damage("r_foot", 0, 0.25*mx*feet_exposure)
|
||||
apply_damage("l_hand", 0, 0.25*mx*hands_exposure)
|
||||
apply_damage("r_hand", 0, 0.25*mx*hands_exposure)
|
||||
|
||||
/mob/living/carbon/human/proc/suit_interior()
|
||||
. = list()
|
||||
if(!pl_suit_protected())
|
||||
for(var/obj/item/I in src)
|
||||
. += I
|
||||
return .
|
||||
. += wear_mask
|
||||
. += w_uniform
|
||||
. += shoes
|
||||
. += gloves
|
||||
if(!pl_head_protected())
|
||||
. += head
|
||||
/mob/living/carbon/human/proc/burn_eyes()
|
||||
//The proc that handles eye burning.
|
||||
if(prob(20)) src << "\red Your eyes burn!"
|
||||
eye_stat += 2.5
|
||||
eye_blurry = min(eye_blurry+1.5,50)
|
||||
if (prob(max(0,eye_stat - 20) + 1) &&!eye_blind)
|
||||
src << "\red You are blinded!"
|
||||
eye_blind += 20
|
||||
eye_stat = 0
|
||||
|
||||
/mob/living/carbon/human/proc/pl_head_protected()
|
||||
//Checks if the head is adequately sealed.
|
||||
if(head)
|
||||
if(head.flags & PLASMAGUARD || head.flags & HEADSPACE) return 1
|
||||
if(vsc.plc.PLASMAGUARD_ONLY)
|
||||
if(head.flags & PLASMAGUARD || head.flags & HEADSPACE) return 1
|
||||
else
|
||||
if(head.flags & HEADCOVERSEYES) return 1
|
||||
return 0
|
||||
|
||||
/mob/living/carbon/human/proc/pl_suit_protected()
|
||||
//Checks if the suit is adequately sealed.
|
||||
if(wear_suit)
|
||||
if(wear_suit.flags & PLASMAGUARD || wear_suit.flags & SUITSPACE) return 1
|
||||
if(vsc.plc.PLASMAGUARD_ONLY)
|
||||
if(wear_suit.flags & PLASMAGUARD || wear_suit.flags & SUITSPACE) return 1
|
||||
else
|
||||
if(wear_suit.flags_inv & HIDEJUMPSUIT) return 1
|
||||
return 0
|
||||
|
||||
/mob/living/carbon/human/proc/suit_contamination()
|
||||
if(vsc.plc.ALL_ITEM_CONTAMINATION)
|
||||
for(var/obj/item/I in src)
|
||||
I.contaminated = 1
|
||||
else
|
||||
if(wear_suit) wear_suit.contaminated = 1
|
||||
if(w_uniform) w_uniform.contaminated = 1
|
||||
if(shoes) shoes.contaminated = 1
|
||||
if(gloves) gloves.contaminated = 1
|
||||
if(wear_mask) wear_mask.contaminated = 1
|
||||
//Runs over the things that can be contaminated and does so.
|
||||
if(w_uniform) w_uniform.contaminate()
|
||||
if(shoes) shoes.contaminate()
|
||||
if(gloves) gloves.contaminate()
|
||||
|
||||
|
||||
turf/Entered(obj/item/I)
|
||||
. = ..()
|
||||
if(istype(I))
|
||||
//Items that are in plasma, but not on a mob, can still be contaminated.
|
||||
if(istype(I) && vsc.plc.CLOTH_CONTAMINATION)
|
||||
var/datum/gas_mixture/env = return_air(1)
|
||||
if(env.toxins > 0.35)
|
||||
if(env.toxins > MOLES_PLASMA_VISIBLE + 1)
|
||||
if(I.can_contaminate())
|
||||
I.contaminated = 1
|
||||
I.contaminate()
|
||||
@@ -2,19 +2,26 @@
|
||||
var/explosion_halt = 0
|
||||
zone
|
||||
proc/process()
|
||||
//Does rebuilding stuff. Not sure if used.
|
||||
if(rebuild)
|
||||
//Deletes zone if empty.
|
||||
if(!contents.len)
|
||||
del src
|
||||
return 0
|
||||
|
||||
//Choose a random turf and regenerate the zone from it.
|
||||
var
|
||||
turf/sample = pick(contents)
|
||||
list/new_contents = FloodFill(sample)
|
||||
problem = 0
|
||||
|
||||
//If something isn't carried over, there was a complication.
|
||||
for(var/turf/T in contents)
|
||||
if(!(T in new_contents))
|
||||
problem = 1
|
||||
|
||||
if(problem)
|
||||
//Build some new zones for stuff that wasn't included.
|
||||
var/list/rebuild_turfs = list()
|
||||
for(var/turf/T in contents - new_contents)
|
||||
contents -= T
|
||||
@@ -26,74 +33,181 @@ zone
|
||||
Z.air.copy_from(air)
|
||||
rebuild = 0
|
||||
|
||||
var/total_space = 0
|
||||
var/turf/space/space
|
||||
//Sometimes explosions will cause the air to be deleted for some reason.
|
||||
if(!air)
|
||||
air = new()
|
||||
air.adjustGases(MOLES_O2STANDARD, 0, MOLES_N2STANDARD, 0, list())
|
||||
world.log << "Air object lost in zone. Regenerating."
|
||||
|
||||
if(length(connected_zones))
|
||||
for(var/zone/Z in connected_zones)
|
||||
total_space += length(Z.space_tiles)
|
||||
if(length(Z.space_tiles))
|
||||
space = Z.space_tiles[1]
|
||||
//Counting up space.
|
||||
var/total_space = 0
|
||||
|
||||
if(space_tiles)
|
||||
for(var/T in space_tiles)
|
||||
if(!istype(T,/turf/space)) space_tiles -= T
|
||||
total_space += length(space_tiles)
|
||||
if(length(space_tiles))
|
||||
space = space_tiles[1]
|
||||
total_space = length(space_tiles)
|
||||
|
||||
if(total_space && space)
|
||||
var/old_pressure = air.return_pressure()
|
||||
air.temperature_mimic(space,OPEN_HEAT_TRANSFER_COEFFICIENT,total_space)
|
||||
air.remove(MOLES_CELLSTANDARD * (air.group_multiplier/40) * total_space)
|
||||
if(dbg_output) world << "Space removed [MOLES_CELLSTANDARD*(air.group_multiplier/40)*total_space] moles of air."
|
||||
var/p_diff = old_pressure - air.return_pressure()
|
||||
if(p_diff > vsc.AF_TINY_MOVEMENT_THRESHOLD) AirflowSpace(src,p_diff)
|
||||
//Add checks to ensure that we're not sucking air out of an empty room.
|
||||
if(total_space && air.total_moles > 0.1 && air.temperature > TCMB+0.5)
|
||||
//If there is space, air should flow out of the zone.
|
||||
//if(abs(air.pressure) > vsc.airflow_lightest_pressure)
|
||||
// AirflowSpace(src)
|
||||
ShareSpace(air,total_space*(vsc.zone_share_percent/100))
|
||||
|
||||
//React the air here.
|
||||
air.react(null,0)
|
||||
|
||||
//Check the graphic.
|
||||
var/check = air.check_tile_graphic()
|
||||
for(var/turf/T in contents)
|
||||
if(T.zone && T.zone != src)
|
||||
RemoveTurf(T)
|
||||
if(dbg_output) world << "Removed invalid turf."
|
||||
if(air.group_multiplier <= 0) // No more turfs belong to this zone, so we can get rid of it
|
||||
del(src)
|
||||
else // Turf was valid, so we can handle it
|
||||
if(!T.zone)
|
||||
T.zone = src
|
||||
|
||||
if(istype(T,/turf/simulated))
|
||||
var/turf/simulated/S = T
|
||||
if(S.fire_protection) S.fire_protection--
|
||||
if(check)
|
||||
if(S.HasDoor(1))
|
||||
S.update_visuals()
|
||||
else
|
||||
S.update_visuals(air)
|
||||
//Only run through the individual turfs if there's reason to.
|
||||
if(check || air.temperature > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
|
||||
|
||||
if(air.temperature > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
|
||||
for(var/atom/movable/item in S)
|
||||
item.temperature_expose(air, air.temperature, CELL_VOLUME)
|
||||
S.temperature_expose(air, air.temperature, CELL_VOLUME)
|
||||
for(var/turf/simulated/S in contents)
|
||||
//Update overlays.
|
||||
if(check)
|
||||
if(S.HasDoor(1))
|
||||
S.update_visuals()
|
||||
else
|
||||
S.update_visuals(air)
|
||||
|
||||
//Expose stuff to extreme heat.
|
||||
if(air.temperature > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
|
||||
for(var/atom/movable/item in S)
|
||||
item.temperature_expose(air, air.temperature, CELL_VOLUME)
|
||||
S.temperature_expose(air, air.temperature, CELL_VOLUME)
|
||||
|
||||
//Archive graphic so we can know if it's different.
|
||||
air.graphic_archived = air.graphic
|
||||
|
||||
//Ensure temperature does not reach absolute zero.
|
||||
air.temperature = max(TCMB,air.temperature)
|
||||
|
||||
//Handle connections to other zones.
|
||||
if(length(connections))
|
||||
for(var/connection/C in connections)
|
||||
//Check if the connection is valid first.
|
||||
C.Cleanup()
|
||||
if(C && !C.indirect)
|
||||
if(C.A.zone.air.compare(C.B.zone.air))
|
||||
//Do merging if conditions are met. Specifically, if there's a non-door connection
|
||||
//to somewhere with space, the zones are merged regardless of equilibrium, to speed
|
||||
//up spacing in areas with double-plated windows.
|
||||
if(C && !C.indirect && C.A.zone && C.B.zone)
|
||||
if(C.A.zone.air.compare(C.B.zone.air) || total_space)
|
||||
ZMerge(C.A.zone,C.B.zone)
|
||||
|
||||
//Share some
|
||||
for(var/zone/Z in connected_zones)
|
||||
var/p_diff = (air.return_pressure()-Z.air.return_pressure())*connected_zones[Z]*(vsc.zone_share_percent/100)
|
||||
if(p_diff > vsc.AF_TINY_MOVEMENT_THRESHOLD) Airflow(src,Z,p_diff)
|
||||
air.share_ratio(Z.air,connected_zones[Z]*(vsc.zone_share_percent/100))
|
||||
//Ensure we're not doing pointless calculations on equilibrium zones.
|
||||
if(abs(air.total_moles - Z.air.total_moles) > 0.1 || abs(air.temperature - Z.air.temperature) > 0.1)
|
||||
//if(abs(Z.air.pressure - air.pressure) > vsc.airflow_lightest_pressure)
|
||||
// Airflow(src,Z)
|
||||
ShareRatio(air,Z.air,connected_zones[Z]*(vsc.zone_share_percent/100))
|
||||
|
||||
proc/ShareRatio(datum/gas_mixture/A, datum/gas_mixture/B, ratio)
|
||||
//Shares a specific ratio of gas between mixtures using simple weighted averages.
|
||||
var
|
||||
size = max(1,A.group_multiplier)
|
||||
share_size = max(1,B.group_multiplier)
|
||||
|
||||
full_oxy = A.oxygen * size
|
||||
full_nitro = A.nitrogen * size
|
||||
full_co2 = A.carbon_dioxide * size
|
||||
full_plasma = A.toxins * size
|
||||
|
||||
full_thermal = A.temperature * A.heat_capacity() * size
|
||||
|
||||
s_full_oxy = B.oxygen * share_size
|
||||
s_full_nitro = B.nitrogen * share_size
|
||||
s_full_co2 = B.carbon_dioxide * share_size
|
||||
s_full_plasma = B.toxins * share_size
|
||||
|
||||
s_full_thermal = B.temperature * B.heat_capacity() * share_size
|
||||
|
||||
oxy_avg = (full_oxy + s_full_oxy) / (size + share_size)
|
||||
nit_avg = (full_nitro + s_full_nitro) / (size + share_size)
|
||||
co2_avg = (full_co2 + s_full_co2) / (size + share_size)
|
||||
plasma_avg = (full_plasma + s_full_plasma) / (size + share_size)
|
||||
|
||||
thermal_avg = (full_thermal + s_full_thermal) / (size+share_size)
|
||||
|
||||
A.oxygen = (A.oxygen - oxy_avg) * (1-ratio) + oxy_avg
|
||||
A.nitrogen = (A.nitrogen - nit_avg) * (1-ratio) + nit_avg
|
||||
A.carbon_dioxide = (A.carbon_dioxide - co2_avg) * (1-ratio) + co2_avg
|
||||
A.toxins = (A.toxins - plasma_avg) * (1-ratio) + plasma_avg
|
||||
|
||||
B.oxygen = (B.oxygen - oxy_avg) * (1-ratio) + oxy_avg
|
||||
B.nitrogen = (B.nitrogen - nit_avg) * (1-ratio) + nit_avg
|
||||
B.carbon_dioxide = (B.carbon_dioxide - co2_avg) * (1-ratio) + co2_avg
|
||||
B.toxins = (B.toxins - plasma_avg) * (1-ratio) + plasma_avg
|
||||
|
||||
var
|
||||
thermal = (full_thermal/size - thermal_avg) * (1-ratio) + thermal_avg
|
||||
sharer_thermal = (s_full_thermal/share_size - thermal_avg) * (1-ratio) + thermal_avg
|
||||
|
||||
A.temperature = thermal / (A.heat_capacity() == 0 ? MINIMUM_HEAT_CAPACITY : A.heat_capacity())
|
||||
|
||||
B.temperature = sharer_thermal / (B.heat_capacity() == 0 ? MINIMUM_HEAT_CAPACITY : B.heat_capacity())
|
||||
|
||||
for(var/datum/gas/G in A.trace_gases)
|
||||
var/datum/gas/H = locate(G.type) in B.trace_gases
|
||||
if(H)
|
||||
var/G_avg = (G.moles*size + H.moles*share_size) / (size+share_size)
|
||||
G.moles = (G.moles - G_avg) * (1-ratio) + G_avg
|
||||
H.moles = (H.moles - G_avg) * (1-ratio) + G_avg
|
||||
else
|
||||
H = new G.type
|
||||
B.trace_gases += H
|
||||
var/G_avg = (G.moles*size) / (size+share_size)
|
||||
G.moles = (G.moles - G_avg) * (1-ratio) + G_avg
|
||||
H.moles = (H.moles - G_avg) * (1-ratio) + G_avg
|
||||
|
||||
A.update_values()
|
||||
B.update_values()
|
||||
|
||||
if(A.compare(B)) return 1
|
||||
else return 0
|
||||
|
||||
proc/ShareSpace(datum/gas_mixture/A, ratio)
|
||||
//A modified version of ShareRatio for spacing gas at the same rate as if it were going into a huge airless room.
|
||||
var
|
||||
size = max(1,A.group_multiplier)
|
||||
share_size = 2000 //A huge value because space is huge.
|
||||
|
||||
full_oxy = A.oxygen * size
|
||||
full_nitro = A.nitrogen * size
|
||||
full_co2 = A.carbon_dioxide * size
|
||||
full_plasma = A.toxins * size
|
||||
|
||||
full_thermal = A.temperature * A.heat_capacity() * size
|
||||
|
||||
oxy_avg = (full_oxy + 0) / (size + share_size)
|
||||
nit_avg = (full_nitro + 0.2) / (size + share_size)
|
||||
co2_avg = (full_co2 + 0) / (size + share_size)
|
||||
plasma_avg = (full_plasma + 0) / (size + share_size)
|
||||
|
||||
thermal_avg = (full_thermal + MINIMUM_HEAT_CAPACITY) / (size+share_size)
|
||||
|
||||
A.oxygen = (A.oxygen - oxy_avg) * (1-ratio) + oxy_avg
|
||||
A.nitrogen = (A.nitrogen - nit_avg) * (1-ratio) + nit_avg
|
||||
A.carbon_dioxide = (A.carbon_dioxide - co2_avg) * (1-ratio) + co2_avg
|
||||
A.toxins = (A.toxins - plasma_avg) * (1-ratio) + plasma_avg
|
||||
|
||||
var/thermal = (full_thermal/size - thermal_avg) * (1-ratio) + thermal_avg
|
||||
|
||||
A.temperature = thermal / (A.heat_capacity() == 0 ? MINIMUM_HEAT_CAPACITY : A.heat_capacity())
|
||||
|
||||
for(var/datum/gas/G in A.trace_gases)
|
||||
var/G_avg = (G.moles*size + 0) / (size+share_size)
|
||||
G.moles = (G.moles - G_avg) * (1-ratio) + G_avg
|
||||
|
||||
A.update_values()
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
zone/proc
|
||||
connected_zones()
|
||||
//A legacy proc for getting connected zones.
|
||||
. = list()
|
||||
for(var/connection/C in connections)
|
||||
var/zone/Z
|
||||
|
||||
@@ -119,8 +119,6 @@ vs_control
|
||||
if("Original")
|
||||
plc.CLOTH_CONTAMINATION = 0 //If this is on, plasma does damage by getting into cloth.
|
||||
|
||||
plc.ALL_ITEM_CONTAMINATION = 0 //If this is on, any item can be contaminated, so suits and tools must be discarded or
|
||||
|
||||
plc.PLASMAGUARD_ONLY = 0
|
||||
|
||||
//plc.CANISTER_CORROSION = 0 //If this is on, plasma must be stored in orange tanks and canisters,
|
||||
@@ -133,6 +131,8 @@ vs_control
|
||||
|
||||
plc.EYE_BURNS = 0 //Plasma burns the eyes of anyone not wearing eye protection.
|
||||
|
||||
plc.PLASMA_HALLUCINATION = 0
|
||||
|
||||
//plc.N2O_REACTION = 0 //Plasma can react with N2O, making sparks and starting a fire if levels are high.
|
||||
|
||||
//plc.PLASMA_COLOR = "onturf" //Plasma can change colors yaaaay!
|
||||
@@ -141,10 +141,8 @@ vs_control
|
||||
//plc.PLASMA_DMG_QUOTIENT = 10
|
||||
|
||||
plc.CONTAMINATION_LOSS = 0
|
||||
if("Hazard-Low")
|
||||
plc.CLOTH_CONTAMINATION = 1 //If this is on, plasma does damage by getting into cloth.
|
||||
|
||||
plc.ALL_ITEM_CONTAMINATION = 0 //If this is on, any item can be contaminated, so suits and tools must be discarded or
|
||||
if("Hazard - Low")
|
||||
plc.CLOTH_CONTAMINATION = 0 //If this is on, plasma does damage by getting into cloth.
|
||||
|
||||
plc.PLASMAGUARD_ONLY = 0
|
||||
|
||||
@@ -152,7 +150,7 @@ vs_control
|
||||
|
||||
plc.GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 1000.
|
||||
|
||||
plc.SKIN_BURNS = 0 //Plasma has an effect similar to mustard gas on the un-suited.
|
||||
plc.SKIN_BURNS = 1 //Plasma has an effect similar to mustard gas on the un-suited.
|
||||
|
||||
// plc.PLASMA_INJECTS_TOXINS = 0 //Plasma damage injects the toxins chemical to do damage over time.
|
||||
|
||||
@@ -168,27 +166,22 @@ vs_control
|
||||
//plc.PLASMA_DMG_OFFSET = 1.5
|
||||
//plc.PLASMA_DMG_QUOTIENT = 8
|
||||
|
||||
plc.CONTAMINATION_LOSS = 0.01
|
||||
plc.CONTAMINATION_LOSS = 0
|
||||
|
||||
var/s = pick(plc.settings)
|
||||
plc.Randomize(s)
|
||||
|
||||
if("Hazard-High")
|
||||
if("Hazard - High")
|
||||
plc.CLOTH_CONTAMINATION = 1 //If this is on, plasma does damage by getting into cloth.
|
||||
|
||||
plc.ALL_ITEM_CONTAMINATION = 0 //If this is on, any item can be contaminated, so suits and tools must be discarded or
|
||||
|
||||
plc.PLASMAGUARD_ONLY = 0
|
||||
|
||||
// plc.CANISTER_CORROSION = 1 //If this is on, plasma must be stored in orange tanks and canisters,
|
||||
|
||||
plc.GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 1000.
|
||||
|
||||
plc.SKIN_BURNS = 0 //Plasma has an effect similar to mustard gas on the un-suited.
|
||||
plc.SKIN_BURNS = 1 //Plasma has an effect similar to mustard gas on the un-suited.
|
||||
|
||||
// plc.PLASMA_INJECTS_TOXINS = 0 //Plasma damage injects the toxins chemical to do damage over time.
|
||||
|
||||
plc.EYE_BURNS = 0 //Plasma burns the eyes of anyone not wearing eye protection.
|
||||
plc.EYE_BURNS = 1 //Plasma burns the eyes of anyone not wearing eye protection.
|
||||
|
||||
// plc.N2O_REACTION = 0 //Plasma can react with N2O, making sparks and starting a fire if levels are high.
|
||||
|
||||
@@ -197,17 +190,9 @@ vs_control
|
||||
//plc.PLASMA_DMG_OFFSET = 3
|
||||
//plc.PLASMA_DMG_QUOTIENT = 5
|
||||
|
||||
plc.CONTAMINATION_LOSS = 0.05
|
||||
|
||||
for(var/i = rand(3,5),i>0,i--)
|
||||
var/s = pick(plc.settings)
|
||||
plc.Randomize(s)
|
||||
|
||||
if("Everything")
|
||||
if("Oh Shit!")
|
||||
plc.CLOTH_CONTAMINATION = 1 //If this is on, plasma does damage by getting into cloth.
|
||||
|
||||
plc.ALL_ITEM_CONTAMINATION = 1 //If this is on, any item can be contaminated, so suits and tools must be discarded or ELSE
|
||||
|
||||
plc.PLASMAGUARD_ONLY = 1
|
||||
|
||||
// plc.CANISTER_CORROSION = 1 //If this is on, plasma must be stored in orange tanks and canisters,
|
||||
@@ -227,7 +212,6 @@ vs_control
|
||||
//plc.PLASMA_DMG_OFFSET = 3
|
||||
//plc.PLASMA_DMG_QUOTIENT = 5
|
||||
|
||||
plc.CONTAMINATION_LOSS = 0.02
|
||||
/////world << "Plasma color updated."
|
||||
|
||||
pl_control
|
||||
|
||||
@@ -52,7 +52,7 @@
|
||||
|
||||
//must succeed in most cases
|
||||
proc/setTeleatom(atom/movable/ateleatom)
|
||||
if(istype(ateleatom, /obj/effect))
|
||||
if(istype(ateleatom, /obj/effect) && !istype(ateleatom, /obj/effect/dummy/chameleon))
|
||||
del(ateleatom)
|
||||
return 0
|
||||
if(istype(ateleatom))
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
|
||||
///Chemistry.
|
||||
|
||||
proc/assume_air(datum/air_group/giver)
|
||||
proc/assume_air(datum/gas_mixture/giver)
|
||||
del(giver)
|
||||
return null
|
||||
|
||||
@@ -48,7 +48,7 @@
|
||||
*/
|
||||
|
||||
obj
|
||||
assume_air(datum/air_group/giver)
|
||||
assume_air(datum/gas_mixture/giver)
|
||||
if(loc)
|
||||
return loc.assume_air(giver)
|
||||
else
|
||||
|
||||
@@ -5,4 +5,14 @@
|
||||
var/t_n2 = null
|
||||
var/now_pushing = null
|
||||
var/cameraFollow = null
|
||||
var/age = null
|
||||
var/age = null
|
||||
|
||||
|
||||
// lists used to cache overlays
|
||||
/mob/living/var/list/body_overlays_standing = list()
|
||||
/mob/living/var/list/body_overlays_lying = list()
|
||||
/mob/living/var/list/clothing_overlays = list()
|
||||
|
||||
// This var describes whether the mob visually appears to be lying.
|
||||
// This will be used to only update lying status when necessary.
|
||||
/mob/living/var/visual_lying = 0
|
||||
@@ -126,9 +126,9 @@
|
||||
name = "Robust Softdrinks"
|
||||
desc = "A softdrink vendor provided by Robust Industries, LLC."
|
||||
icon_state = "Cola_Machine"
|
||||
product_paths = "/obj/item/weapon/reagent_containers/food/drinks/cola;/obj/item/weapon/reagent_containers/food/drinks/space_mountain_wind;/obj/item/weapon/reagent_containers/food/drinks/dr_gibb;/obj/item/weapon/reagent_containers/food/drinks/starkist;/obj/item/weapon/reagent_containers/food/drinks/space_up"
|
||||
product_amounts = "10;10;10;10;10"
|
||||
product_prices = "1;1;1;1;1"
|
||||
product_paths = "/obj/item/weapon/reagent_containers/food/drinks/cola;/obj/item/weapon/reagent_containers/food/drinks/space_mountain_wind;/obj/item/weapon/reagent_containers/food/drinks/dr_gibb;/obj/item/weapon/reagent_containers/food/drinks/starkist;/obj/item/weapon/reagent_containers/food/drinks/space_up;/obj/item/weapon/reagent_containers/food/drinks/waterbottle"
|
||||
// product_amounts = "10;10;10;10;10"
|
||||
product_prices = "1;1;1;1;1;1"
|
||||
product_slogans = "Robust Softdrinks: More robust then a toolbox to the head!"
|
||||
product_hidden = "/obj/item/weapon/reagent_containers/food/drinks/thirteenloko"
|
||||
product_hideamt = "5"
|
||||
|
||||
@@ -1555,19 +1555,13 @@ proc/listclearnulls(list/list)
|
||||
for(var/turf/simulated/T1 in toupdate)
|
||||
for(var/obj/machinery/door/D2 in T1)
|
||||
doors += D2
|
||||
if(T1.parent)
|
||||
air_master.groups_to_rebuild += T1.parent
|
||||
else
|
||||
air_master.tiles_to_update += T1
|
||||
air_master.tiles_to_update += T1
|
||||
|
||||
if(fromupdate.len)
|
||||
for(var/turf/simulated/T2 in fromupdate)
|
||||
for(var/obj/machinery/door/D2 in T2)
|
||||
doors += D2
|
||||
if(T2.parent)
|
||||
air_master.groups_to_rebuild += T2.parent
|
||||
else
|
||||
air_master.tiles_to_update += T2
|
||||
air_master.tiles_to_update += T2
|
||||
|
||||
for(var/obj/O in doors)
|
||||
O:update_nearby_tiles(1)
|
||||
@@ -1722,10 +1716,7 @@ proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
|
||||
for(var/turf/simulated/T1 in toupdate)
|
||||
for(var/obj/machinery/door/D2 in T1)
|
||||
doors += D2
|
||||
if(T1.parent)
|
||||
air_master.groups_to_rebuild += T1.parent
|
||||
else
|
||||
air_master.tiles_to_update += T1
|
||||
air_master.tiles_to_update += T1
|
||||
|
||||
for(var/obj/O in doors)
|
||||
O:update_nearby_tiles(1)
|
||||
|
||||
@@ -341,8 +341,6 @@
|
||||
|
||||
proc/TemperatureAct(temperature)
|
||||
for(var/turf/simulated/floor/target_tile in range(2,loc))
|
||||
if(target_tile.parent && target_tile.parent.group_processing)
|
||||
target_tile.parent.suspend_group_processing()
|
||||
|
||||
var/datum/gas_mixture/napalm = new
|
||||
|
||||
|
||||
@@ -338,7 +338,7 @@
|
||||
del(fingerprints)
|
||||
if(istype(src, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/M = src
|
||||
M.update_clothing()
|
||||
M.rebuild_appearance() // both clothes and hands need to be cleaned, so just rebuild all
|
||||
return
|
||||
|
||||
/atom/MouseDrop(atom/over_object as mob|obj|turf|area)
|
||||
|
||||
@@ -547,7 +547,7 @@
|
||||
if (W==H.w_uniform) // will be teared
|
||||
continue
|
||||
H.drop_from_slot(W)
|
||||
M.update_clothing()
|
||||
M.rebuild_appearance()
|
||||
M.monkeyizing = 1
|
||||
M.canmove = 0
|
||||
M.icon = null
|
||||
@@ -604,7 +604,7 @@
|
||||
O.a_intent = "hurt"
|
||||
O.flavor_text = M.flavor_text
|
||||
O.warn_flavor_changed()
|
||||
O.update_clothing()
|
||||
O.rebuild_appearance()
|
||||
del(M)
|
||||
return
|
||||
|
||||
@@ -615,7 +615,7 @@
|
||||
if(!connected)
|
||||
for(var/obj/item/W in (Mo.contents))
|
||||
Mo.drop_from_slot(W)
|
||||
M.update_clothing()
|
||||
M.rebuild_appearance()
|
||||
M.monkeyizing = 1
|
||||
M.canmove = 0
|
||||
M.icon = null
|
||||
@@ -681,12 +681,12 @@
|
||||
O.stat = M.stat
|
||||
O.flavor_text = M.flavor_text
|
||||
O.warn_flavor_changed()
|
||||
O.update_clothing()
|
||||
O.rebuild_appearance()
|
||||
del(M)
|
||||
return
|
||||
//////////////////////////////////////////////////////////// Monkey Block
|
||||
if (M)
|
||||
M.update_clothing()
|
||||
M.rebuild_appearance()
|
||||
return null
|
||||
/////////////////////////// DNA MISC-PROCS
|
||||
|
||||
@@ -790,13 +790,7 @@
|
||||
/obj/machinery/dna_scannernew/proc/go_out()
|
||||
if ((!( src.occupant ) || src.locked))
|
||||
return
|
||||
/*
|
||||
// it's like this was -just- here to break constructed dna scanners -Pete
|
||||
// if that's not the case, slap my shit and uncomment this.
|
||||
// for(var/obj/O in src)
|
||||
// O.loc = src.loc
|
||||
*/
|
||||
//Foreach goto(30)
|
||||
|
||||
if (src.occupant.client)
|
||||
src.occupant.client.eye = src.occupant.client.mob
|
||||
src.occupant.client.perspective = MOB_PERSPECTIVE
|
||||
|
||||
@@ -260,7 +260,7 @@
|
||||
if (istype(W, /obj/item/weapon/implant))
|
||||
implants += W
|
||||
|
||||
usr.update_clothing()
|
||||
usr.rebuild_appearance()
|
||||
usr.monkeyizing = 1
|
||||
usr.canmove = 0
|
||||
usr.icon = null
|
||||
@@ -346,7 +346,7 @@
|
||||
for (var/obj/item/weapon/implant/I in usr) //Still preserving implants
|
||||
implants += I
|
||||
|
||||
usr.update_clothing()
|
||||
usr.rebuild_appearance()
|
||||
usr.monkeyizing = 1
|
||||
usr.canmove = 0
|
||||
usr.icon = null
|
||||
@@ -414,7 +414,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
usr.drop_from_slot(W)
|
||||
usr.update_clothing()
|
||||
usr.rebuild_appearance()
|
||||
usr.monkeyizing = 1
|
||||
usr.canmove = 0
|
||||
usr.icon = null
|
||||
|
||||
@@ -35,19 +35,19 @@
|
||||
#define ui_monkey_back "6:14,1:5" //monkey
|
||||
|
||||
//Lower right, persistant menu
|
||||
#define ui_dropbutton "13:26,1:5"
|
||||
#define ui_throw "13:26,1:5"
|
||||
#define ui_pull "13:26,2:7"
|
||||
#define ui_acti "12:24,1:5"
|
||||
#define ui_dropbutton "11:22,1:5"
|
||||
#define ui_throw "11:22,1:5"
|
||||
#define ui_pull "12:24,1:5"
|
||||
#define ui_movi "12:24,1:5"
|
||||
|
||||
#define ui_movi "13:26,2:7"
|
||||
#define ui_acti "13:26,1:5"
|
||||
#define ui_zonesel "14:28,1:5"
|
||||
|
||||
//Gun buttons
|
||||
#define ui_gun1 "11:22,2:7"
|
||||
#define ui_gun2 "10:20,2:7"
|
||||
#define ui_gun3 "9:18,2:7"
|
||||
#define ui_gun_select "11:22,1:5"
|
||||
#define ui_gun1 "13:26,2:5"
|
||||
#define ui_gun2 "12:24,2:5"
|
||||
#define ui_gun3 "11:22,2:5"
|
||||
#define ui_gun_select "14:28,2:5"
|
||||
|
||||
//Middle right (damage indicators)
|
||||
#define ui_pressure "14:28,6:13"
|
||||
@@ -67,12 +67,15 @@
|
||||
#define ui_health "14:28,7:15"
|
||||
#define ui_internal "14:28,8:17"
|
||||
|
||||
//For non-human compatibility
|
||||
//borgs
|
||||
#define ui_borg_health "14:28,6:13" //borgs have the health display where humans have the pressure damage indicator.
|
||||
#define ui_alien_health "14:28,6:13" //aliens have the health display where humans have the pressure damage indicator.
|
||||
#define ui_throw_old "13:26,2:7"
|
||||
#define ui_movi_old "12:24,2:7"
|
||||
#define ui_pull_old "14:28,2:7"
|
||||
#define ui_dropbutton_old "12:24,1:5"
|
||||
#define ui_pull_borg "12:24,1:5"
|
||||
|
||||
//Pop-up inventory
|
||||
#define ui_shoes "2:8,1:5"
|
||||
@@ -92,10 +95,10 @@
|
||||
|
||||
|
||||
//Intent small buttons
|
||||
#define ui_help_small "12:16,1:-3"
|
||||
#define ui_disarm_small "12:16,1:12"
|
||||
#define ui_grab_small "12:32,1:12"
|
||||
#define ui_harm_small "12:32,1:-3"
|
||||
#define ui_help_small "13:18,1:-3"
|
||||
#define ui_disarm_small "13:18,1:12"
|
||||
#define ui_grab_small "13:34,1:12"
|
||||
#define ui_harm_small "13:34,1:-3"
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -52,6 +52,12 @@
|
||||
if(H.mind.role_alt_title && H.mind.role_alt_title == "Virologist")
|
||||
H.equip_if_possible(new /obj/item/clothing/under/rank/virologist(H), H.slot_w_uniform)
|
||||
H.equip_if_possible(new /obj/item/clothing/suit/storage/labcoat/virologist(H), H.slot_wear_suit)
|
||||
else if(H.mind.role_alt_title && H.mind.role_alt_title == "Emergency Physician")
|
||||
H.equip_if_possible(new /obj/item/clothing/under/rank/medical(H), H.slot_w_uniform)
|
||||
H.equip_if_possible(new /obj/item/clothing/suit/storage/labcoat/fr_jacket(H), H.slot_wear_suit)
|
||||
else if(H.mind.role_alt_title && H.mind.role_alt_title == "Surgeon")
|
||||
H.equip_if_possible(new /obj/item/clothing/under/rank/medical/blue(H), H.slot_w_uniform)
|
||||
H.equip_if_possible(new /obj/item/clothing/suit/storage/labcoat(H), H.slot_wear_suit)
|
||||
else
|
||||
H.equip_if_possible(new /obj/item/clothing/under/rank/medical(H), H.slot_w_uniform)
|
||||
H.equip_if_possible(new /obj/item/clothing/suit/storage/labcoat(H), H.slot_wear_suit)
|
||||
|
||||
@@ -105,7 +105,7 @@
|
||||
icon_state = "table2-active"
|
||||
return 1
|
||||
if(victim)
|
||||
victim.update_clothing()
|
||||
victim.update_lying()
|
||||
victim = null
|
||||
if(updatesicon)
|
||||
icon_state = "table2-idle"
|
||||
@@ -134,7 +134,7 @@
|
||||
if(updatesicon)
|
||||
icon_state = "table2-active"
|
||||
src.victim = M
|
||||
M.update_clothing()
|
||||
M.update_lying()
|
||||
processing_objects.Add(src)
|
||||
del(W)
|
||||
return
|
||||
|
||||
@@ -409,7 +409,6 @@
|
||||
"\red You hear a whine as \the [src]'s is hit by something dense.")
|
||||
H.UpdateDamageIcon()
|
||||
H.updatehealth()
|
||||
H.update_clothing()
|
||||
playsound(src.loc, 'tablehit1.ogg', 50, 1, -3)
|
||||
else //Lets do REAL DAMAGE, YEAH!
|
||||
G.affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been smashed on a table by [G.assailant.name] ([G.assailant.ckey])</font>")
|
||||
@@ -448,7 +447,6 @@
|
||||
"\red You hear the nauseating crunch of bone and gristle on solid metal.")
|
||||
H.UpdateDamageIcon()
|
||||
H.updatehealth()
|
||||
H.update_clothing()
|
||||
playsound(src.loc, 'tablehit1.ogg', 50, 1, -3)
|
||||
return
|
||||
G.affecting.loc = src.loc
|
||||
|
||||
@@ -267,12 +267,12 @@
|
||||
if (src.operating)
|
||||
return
|
||||
src.operating = 1
|
||||
|
||||
|
||||
var/X = src:x
|
||||
var/Y = src:y
|
||||
var/Z = src:z
|
||||
var/held = 1
|
||||
|
||||
|
||||
if(src.holdopen && !forcecrush)
|
||||
while(held == 1 && holdopen && !forcecrush) //If it is no longer hold open, it should close.
|
||||
sleep(held? 10:40)
|
||||
@@ -288,25 +288,25 @@
|
||||
spawn(4)
|
||||
if(!istype(src, /obj/machinery/door/window))
|
||||
for(var/mob/living/L in src.loc) // Crush mobs and move them out of the way
|
||||
|
||||
|
||||
if(src.forcecrush) // Save an AI, crush a limb
|
||||
var/limbname = pick("l_arm", "r_arm", "l_hand","r_hand", "l_foot", "r_foot")
|
||||
var/limbdisplay
|
||||
|
||||
|
||||
for(var/organ in L:organs)
|
||||
var/datum/organ/external/temp = L:organs["[organ]"]
|
||||
if (istype(temp, /datum/organ/external) && temp.name == limbname)
|
||||
limbdisplay = temp.display_name // Take the name for down below
|
||||
temp.take_damage(rand(50,80), 0) //OH GOD IT HURTS
|
||||
break
|
||||
|
||||
|
||||
L << "\red The airlock crushes your [limbdisplay]!"
|
||||
for(var/mob/O in viewers(L, null))
|
||||
if(O == L)
|
||||
continue
|
||||
O.show_message("\red The airlock crushes [L.name]'s [limbdisplay]!", 1)
|
||||
sleep(rand(2,8))
|
||||
|
||||
|
||||
L << "\red The airlock forces you out of the way!" //Lucky you
|
||||
for(var/mob/O in viewers(L, null))
|
||||
O.show_message("\red The airlock pushes [L.name] out of the way!", 1)
|
||||
@@ -314,7 +314,7 @@
|
||||
var/turf/T = get_random_turf(L, lst)
|
||||
if(T)
|
||||
L.loc = T
|
||||
|
||||
|
||||
if(!src.forcecrush)
|
||||
for(var/obj/item/I in src.loc) // Move items out of the way
|
||||
if(!I.anchored)
|
||||
@@ -322,10 +322,10 @@
|
||||
var/turf/T = get_random_turf(I, lst)
|
||||
if(T)
|
||||
I.loc = T
|
||||
|
||||
|
||||
sleep(6)
|
||||
update_icon()
|
||||
|
||||
|
||||
if(src.visible && (!src.glass))
|
||||
src.sd_SetOpacity(1)
|
||||
if(operating == 1)
|
||||
@@ -343,38 +343,11 @@
|
||||
var/turf/simulated/east = get_step(source,EAST)
|
||||
var/turf/simulated/west = get_step(source,WEST)
|
||||
|
||||
if(need_rebuild)
|
||||
if(istype(source)) //Rebuild/update nearby group geometry
|
||||
if(source.parent)
|
||||
air_master.groups_to_rebuild += source.parent
|
||||
else
|
||||
air_master.tiles_to_update += source
|
||||
if(istype(north))
|
||||
if(north.parent)
|
||||
air_master.groups_to_rebuild += north.parent
|
||||
else
|
||||
air_master.tiles_to_update += north
|
||||
if(istype(south))
|
||||
if(south.parent)
|
||||
air_master.groups_to_rebuild += south.parent
|
||||
else
|
||||
air_master.tiles_to_update += south
|
||||
if(istype(east))
|
||||
if(east.parent)
|
||||
air_master.groups_to_rebuild += east.parent
|
||||
else
|
||||
air_master.tiles_to_update += east
|
||||
if(istype(west))
|
||||
if(west.parent)
|
||||
air_master.groups_to_rebuild += west.parent
|
||||
else
|
||||
air_master.tiles_to_update += west
|
||||
else
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(north)) air_master.tiles_to_update += north
|
||||
if(istype(south)) air_master.tiles_to_update += south
|
||||
if(istype(east)) air_master.tiles_to_update += east
|
||||
if(istype(west)) air_master.tiles_to_update += west
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(north)) air_master.tiles_to_update += north
|
||||
if(istype(south)) air_master.tiles_to_update += south
|
||||
if(istype(east)) air_master.tiles_to_update += east
|
||||
if(istype(west)) air_master.tiles_to_update += west
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
@@ -110,18 +110,6 @@
|
||||
var/turf/simulated/source = loc
|
||||
var/turf/simulated/destination = get_step(source,dir)
|
||||
|
||||
if(need_rebuild)
|
||||
if(istype(source)) //Rebuild/update nearby group geometry
|
||||
if(source.parent)
|
||||
air_master.groups_to_rebuild += source.parent
|
||||
else
|
||||
air_master.tiles_to_update += source
|
||||
if(istype(destination))
|
||||
if(destination.parent)
|
||||
air_master.groups_to_rebuild += destination.parent
|
||||
else
|
||||
air_master.tiles_to_update += destination
|
||||
else
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(destination)) air_master.tiles_to_update += destination
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(destination)) air_master.tiles_to_update += destination
|
||||
return 1
|
||||
@@ -15,20 +15,8 @@
|
||||
var/turf/simulated/source = loc
|
||||
var/turf/simulated/target = get_step(source,dir)
|
||||
|
||||
if(need_rebuild)
|
||||
if(istype(source)) //Rebuild/update nearby group geometry
|
||||
if(source.parent)
|
||||
air_master.groups_to_rebuild += source.parent
|
||||
else
|
||||
air_master.tiles_to_update += source
|
||||
if(istype(target))
|
||||
if(target.parent)
|
||||
air_master.groups_to_rebuild += target.parent
|
||||
else
|
||||
air_master.tiles_to_update += target
|
||||
else
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(target)) air_master.tiles_to_update += target
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(target)) air_master.tiles_to_update += target
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
@@ -408,38 +408,11 @@
|
||||
var/turf/simulated/east = get_step(source,EAST)
|
||||
var/turf/simulated/west = get_step(source,WEST)
|
||||
|
||||
if(need_rebuild)
|
||||
if(istype(source)) //Rebuild/update nearby group geometry
|
||||
if(source.parent)
|
||||
air_master.groups_to_rebuild += source.parent
|
||||
else
|
||||
air_master.tiles_to_update += source
|
||||
if(istype(north))
|
||||
if(north.parent)
|
||||
air_master.groups_to_rebuild += north.parent
|
||||
else
|
||||
air_master.tiles_to_update += north
|
||||
if(istype(south))
|
||||
if(south.parent)
|
||||
air_master.groups_to_rebuild += south.parent
|
||||
else
|
||||
air_master.tiles_to_update += south
|
||||
if(istype(east))
|
||||
if(east.parent)
|
||||
air_master.groups_to_rebuild += east.parent
|
||||
else
|
||||
air_master.tiles_to_update += east
|
||||
if(istype(west))
|
||||
if(west.parent)
|
||||
air_master.groups_to_rebuild += west.parent
|
||||
else
|
||||
air_master.tiles_to_update += west
|
||||
else
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(north)) air_master.tiles_to_update += north
|
||||
if(istype(south)) air_master.tiles_to_update += south
|
||||
if(istype(east)) air_master.tiles_to_update += east
|
||||
if(istype(west)) air_master.tiles_to_update += west
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(north)) air_master.tiles_to_update += north
|
||||
if(istype(south)) air_master.tiles_to_update += south
|
||||
if(istype(east)) air_master.tiles_to_update += east
|
||||
if(istype(west)) air_master.tiles_to_update += west
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
@@ -130,10 +130,6 @@
|
||||
O.show_message("\red Failure: Cannot authenticate locked on coordinates. Please reinstate coordinate matrix.")
|
||||
return
|
||||
if (istype(M, /atom/movable))
|
||||
if (istype(M, /obj/effect/dummy/chameleon))
|
||||
for(var/mob/C in M)
|
||||
C << "\red The projection field prevents you from entering!"
|
||||
return
|
||||
if(prob(5) && !accurate) //oh dear a problem, put em in deep space
|
||||
do_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy - 5), 3), 2)
|
||||
else
|
||||
|
||||
@@ -795,7 +795,7 @@ var/list/sacrificed = list()
|
||||
return fizzle()
|
||||
cultist.loc = src.loc
|
||||
cultist.lying = 1
|
||||
cultist.update_clothing()
|
||||
cultist.update_lying()
|
||||
for(var/mob/living/carbon/human/C in orange(1,src))
|
||||
if(iscultist(C))
|
||||
C.say("N'ath reth sh'yro eth d'rekkathnor!")
|
||||
|
||||
@@ -150,7 +150,7 @@ var/const
|
||||
layer = 20
|
||||
target.wear_mask = src
|
||||
|
||||
target.update_clothing()
|
||||
target.rebuild_appearance()
|
||||
|
||||
GoIdle() //so it doesn't jump the people that tear it off
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
new /obj/item/device/flashlight(src)
|
||||
new /obj/item/weapon/tank/oxygen/red(src)
|
||||
new /obj/item/weapon/extinguisher(src)
|
||||
new /obj/item/clothing/head/helmet/hardhat/red(src)
|
||||
new /obj/item/clothing/head/helmet/space/fire_helmet(src)
|
||||
|
||||
/obj/structure/closet/firecloset/New()
|
||||
..()
|
||||
@@ -17,7 +17,7 @@
|
||||
new /obj/item/clothing/mask/gas(src)
|
||||
new /obj/item/weapon/tank/oxygen/red(src)
|
||||
new /obj/item/weapon/extinguisher(src)
|
||||
new /obj/item/clothing/head/helmet/hardhat/red(src)
|
||||
new /obj/item/clothing/head/helmet/space/fire_helmet(src)
|
||||
|
||||
/*switch (pickweight(list("nothing" = 5, "bare-bones" = 35, "basic" = 40, "pickpocketed" = 10, "untouched" = 10)))
|
||||
if ("nothing")
|
||||
|
||||
@@ -1050,38 +1050,11 @@ steam.start() -- spawns the effect
|
||||
var/turf/simulated/east = get_step(source,EAST)
|
||||
var/turf/simulated/west = get_step(source,WEST)
|
||||
|
||||
if(need_rebuild)
|
||||
if(istype(source)) //Rebuild/update nearby group geometry
|
||||
if(source.parent)
|
||||
air_master.groups_to_rebuild += source.parent
|
||||
else
|
||||
air_master.tiles_to_update += source
|
||||
if(istype(north))
|
||||
if(north.parent)
|
||||
air_master.groups_to_rebuild += north.parent
|
||||
else
|
||||
air_master.tiles_to_update += north
|
||||
if(istype(south))
|
||||
if(south.parent)
|
||||
air_master.groups_to_rebuild += south.parent
|
||||
else
|
||||
air_master.tiles_to_update += south
|
||||
if(istype(east))
|
||||
if(east.parent)
|
||||
air_master.groups_to_rebuild += east.parent
|
||||
else
|
||||
air_master.tiles_to_update += east
|
||||
if(istype(west))
|
||||
if(west.parent)
|
||||
air_master.groups_to_rebuild += west.parent
|
||||
else
|
||||
air_master.tiles_to_update += west
|
||||
else
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(north)) air_master.tiles_to_update += north
|
||||
if(istype(south)) air_master.tiles_to_update += south
|
||||
if(istype(east)) air_master.tiles_to_update += east
|
||||
if(istype(west)) air_master.tiles_to_update += west
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(north)) air_master.tiles_to_update += north
|
||||
if(istype(south)) air_master.tiles_to_update += south
|
||||
if(istype(east)) air_master.tiles_to_update += east
|
||||
if(istype(west)) air_master.tiles_to_update += west
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
@@ -8,7 +8,6 @@
|
||||
/obj/item/weapon/bedsheet/attack_self(mob/user as mob)
|
||||
user.drop_item()
|
||||
src.layer = 5
|
||||
user.update_clothing()
|
||||
add_fingerprint(user)
|
||||
return
|
||||
|
||||
|
||||
@@ -398,10 +398,16 @@ THERMAL GLASSES
|
||||
usr << "You unbutton the labcoat."
|
||||
else if(src.icon_state == "fr_jacket_open")
|
||||
src.icon_state = "fr_jacket"
|
||||
usr << "You button up the labcoat."
|
||||
usr << "You button up the jacket."
|
||||
else if(src.icon_state == "fr_jacket")
|
||||
src.icon_state = "fr_jacket_open"
|
||||
usr << "You unbutton the labcoat."
|
||||
usr << "You unbutton the jacket."
|
||||
else if(src.icon_state == "fr_sleeve_open")
|
||||
src.icon_state = "fr_sleeve"
|
||||
usr << "You button up the jacket."
|
||||
else if(src.icon_state == "fr_sleeve")
|
||||
src.icon_state = "fr_sleeve_open"
|
||||
usr << "You unbutton the jacket."
|
||||
else
|
||||
usr << "Sorry! The suit you're wearing doesn't have buttons!"
|
||||
usr.update_clothing()
|
||||
|
||||
@@ -236,8 +236,10 @@
|
||||
/obj/item/weapon/flamethrower/proc/ignite_turf(turf/target)
|
||||
//TODO: DEFERRED Consider checking to make sure tank pressure is high enough before doing this...
|
||||
//Transfer 5% of current tank air contents to turf
|
||||
var/datum/gas_mixture/air_transfer = ptank.air_contents.remove_ratio(0.05*throw_amount/100)
|
||||
air_transfer.toxins = air_transfer.toxins * 5 // This is me not comprehending the air system. I realize this is retarded and I could probably make it work without fucking it up like this, but there you have it. -- TLE
|
||||
var/datum/gas_mixture/air_transfer = ptank.air_contents.remove_ratio(0.02*(throw_amount/100))
|
||||
//air_transfer.toxins = air_transfer.toxins * 5 // This is me not comprehending the air system. I realize this is retarded and I could probably make it work without fucking it up like this, but there you have it. -- TLE
|
||||
new/obj/liquid_fuel/flamethrower_fuel(target,air_transfer.toxins,get_dir(loc,target))
|
||||
air_transfer.toxins = 0
|
||||
target.assume_air(air_transfer)
|
||||
//Burn it based on transfered gas
|
||||
//target.hotspot_expose(part4.air_contents.temperature*2,300)
|
||||
|
||||
@@ -145,38 +145,11 @@
|
||||
var/turf/simulated/east = get_step(source,EAST)
|
||||
var/turf/simulated/west = get_step(source,WEST)
|
||||
|
||||
if(need_rebuild)
|
||||
if(istype(source)) //Rebuild/update nearby group geometry
|
||||
if(source.parent)
|
||||
air_master.groups_to_rebuild += source.parent
|
||||
else
|
||||
air_master.tiles_to_update += source
|
||||
if(istype(north))
|
||||
if(north.parent)
|
||||
air_master.groups_to_rebuild += north.parent
|
||||
else
|
||||
air_master.tiles_to_update += north
|
||||
if(istype(south))
|
||||
if(south.parent)
|
||||
air_master.groups_to_rebuild += south.parent
|
||||
else
|
||||
air_master.tiles_to_update += south
|
||||
if(istype(east))
|
||||
if(east.parent)
|
||||
air_master.groups_to_rebuild += east.parent
|
||||
else
|
||||
air_master.tiles_to_update += east
|
||||
if(istype(west))
|
||||
if(west.parent)
|
||||
air_master.groups_to_rebuild += west.parent
|
||||
else
|
||||
air_master.tiles_to_update += west
|
||||
else
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(north)) air_master.tiles_to_update += north
|
||||
if(istype(south)) air_master.tiles_to_update += south
|
||||
if(istype(east)) air_master.tiles_to_update += east
|
||||
if(istype(west)) air_master.tiles_to_update += west
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(north)) air_master.tiles_to_update += north
|
||||
if(istype(south)) air_master.tiles_to_update += south
|
||||
if(istype(east)) air_master.tiles_to_update += east
|
||||
if(istype(west)) air_master.tiles_to_update += west
|
||||
|
||||
return 1
|
||||
|
||||
@@ -225,8 +198,6 @@
|
||||
|
||||
proc/TemperatureAct(temperature)
|
||||
for(var/turf/simulated/floor/target_tile in range(2,loc))
|
||||
if(target_tile.parent && target_tile.parent.group_processing)
|
||||
target_tile.parent.suspend_group_processing()
|
||||
|
||||
var/datum/gas_mixture/napalm = new
|
||||
|
||||
@@ -305,4 +276,4 @@
|
||||
isSwitchingStates = 0
|
||||
|
||||
Dismantle(devastated = 0)
|
||||
del(src)
|
||||
del(src)
|
||||
|
||||
@@ -184,7 +184,7 @@
|
||||
if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat || M.buckled || istype(usr, /mob/living/silicon/pai)))
|
||||
return
|
||||
M.pixel_y = 6
|
||||
M.update_clothing()
|
||||
M.update_lying()
|
||||
density = 1
|
||||
icon_state = "up"
|
||||
..()
|
||||
|
||||
@@ -111,16 +111,6 @@ TABLE AND RACK OBJECT INTERATIONS
|
||||
new /obj/item/weapon/table_parts( src.loc )
|
||||
src.density = 0
|
||||
del(src)
|
||||
/* if (user.mutations2 & mSmallsize)
|
||||
step(user, get_dir(user, src))
|
||||
if (user.loc == src.loc)
|
||||
user.layer = TURF_LAYER
|
||||
user.update_clothing()
|
||||
for(var/mob/M in viewers(user, null))
|
||||
M.show_message("[user] hides under the table!", 1)
|
||||
//Foreach goto(69)
|
||||
*/
|
||||
//Googol never tested this shit.
|
||||
return
|
||||
|
||||
|
||||
@@ -189,7 +179,6 @@ TABLE AND RACK OBJECT INTERATIONS
|
||||
"\red You hear the nauseating crunch of bone and gristle on solid metal.")
|
||||
H.UpdateDamageIcon()
|
||||
H.updatehealth()
|
||||
H.update_clothing()
|
||||
playsound(src.loc, 'tablehit1.ogg', 50, 1, -3)
|
||||
return
|
||||
G.affecting.loc = src.loc
|
||||
|
||||
@@ -30,8 +30,6 @@
|
||||
|
||||
for (var/turf/simulated/floor/target in range(1,src))
|
||||
if(!target.blocks_air)
|
||||
if(target.parent)
|
||||
target.parent.suspend_group_processing()
|
||||
|
||||
var/datum/gas_mixture/payload = new
|
||||
var/datum/gas/sleeping_agent/trace_gas = new
|
||||
@@ -48,8 +46,6 @@
|
||||
/obj/effect/mine/proc/triggerplasma(obj)
|
||||
for (var/turf/simulated/floor/target in range(1,src))
|
||||
if(!target.blocks_air)
|
||||
if(target.parent)
|
||||
target.parent.suspend_group_processing()
|
||||
|
||||
var/datum/gas_mixture/payload = new
|
||||
|
||||
|
||||
@@ -348,20 +348,8 @@
|
||||
var/turf/simulated/source = loc
|
||||
var/turf/simulated/target = get_step(source,dir)
|
||||
|
||||
if(need_rebuild)
|
||||
if(istype(source)) //Rebuild/update nearby group geometry
|
||||
if(source.parent)
|
||||
air_master.groups_to_rebuild += source.parent
|
||||
else
|
||||
air_master.tiles_to_update += source
|
||||
if(istype(target))
|
||||
if(target.parent)
|
||||
air_master.groups_to_rebuild += target.parent
|
||||
else
|
||||
air_master.tiles_to_update += target
|
||||
else
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(target)) air_master.tiles_to_update += target
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(target)) air_master.tiles_to_update += target
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
@@ -27,7 +27,7 @@ client/verb/JoinResponseTeam()
|
||||
new_commando.mind.key = usr.key
|
||||
new_commando.key = usr.key
|
||||
|
||||
new_commando << "\blue You are [!leader_selected?"a member":"the <B>LEADER</B>"] of an armed response team in CentComm's service. Something went down on [station_name()] and they're now on code red. Go in there and fix the problem."
|
||||
new_commando << "\blue You are [!leader_selected?"a member":"the <B>LEADER</B>"] of an Emergency Response Team under CentComm's service. There is a code red alert on [station_name()], you are tasked to go and fix the problem."
|
||||
new_commando << "<b>You should first gear up and discuss a plan with your team. More members may be joining, don't move out before you're ready."
|
||||
del(L)
|
||||
|
||||
@@ -81,7 +81,7 @@ proc/trigger_armed_response_team(var/force = 0)
|
||||
if(!nuke)
|
||||
nuke = locate() in world
|
||||
var/obj/item/weapon/paper/P = new
|
||||
P.info = "Your orders, Commander, are to use all necessary tools given to return the station to a survivable condition. <br> To this end, you have been provided with the best tools we can give in the three areas of Medical Engineering and Security. The nuclear authorization code is: <b>[ nuke ? nuke.r_code : "AHH, THE NUKE IS GONE!"]</b>. Be warned, if you detonate this without good reason, we will hold you to account for damages. Memorise this code, and then burn this message."
|
||||
P.info = "Your orders, Commander, are to use all means necessary to return the station to a survivable condition.<br>To this end, you have been provided with the best tools we can give in the three areas of Medicine, Engineering, and Security. The nuclear authorization code is: <b>[ nuke ? nuke.r_code : "AHH, THE NUKE IS GONE!"]</b>. Be warned, if you detonate this without good reason, we will hold you to account for damages. Memorise this code, and then burn this message."
|
||||
P.name = "Emergency Nuclear Code, and ERT Orders"
|
||||
for (var/obj/effect/landmark/A in world)
|
||||
if (A.name == "nukecode")
|
||||
@@ -170,9 +170,7 @@ proc/trigger_armed_response_team(var/force = 0)
|
||||
M.gender = MALE
|
||||
else
|
||||
M.gender = FEMALE
|
||||
M.update_body()
|
||||
M.update_face()
|
||||
M.update_clothing()
|
||||
M.rebuild_appearance()
|
||||
|
||||
M.real_name = commando_name
|
||||
M.name = commando_name
|
||||
|
||||
@@ -145,7 +145,7 @@
|
||||
verbs += /client/proc/voting
|
||||
verbs += /client/proc/hide_verbs
|
||||
verbs += /client/proc/general_report
|
||||
verbs += /client/proc/air_report
|
||||
//verbs += /client/proc/air_report
|
||||
verbs += /client/proc/deadmin_self
|
||||
//verbs += /client/proc/cmd_admin_prison --Merged with player panel
|
||||
//verbs += /obj/admins/proc/unprison --Merged with player panel
|
||||
@@ -249,7 +249,7 @@
|
||||
// verbs += /client/proc/mapload
|
||||
verbs += /client/proc/check_words
|
||||
verbs += /client/proc/drop_bomb
|
||||
verbs += /client/proc/kill_airgroup
|
||||
//verbs += /client/proc/kill_airgroup
|
||||
//verbs += /client/proc/cmd_admin_drop_everything --Merged with view variables
|
||||
verbs += /client/proc/make_sound
|
||||
verbs += /client/proc/play_local_sound
|
||||
@@ -280,7 +280,7 @@
|
||||
verbs += /client/proc/Force_Event_admin
|
||||
verbs += /client/proc/radioalert
|
||||
verbs += /client/proc/CarbonCopy
|
||||
verbs += /client/proc/jump_to_dead_group
|
||||
//verbs += /client/proc/jump_to_dead_group
|
||||
else return
|
||||
|
||||
//Game Master
|
||||
@@ -405,7 +405,7 @@
|
||||
verbs -= /client/proc/voting
|
||||
verbs -= /client/proc/hide_verbs
|
||||
verbs -= /client/proc/general_report
|
||||
verbs -= /client/proc/air_report
|
||||
//verbs -= /client/proc/air_report
|
||||
verbs -= /client/proc/cmd_admin_say
|
||||
verbs -= /client/proc/cmd_admin_gib_self
|
||||
verbs -= /client/proc/restartcontroller
|
||||
@@ -456,13 +456,13 @@
|
||||
//verbs -= /obj/admins/proc/unprison --Merged with player panel
|
||||
//verbs -= /client/proc/cmd_switch_radio --removed because tcommsat is staying
|
||||
verbs -= /client/proc/togglebuildmodeself
|
||||
verbs -= /client/proc/kill_airgroup
|
||||
//verbs -= /client/proc/kill_airgroup
|
||||
verbs -= /client/proc/debug_master_controller
|
||||
verbs -= /client/proc/make_tajaran
|
||||
verbs -= /client/proc/admin_deny_shuttle
|
||||
verbs -= /client/proc/cmd_admin_christmas
|
||||
verbs -= /client/proc/editappear
|
||||
verbs -= /client/proc/jump_to_dead_group
|
||||
//verbs -= /client/proc/jump_to_dead_group
|
||||
verbs -= /client/proc/playernotes
|
||||
verbs -= /obj/admins/proc/show_skills
|
||||
verbs -= /client/proc/enable_debug_verbs
|
||||
@@ -867,8 +867,7 @@
|
||||
return
|
||||
src.admin_invis =! src.admin_invis
|
||||
if(src.mob)
|
||||
var/mob/m = src.mob//probably don't need this cast, but I'm too lazy to check if /client.mob is of type /mob or not
|
||||
m.update_clothing()
|
||||
mob.rebuild_appearance()
|
||||
log_admin("[key_name(usr)] has turned their invisibility [src.admin_invis ? "ON" : "OFF"]")
|
||||
message_admins("[key_name_admin(usr)] has turned their invisibility [src.admin_invis ? "ON" : "OFF"]", 1)
|
||||
|
||||
@@ -975,9 +974,7 @@
|
||||
M.gender = MALE
|
||||
else
|
||||
M.gender = FEMALE
|
||||
M.update_body()
|
||||
M.update_face()
|
||||
M.update_clothing()
|
||||
M.rebuild_appearance()
|
||||
M.check_dna(M)
|
||||
|
||||
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
usr << browse(output,"window=generalreport")
|
||||
//feedback_add_details("admin_verb","SGR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
air_report()
|
||||
/* air_report()
|
||||
set category = "Debug"
|
||||
set name = "Show Air Report"
|
||||
|
||||
@@ -83,7 +83,7 @@
|
||||
for(var/datum/gas/trace_gas in GM.trace_gases)
|
||||
usr << "[trace_gas.type]: [trace_gas.moles]"
|
||||
//feedback_add_details("admin_verb","DAST") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
*/
|
||||
fix_next_move()
|
||||
set category = "Debug"
|
||||
set name = "Unfreeze Everyone"
|
||||
@@ -183,7 +183,7 @@
|
||||
//feedback_add_details("admin_verb","RLDA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
|
||||
jump_to_dead_group()
|
||||
/*jump_to_dead_group()
|
||||
set name = "Jump to dead group"
|
||||
set category = "Debug"
|
||||
if(!holder)
|
||||
@@ -221,7 +221,7 @@
|
||||
else
|
||||
usr << "Local airgroup is unsimulated!"
|
||||
//feedback_add_details("admin_verb","KLAG") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
*/
|
||||
|
||||
tension_report()
|
||||
set category = "Debug"
|
||||
|
||||
@@ -130,14 +130,14 @@ var/intercom_range_display_status = 0
|
||||
src.verbs += /client/proc/camera_view //-errorage
|
||||
src.verbs += /client/proc/sec_camera_report //-errorage
|
||||
src.verbs += /client/proc/intercom_view //-errorage
|
||||
src.verbs += /client/proc/air_status //Air things
|
||||
//src.verbs += /client/proc/air_status //Air things
|
||||
src.verbs += /client/proc/Cell //More air things
|
||||
src.verbs += /client/proc/atmosscan //check plumbing
|
||||
src.verbs += /client/proc/powerdebug //check power
|
||||
src.verbs += /client/proc/count_objects_on_z_level
|
||||
src.verbs += /client/proc/count_objects_all
|
||||
src.verbs += /client/proc/cmd_assume_direct_control //-errorage
|
||||
src.verbs += /client/proc/jump_to_dead_group
|
||||
//src.verbs += /client/proc/jump_to_dead_group
|
||||
src.verbs += /client/proc/startSinglo
|
||||
src.verbs += /client/proc/ticklag //allows you to set the ticklag.
|
||||
src.verbs += /client/proc/cmd_admin_grantfullaccess
|
||||
|
||||
@@ -261,23 +261,25 @@ datum
|
||||
for(var/mob/living/carbon/metroid/M in T)
|
||||
M.adjustToxLoss(rand(15,20))
|
||||
|
||||
var/hotspot = (locate(/obj/effect/hotspot) in T)
|
||||
var/hotspot = (locate(/obj/fire) in T)
|
||||
if(hotspot && !istype(T, /turf/space))
|
||||
var/datum/gas_mixture/lowertemp = T.remove_air( T:air:total_moles )
|
||||
lowertemp.temperature = max( min(lowertemp.temperature-2000,lowertemp.temperature / 2) ,0)
|
||||
lowertemp.react()
|
||||
T.assume_air(lowertemp)
|
||||
T.apply_fire_protection()
|
||||
del(hotspot)
|
||||
return
|
||||
reaction_obj(var/obj/O, var/volume)
|
||||
src = null
|
||||
var/turf/T = get_turf(O)
|
||||
var/hotspot = (locate(/obj/effect/hotspot) in T)
|
||||
var/hotspot = (locate(/obj/fire) in T)
|
||||
if(hotspot && !istype(T, /turf/space))
|
||||
var/datum/gas_mixture/lowertemp = T.remove_air( T:air:total_moles )
|
||||
lowertemp.temperature = max( min(lowertemp.temperature-2000,lowertemp.temperature / 2) ,0)
|
||||
lowertemp.react()
|
||||
T.assume_air(lowertemp)
|
||||
T.apply_fire_protection()
|
||||
del(hotspot)
|
||||
if(istype(O,/obj/item/weapon/reagent_containers/food/snacks/monkeycube))
|
||||
var/obj/item/weapon/reagent_containers/food/snacks/monkeycube/cube = O
|
||||
@@ -2142,12 +2144,13 @@ datum
|
||||
if(T.wet_overlay)
|
||||
T.overlays -= T.wet_overlay
|
||||
T.wet_overlay = null
|
||||
var/hotspot = (locate(/obj/effect/hotspot) in T)
|
||||
var/hotspot = (locate(/obj/fire) in T)
|
||||
if(hotspot)
|
||||
var/datum/gas_mixture/lowertemp = T.remove_air( T:air:total_moles )
|
||||
lowertemp.temperature = max( min(lowertemp.temperature-2000,lowertemp.temperature / 2) ,0)
|
||||
lowertemp.react()
|
||||
T.assume_air(lowertemp)
|
||||
T.apply_fire_protection()
|
||||
del(hotspot)
|
||||
|
||||
enzyme
|
||||
|
||||
@@ -350,8 +350,6 @@ datum
|
||||
on_reaction(var/datum/reagents/holder, var/created_volume)
|
||||
var/turf/location = get_turf(holder.my_atom.loc)
|
||||
for(var/turf/simulated/floor/target_tile in range(0,location))
|
||||
if(target_tile.parent && target_tile.parent.group_processing)
|
||||
target_tile.parent.suspend_group_processing()
|
||||
|
||||
var/datum/gas_mixture/napalm = new
|
||||
|
||||
|
||||
@@ -1588,6 +1588,7 @@
|
||||
del(src)
|
||||
spawn(5)
|
||||
user.update_clothing()
|
||||
|
||||
playsound(M.loc,'eatfood.ogg', rand(10,50), 1)
|
||||
return 1
|
||||
else if(istype(M, /mob/living/simple_animal/livestock))
|
||||
@@ -2916,6 +2917,15 @@
|
||||
src.pixel_x = rand(-10.0, 10)
|
||||
src.pixel_y = rand(-10.0, 10)
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/drinks/waterbottle
|
||||
name = "water bottle"
|
||||
desc = "Straight from the ice lakes of Mars!"
|
||||
icon_state = "waterbottle"
|
||||
New()
|
||||
..()
|
||||
reagents.add_reagent("water", 30)
|
||||
src.pixel_x = rand(-10.0, 10)
|
||||
src.pixel_y = rand(-10.0, 10)
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/drinks/sillycup
|
||||
name = "Paper Cup"
|
||||
|
||||
@@ -28,6 +28,18 @@
|
||||
protective_temperature = 10000
|
||||
slowdown = 1.5
|
||||
|
||||
/obj/item/clothing/head/helmet/space/fire_helmet
|
||||
name = "Fire Helmet"
|
||||
desc = "A helmet designed to protect against fires in sealed areas, which often create extreme pressures."
|
||||
flags = FPRINT | TABLEPASS | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
|
||||
see_face = 0.0
|
||||
permeability_coefficient = 0.01
|
||||
heat_transfer_coefficient = 0.01
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
icon_state = "hazmat_firered"
|
||||
item_state = "hazhat_firered"
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/head/radiation
|
||||
|
||||
@@ -48,5 +48,11 @@
|
||||
|
||||
/obj/item/clothing/suit/storage/labcoat/fr_jacket
|
||||
name = "first responder jacket"
|
||||
desc = "\"The first moments are the most crucial.\""
|
||||
desc = "A high-visibility jacket worn by medical first responders."
|
||||
icon_state = "fr_jacket_open"
|
||||
item_state = "fr_jacket"
|
||||
|
||||
/obj/item/clothing/suit/storage/labcoat/fr_jacket/sleeve
|
||||
name = "first responder jacket"
|
||||
desc = "A high-visibility jacket worn by medical first responders. Has rolled up sleeves."
|
||||
icon_state = "fr_sleeve_open"
|
||||
|
||||
@@ -316,6 +316,8 @@
|
||||
icon_plating = "asteroid_dug"
|
||||
icon_state = "asteroid_dug"
|
||||
return
|
||||
else
|
||||
return
|
||||
else
|
||||
..(W,user)
|
||||
if ((istype(W,/obj/item/weapon/pickaxe/drill)))
|
||||
@@ -337,6 +339,9 @@
|
||||
dug = 1
|
||||
icon_plating = "asteroid_dug"
|
||||
icon_state = "asteroid_dug"
|
||||
return
|
||||
else
|
||||
return
|
||||
else
|
||||
..(W,user)
|
||||
|
||||
@@ -359,6 +364,9 @@
|
||||
dug = 1
|
||||
icon_plating = "asteroid_dug"
|
||||
icon_state = "asteroid_dug"
|
||||
return
|
||||
else
|
||||
return
|
||||
else
|
||||
..(W,user)
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
src.resting_icon = new /icon('alien.dmi', "aliend_sleep")
|
||||
src.running_icon = new /icon('alien.dmi', "aliend_running")
|
||||
src.icon = src.stand_icon
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
src << "\blue Your icons have been generated!"
|
||||
|
||||
//Drones use the same base as generic humanoids.
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
src.resting_icon = new /icon('alien.dmi', "alienh_sleep")
|
||||
src.running_icon = new /icon('alien.dmi', "alienh_running")
|
||||
src.icon = src.stand_icon
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
src << "\blue Your icons have been generated!"
|
||||
|
||||
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
src.resting_icon = new /icon('alien.dmi', "aliens_sleep")
|
||||
src.running_icon = new /icon('alien.dmi', "aliens_running")
|
||||
src.icon = src.stand_icon
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
src << "\blue Your icons have been generated!"
|
||||
|
||||
|
||||
|
||||
@@ -146,7 +146,7 @@
|
||||
using.name = "drop"
|
||||
using.icon = 'screen1_alien.dmi'
|
||||
using.icon_state = "act_drop"
|
||||
using.screen_loc = ui_dropbutton
|
||||
using.screen_loc = ui_dropbutton_old
|
||||
using.layer = 19
|
||||
src.adding += using
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
resting_icon = new /icon('alien.dmi', "alienh_sleep")
|
||||
running_icon = new /icon('alien.dmi', "alienh_running")
|
||||
icon = stand_icon
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
src << "\blue Your icons have been generated!"
|
||||
..()
|
||||
|
||||
|
||||
@@ -183,7 +183,7 @@
|
||||
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
|
||||
|
||||
var/datum/gas_mixture/environment = loc.return_air()
|
||||
var/datum/air_group/breath
|
||||
var/datum/gas_mixture/breath
|
||||
// HACK NEED CHANGING LATER
|
||||
if(src.health < 0)
|
||||
src.losebreath++
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/mob/living/carbon/alien/humanoid/Login()
|
||||
..()
|
||||
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
|
||||
if (!isturf(src.loc))
|
||||
src.client.eye = src.loc
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
src.resting_icon = new /icon('alien.dmi', "queen_sleep")
|
||||
src.running_icon = new /icon('alien.dmi', "queen_running")
|
||||
src.icon = src.stand_icon
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
src << "\blue Your icons have been generated!"
|
||||
|
||||
|
||||
|
||||
@@ -56,7 +56,7 @@
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = 'screen1_alien.dmi'
|
||||
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
|
||||
using.screen_loc = ui_movi_old
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
move_intent = using
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
name = text("alien larva ([rand(1, 1000)])")
|
||||
real_name = name
|
||||
spawn (1)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
src << "\blue Your icons have been generated!"
|
||||
// spawn(1200) grow() Grow after 120 seconds -- TLE Commented out because life.dm has better version -- Urist
|
||||
..()
|
||||
|
||||
@@ -158,7 +158,7 @@
|
||||
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
|
||||
|
||||
var/datum/gas_mixture/environment = loc.return_air()
|
||||
var/datum/air_group/breath
|
||||
var/datum/gas_mixture/breath
|
||||
// HACK NEED CHANGING LATER
|
||||
if(health < 0)
|
||||
losebreath++
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/mob/living/carbon/alien/larva/Login()
|
||||
..()
|
||||
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
|
||||
if (!isturf(src.loc))
|
||||
src.client.eye = src.loc
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
|
||||
remove_special_verbs()
|
||||
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
|
||||
death(gibbed)
|
||||
..()
|
||||
|
||||
@@ -133,14 +133,13 @@
|
||||
stand_icon = new /icon('human.dmi', "body_[g]_s")
|
||||
lying_icon = new /icon('human.dmi', "body_[g]_l")
|
||||
icon = stand_icon
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
|
||||
src << "\blue Your icons have been generated!"
|
||||
|
||||
|
||||
spawn(10) // Failsafe for.. weirdness.
|
||||
update_clothing()
|
||||
update_body()
|
||||
rebuild_appearance()
|
||||
|
||||
vessel = new/datum/reagents(600)
|
||||
vessel.my_atom = src
|
||||
@@ -151,8 +150,7 @@
|
||||
..()
|
||||
|
||||
spawn(5) // Failsafe for.. weirdness.
|
||||
update_clothing()
|
||||
update_body()
|
||||
rebuild_appearance()
|
||||
|
||||
/*var/known_languages = list()
|
||||
known_languages.Add("english")*/
|
||||
@@ -861,30 +859,38 @@
|
||||
M.UpdateFeed(src)
|
||||
return
|
||||
|
||||
/mob/living/carbon/human/update_clothing()
|
||||
..()
|
||||
|
||||
if (monkeyizing)
|
||||
return
|
||||
|
||||
overlays = null
|
||||
/mob/living/carbon/human/proc/rebuild_body_overlays()
|
||||
// This proc REBUILDS the body overlays. These are the overlays displayed under the clothing.
|
||||
// Builds the body overlays both for lying and standing states.
|
||||
//
|
||||
// This is necessary whenever something about the mob's body appearance changes, for example:
|
||||
// - When the mutantrace changes
|
||||
// - When a visible wound is added to the mob's skin
|
||||
// - When the mob loses a limb
|
||||
body_overlays_standing.Cut()
|
||||
body_overlays_lying.Cut()
|
||||
|
||||
if (mutations & HULK)
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "hulk_[gender][!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "hulk_[gender]_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "hulk_[gender]_l")
|
||||
|
||||
if (mutations & COLD_RESISTANCE)
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "fire[!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "fire_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "fire_l")
|
||||
|
||||
if (mutations & TK)
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "telekinesishead[!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "telekinesishead_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "telekinesishead_l")
|
||||
|
||||
if (mutations & LASER)
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "lasereyes[!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "lasereyes_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "lasereyes_l")
|
||||
|
||||
if (mutantrace)
|
||||
switch(mutantrace)
|
||||
if("golem","metroid")
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace][!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_l")
|
||||
if(face_standing)
|
||||
del(face_standing)
|
||||
if(face_lying)
|
||||
@@ -894,7 +900,8 @@
|
||||
if(lying_icon)
|
||||
del(lying_icon)
|
||||
if("lizard")
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender][!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender]_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender]_l")
|
||||
if(face_standing)
|
||||
del(face_standing)
|
||||
if(face_lying)
|
||||
@@ -905,9 +912,11 @@
|
||||
del(lying_icon)
|
||||
if("plant")
|
||||
if(stat != 2) //if not dead, that is
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender][!lying ? "_s" : "_l"]")
|
||||
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender]_s")
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender]_l")
|
||||
else
|
||||
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_d")
|
||||
// not sure why this doesn't need separate lying/standing states
|
||||
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_d")
|
||||
if(face_standing)
|
||||
del(face_standing)
|
||||
if(face_lying)
|
||||
@@ -917,64 +926,54 @@
|
||||
if(lying_icon)
|
||||
del(lying_icon)
|
||||
else
|
||||
// TODO: rewrite update_face() and update_body() if necessary
|
||||
if(!face_standing || !face_lying)
|
||||
update_face()
|
||||
if(!stand_icon || !lying_icon)
|
||||
update_body()
|
||||
|
||||
if(buckled)
|
||||
if(istype(buckled, /obj/structure/stool/bed/chair))
|
||||
lying = 0
|
||||
else
|
||||
lying = 1
|
||||
// Other procs(probably update_face() and update_body() ) also rebuild their own
|
||||
// kinds of overlay lists. Think about merging those procs into this proc.
|
||||
body_overlays_lying += body_lying
|
||||
body_overlays_standing += body_standing
|
||||
|
||||
//if (zone_sel)
|
||||
// zone_sel.overlays = null
|
||||
// zone_sel.overlays += body_standing
|
||||
// zone_sel.overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", zone_sel.selecting))
|
||||
// face_lying and face_standing are the face icons, not a flag
|
||||
body_overlays_lying += face_standing // yes, the vars are named wrong, I didn't do it -- CIB
|
||||
body_overlays_standing += face_lying
|
||||
|
||||
if (lying)
|
||||
icon = lying_icon
|
||||
|
||||
overlays += body_lying
|
||||
|
||||
if (face_lying)
|
||||
overlays += face_lying
|
||||
else
|
||||
icon = stand_icon
|
||||
/mob/living/carbon/human/proc/rebuild_clothing_overlays()
|
||||
// This proc REBUILDS the clothing overlays entirely.
|
||||
// This is necessary whenever clothing changes, or when the mob switches from laying
|
||||
// into standing state or vice verca.
|
||||
|
||||
overlays += body_standing
|
||||
// This should possibly be split into two categories:
|
||||
// - "under", which is stuff that is worn at the lowest clothing layer and doesn't change often,
|
||||
// such as jumpsuits, gloves, headset, etc.
|
||||
// - "over", which is stuff that is worn at the highest clothing layer and changes very often,
|
||||
// such as stuff in the user's hand, space suits, helmets, etc.
|
||||
|
||||
if (face_standing)
|
||||
overlays += face_standing
|
||||
// Delete all items from the overlay lists
|
||||
clothing_overlays.Cut()
|
||||
|
||||
// Uniform
|
||||
if(w_uniform)
|
||||
// What is screen_loc stuff doing here?!
|
||||
w_uniform.screen_loc = ui_iclothing
|
||||
|
||||
|
||||
if(istype(w_uniform, /obj/item/clothing/under))
|
||||
var/t1 = w_uniform.color
|
||||
if (!t1)
|
||||
t1 = icon_state
|
||||
overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = MOB_LAYER)
|
||||
if (w_uniform.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "uniformblood[!lying ? "" : "2"]")
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
|
||||
else // Automatically drop anything in store / id / belt if you're not wearing a uniform.
|
||||
for (var/obj/item/thing in list(r_store, l_store, wear_id, belt))
|
||||
if (thing)
|
||||
u_equip(thing)
|
||||
if (client)
|
||||
client.screen -= thing
|
||||
if (thing)
|
||||
thing.loc = loc
|
||||
thing.dropped(src)
|
||||
thing.layer = initial(thing.layer)
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
|
||||
if (wear_id)
|
||||
if(wear_id.over_jumpsuit)
|
||||
overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = MOB_LAYER)
|
||||
|
||||
if (client)
|
||||
client.screen -= hud_used.intents
|
||||
@@ -997,34 +996,34 @@
|
||||
gloves_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
if(ro.destroyed)
|
||||
gloves_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
overlays += image(gloves_icon, "layer" = MOB_LAYER)
|
||||
clothing_overlays += image(gloves_icon, "layer" = MOB_LAYER)
|
||||
if (gloves.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
|
||||
if(lo.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
else if (blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
|
||||
if(lo.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
|
||||
// Glasses
|
||||
if (glasses)
|
||||
var/t1 = glasses.icon_state
|
||||
overlays += image("icon" = 'eyes.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = 'eyes.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
|
||||
// Ears
|
||||
if (l_ear)
|
||||
var/t1 = l_ear.icon_state
|
||||
overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
if (r_ear)
|
||||
var/t1 = r_ear.icon_state
|
||||
overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
|
||||
// Shoes
|
||||
lo = organs["l_foot"]
|
||||
@@ -1036,26 +1035,156 @@
|
||||
shoes_icon.Blend(new /icon('limb_mask.dmi', "right[lying?"_l":""]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed && !lying)
|
||||
shoes_icon.Blend(new /icon('limb_mask.dmi', "left[lying?"_l":""]"), ICON_MULTIPLY)
|
||||
overlays += image(shoes_icon, "layer" = MOB_LAYER)
|
||||
clothing_overlays += image(shoes_icon, "layer" = MOB_LAYER)
|
||||
if (shoes.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "shoeblood[!lying ? "" : "2"]")
|
||||
if(lo.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.destroyed)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
|
||||
|
||||
/* if (w_radio)
|
||||
overlays += image("icon" = 'ears.dmi', "icon_state" = "headset[!lying ? "" : "2"]", "layer" = MOB_LAYER) */
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
|
||||
|
||||
if (s_store)
|
||||
var/t1 = s_store.item_state
|
||||
if (!t1)
|
||||
t1 = s_store.icon_state
|
||||
if(!istype(wear_suit, /obj/item/clothing/suit/storage/armoredundersuit))
|
||||
overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
clothing_overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
s_store.screen_loc = ui_sstore1
|
||||
|
||||
|
||||
if (wear_suit)
|
||||
if (istype(wear_suit, /obj/item/clothing/suit))
|
||||
var/t1 = wear_suit.icon_state
|
||||
clothing_overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
|
||||
if (wear_suit)
|
||||
if (wear_suit.blood_DNA)
|
||||
var/icon/stain_icon = null
|
||||
if (istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/storage/wcoat))
|
||||
stain_icon = icon('blood.dmi', "armorblood[!lying ? "" : "2"]")
|
||||
else if (istype(wear_suit, /obj/item/clothing/suit/storage/det_suit || /obj/item/clothing/suit/storage/labcoat))
|
||||
stain_icon = icon('blood.dmi', "coatblood[!lying ? "" : "2"]")
|
||||
else
|
||||
stain_icon = icon('blood.dmi', "suitblood[!lying ? "" : "2"]")
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
wear_suit.screen_loc = ui_oclothing
|
||||
|
||||
if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
|
||||
if (handcuffed)
|
||||
handcuffed.loc = loc
|
||||
handcuffed.layer = initial(handcuffed.layer)
|
||||
handcuffed = null
|
||||
if ((l_hand || r_hand))
|
||||
// I don't know what this does, but it looks horrible
|
||||
var/h = hand
|
||||
hand = 1
|
||||
drop_item()
|
||||
hand = 0
|
||||
drop_item()
|
||||
hand = h
|
||||
|
||||
if (wear_mask)
|
||||
if (istype(wear_mask, /obj/item/clothing/mask))
|
||||
var/t1 = wear_mask.icon_state
|
||||
clothing_overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
if (!istype(wear_mask, /obj/item/clothing/mask/cigarette))
|
||||
if (wear_mask.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "maskblood[!lying ? "" : "2"]")
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
wear_mask.screen_loc = ui_mask
|
||||
|
||||
// Head
|
||||
if (head)
|
||||
var/t1 = head.icon_state
|
||||
var/icon/head_icon = icon('head.dmi', text("[][]", t1, (!( lying ) ? null : "2")))
|
||||
if(istype(head,/obj/item/clothing/head/kitty))
|
||||
head_icon = (( lying ) ? head:mob2 : head:mob)
|
||||
clothing_overlays += image("icon" = head_icon, "layer" = MOB_LAYER)
|
||||
if(gimmick_hat)
|
||||
clothing_overlays += image("icon" = icon('gimmick_head.dmi', "[gimmick_hat][!lying ? "" : "2"]"), "layer" = MOB_LAYER)
|
||||
if (head.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "helmetblood[!lying ? "" : "2"]")
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
head.screen_loc = ui_head
|
||||
|
||||
// Belt
|
||||
if (belt)
|
||||
var/t1 = belt.item_state
|
||||
if (!t1)
|
||||
t1 = belt.icon_state
|
||||
clothing_overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
belt.screen_loc = ui_belt
|
||||
|
||||
if (wear_id)
|
||||
wear_id.screen_loc = ui_id
|
||||
|
||||
if (l_store)
|
||||
l_store.screen_loc = ui_storage1
|
||||
|
||||
if (r_store)
|
||||
r_store.screen_loc = ui_storage2
|
||||
|
||||
if (back)
|
||||
var/t1 = back.icon_state
|
||||
clothing_overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
back.screen_loc = ui_back
|
||||
|
||||
if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
|
||||
//to hide / show them.
|
||||
// WHAT IS THIS DOING IN UPDATE_CLOTHING(), AHHHHHHHHHHHHH
|
||||
if (handcuffed)
|
||||
pulling = null
|
||||
var/h1 = handcuffed.icon_state
|
||||
if (!lying)
|
||||
clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]1", "layer" = MOB_LAYER)
|
||||
else
|
||||
clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]2", "layer" = MOB_LAYER)
|
||||
|
||||
|
||||
if (r_hand)
|
||||
clothing_overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = MOB_LAYER+1)
|
||||
|
||||
r_hand.screen_loc = ui_rhand
|
||||
|
||||
if (l_hand)
|
||||
clothing_overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = MOB_LAYER+1)
|
||||
|
||||
l_hand.screen_loc = ui_lhand
|
||||
|
||||
var/shielded = 0
|
||||
for (var/obj/item/weapon/cloaking_device/S in src)
|
||||
if (S.active)
|
||||
shielded = 2
|
||||
break
|
||||
|
||||
if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
|
||||
shielded = 3
|
||||
|
||||
if(shielded == 1)
|
||||
clothing_overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = MOB_LAYER+1)
|
||||
|
||||
|
||||
if(client && client.admin_invis)
|
||||
invisibility = 100
|
||||
else if (shielded == 2)
|
||||
invisibility = 2
|
||||
else
|
||||
invisibility = 0
|
||||
if(targeted_by && target_locked)
|
||||
clothing_overlays += target_locked
|
||||
else if(targeted_by)
|
||||
target_locked = new /obj/effect/target_locked(src)
|
||||
clothing_overlays += target_locked
|
||||
else if(!targeted_by && target_locked)
|
||||
del(target_locked)
|
||||
|
||||
last_b_state = stat
|
||||
|
||||
/mob/living/carbon/human/proc/misc_clothing_updates()
|
||||
// Temporary proc to shove stuff in that was put into update_clothing()
|
||||
// for questionable reasons
|
||||
|
||||
if (client)
|
||||
if (i_select)
|
||||
if (intent)
|
||||
@@ -1076,167 +1205,75 @@
|
||||
else
|
||||
m_select.screen_loc = null
|
||||
|
||||
|
||||
if (wear_suit)
|
||||
if (istype(wear_suit, /obj/item/clothing/suit))
|
||||
var/t1 = wear_suit.icon_state
|
||||
overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
|
||||
if (wear_suit)
|
||||
if (wear_suit.blood_DNA)
|
||||
var/icon/stain_icon = null
|
||||
if (istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/storage/wcoat))
|
||||
stain_icon = icon('blood.dmi', "armorblood[!lying ? "" : "2"]")
|
||||
else if (istype(wear_suit, /obj/item/clothing/suit/storage/det_suit || /obj/item/clothing/suit/storage/labcoat))
|
||||
stain_icon = icon('blood.dmi', "coatblood[!lying ? "" : "2"]")
|
||||
else
|
||||
stain_icon = icon('blood.dmi', "suitblood[!lying ? "" : "2"]")
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
wear_suit.screen_loc = ui_oclothing
|
||||
|
||||
if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
|
||||
if (handcuffed)
|
||||
handcuffed.loc = loc
|
||||
handcuffed.layer = initial(handcuffed.layer)
|
||||
handcuffed = null
|
||||
if ((l_hand || r_hand))
|
||||
var/h = hand
|
||||
hand = 1
|
||||
drop_item()
|
||||
hand = 0
|
||||
drop_item()
|
||||
hand = h
|
||||
|
||||
|
||||
if (lying)
|
||||
if (face_lying)
|
||||
overlays += face_lying
|
||||
else
|
||||
if (face_standing)
|
||||
overlays += face_standing
|
||||
|
||||
if (wear_mask)
|
||||
if (istype(wear_mask, /obj/item/clothing/mask))
|
||||
var/t1 = wear_mask.icon_state
|
||||
overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
if (!istype(wear_mask, /obj/item/clothing/mask/cigarette))
|
||||
if (wear_mask.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "maskblood[!lying ? "" : "2"]")
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
wear_mask.screen_loc = ui_mask
|
||||
|
||||
// Head
|
||||
if (head)
|
||||
var/t1 = head.icon_state
|
||||
var/icon/head_icon = icon('head.dmi', text("[][]", t1, (!( lying ) ? null : "2")))
|
||||
if(istype(head,/obj/item/clothing/head/kitty))
|
||||
head_icon = (( lying ) ? head:mob2 : head:mob)
|
||||
overlays += image("icon" = head_icon, "layer" = MOB_LAYER)
|
||||
if(gimmick_hat)
|
||||
overlays += image("icon" = icon('gimmick_head.dmi', "[gimmick_hat][!lying ? "" : "2"]"), "layer" = MOB_LAYER)
|
||||
if (head.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "helmetblood[!lying ? "" : "2"]")
|
||||
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
|
||||
head.screen_loc = ui_head
|
||||
|
||||
// Belt
|
||||
if (belt)
|
||||
var/t1 = belt.item_state
|
||||
if (!t1)
|
||||
t1 = belt.icon_state
|
||||
overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
belt.screen_loc = ui_belt
|
||||
|
||||
|
||||
name = get_visible_name()
|
||||
|
||||
if (wear_id)
|
||||
wear_id.screen_loc = ui_id
|
||||
|
||||
if (l_store)
|
||||
l_store.screen_loc = ui_storage1
|
||||
|
||||
if (r_store)
|
||||
r_store.screen_loc = ui_storage2
|
||||
|
||||
if (back)
|
||||
var/t1 = back.icon_state
|
||||
overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
|
||||
back.screen_loc = ui_back
|
||||
|
||||
if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
|
||||
//to hide / show them.
|
||||
if (handcuffed)
|
||||
pulling = null
|
||||
var/h1 = handcuffed.icon_state
|
||||
if (!lying)
|
||||
overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]1", "layer" = MOB_LAYER)
|
||||
else
|
||||
overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]2", "layer" = MOB_LAYER)
|
||||
|
||||
// Probably a lazy way to make sure all items are on the screen exactly once
|
||||
if (client)
|
||||
client.screen -= contents
|
||||
client.screen += contents
|
||||
|
||||
if (r_hand)
|
||||
overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = MOB_LAYER+1)
|
||||
/mob/living/carbon/human/rebuild_appearance()
|
||||
// Lazy method: Just rebuild everything.
|
||||
// This can be called when the mob is created, but on other occasions, rebuild_body_overlays(),
|
||||
// rebuild_clothing_overlays() etc. should be called individually.
|
||||
|
||||
r_hand.screen_loc = ui_rhand
|
||||
handle_clothing() // nonvisual stuff
|
||||
misc_clothing_updates() // silly stuff
|
||||
|
||||
if (l_hand)
|
||||
overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = MOB_LAYER+1)
|
||||
rebuild_body_overlays() // rebuild the body itself, that is mutant race traits, hair, limbs, etc.
|
||||
rebuild_clothing_overlays() // rebuild the entire clothing
|
||||
|
||||
l_hand.screen_loc = ui_lhand
|
||||
update_overlays_from_lists()
|
||||
|
||||
var/shielded = 0
|
||||
for (var/obj/item/weapon/cloaking_device/S in src)
|
||||
if (S.active)
|
||||
shielded = 2
|
||||
break
|
||||
/mob/living/carbon/human/proc/update_overlays_from_lists()
|
||||
// This will simply update the overlays without actually
|
||||
// rebuilding anything. Can be called often without much
|
||||
// effect on performance.
|
||||
|
||||
if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
|
||||
shielded = 3
|
||||
|
||||
switch(shielded)
|
||||
if(1)
|
||||
overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = MOB_LAYER+1)
|
||||
if(2)
|
||||
invisibility = 2
|
||||
//New stealth. Hopefully doesn't lag too much. /N
|
||||
if(istype(loc, /turf))//If they are standing on a turf.
|
||||
AddCamoOverlay(loc)//Overlay camo.
|
||||
if(3)
|
||||
if(istype(loc, /turf))
|
||||
//Ninjas may flick into view once in a while if they are stealthed.
|
||||
if(prob(90))
|
||||
NinjaStealthActive(loc)
|
||||
else
|
||||
NinjaStealthMalf()
|
||||
else
|
||||
invisibility = 0
|
||||
// Update the actual overlays from our prebuilt lists
|
||||
overlays = null
|
||||
|
||||
if(client && client.admin_invis)
|
||||
invisibility = 100
|
||||
else if (shielded == 2)
|
||||
invisibility = 2
|
||||
else
|
||||
invisibility = 0
|
||||
if(targeted_by && target_locked)
|
||||
overlays += target_locked
|
||||
else if(targeted_by)
|
||||
target_locked = new /obj/effect/target_locked(src)
|
||||
overlays += target_locked
|
||||
else if(!targeted_by && target_locked)
|
||||
del(target_locked)
|
||||
if (monkeyizing) // while monkeyizing we do not wish to display any overlays
|
||||
return
|
||||
|
||||
/*
|
||||
for (var/mob/M in viewers(1, src))//For the love of god DO NOT REFRESH EVERY SECOND - Mport
|
||||
if ((M.client && M.machine == src))
|
||||
spawn (0)
|
||||
show_inv(M)
|
||||
return
|
||||
*/
|
||||
last_b_state = stat
|
||||
if(lying)
|
||||
icon = lying_icon
|
||||
overlays += body_overlays_standing
|
||||
|
||||
if(!lying)
|
||||
icon = stand_icon
|
||||
|
||||
overlays += body_overlays_lying
|
||||
|
||||
|
||||
overlays += clothing_overlays
|
||||
|
||||
/mob/living/carbon/human/update_body_appearance()
|
||||
// Should be called whenever something about the body appearance itself changes.
|
||||
|
||||
rebuild_body_overlays()
|
||||
update_overlays_from_lists()
|
||||
|
||||
/mob/living/carbon/human/update_lying()
|
||||
// Should be called whenever something about the lying status of the mob might have changed.
|
||||
|
||||
if(visual_lying != lying)
|
||||
visual_lying = lying
|
||||
rebuild_clothing_overlays()
|
||||
update_overlays_from_lists()
|
||||
|
||||
/mob/living/carbon/human/update_clothing()
|
||||
// Should be called only when something about the clothing itself changed
|
||||
// which is not handled by the equip code.
|
||||
rebuild_appearance()
|
||||
|
||||
return
|
||||
|
||||
// TODO: once I have replaced the udpate_clothing() calls with update_lying() or
|
||||
// update_body_appearance() calls where suitable, the following code should
|
||||
// be used. furthermore, handle_clothes() should be moved to Life()
|
||||
|
||||
rebuild_clothing_overlays()
|
||||
update_overlays_from_lists()
|
||||
|
||||
/mob/living/carbon/human/hand_p(mob/M as mob)
|
||||
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
|
||||
@@ -2664,9 +2701,7 @@ It can still be worn/put on as normal.
|
||||
gender = MALE
|
||||
else
|
||||
gender = FEMALE
|
||||
update_body()
|
||||
update_face()
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
check_dna()
|
||||
|
||||
for(var/mob/M in view())
|
||||
|
||||
@@ -70,5 +70,4 @@
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message(text("\red <B>[] has tried to disarm []!</B>", M, src), 1)
|
||||
update_clothing()
|
||||
return
|
||||
@@ -213,7 +213,6 @@
|
||||
|
||||
playsound(loc, 'punchmiss.ogg', 25, 1, -1)
|
||||
visible_message("\red <B>[M] attempted to disarm [src]!</B>")
|
||||
update_clothing()
|
||||
return
|
||||
|
||||
/mob/living/carbon/human/proc/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, inrange, params)
|
||||
|
||||
@@ -20,5 +20,4 @@
|
||||
src = null
|
||||
src = H.monkeyize()
|
||||
contract_disease(D,1,0)
|
||||
update_clothing()
|
||||
return
|
||||
|
||||
@@ -68,5 +68,4 @@
|
||||
|
||||
UpdateDamageIcon()
|
||||
updatehealth()
|
||||
update_clothing()
|
||||
return 1
|
||||
@@ -198,5 +198,4 @@ emp_act
|
||||
if(src.wear_suit) src.wear_suit.add_blood(src)
|
||||
if(src.w_uniform) src.w_uniform.add_blood(src)
|
||||
|
||||
UpdateDamageIcon()
|
||||
update_clothing()
|
||||
UpdateDamageIcon()
|
||||
|
||||
@@ -29,18 +29,18 @@
|
||||
|
||||
//Being buckled to a chair or bed
|
||||
check_if_buckled()
|
||||
handle_clothing()
|
||||
|
||||
// Update clothing
|
||||
// update_clothing()
|
||||
// TODO: this check and the lyingcheck variable should probably be removed in favor of the visual_lying check
|
||||
if((lyingcheck != lying) || (buckle_check != (buckled ? 1 : 0))) //This is a fix for falling down / standing up not updating icons. Instead of going through and changing every
|
||||
spawn(5)
|
||||
update_clothing() //instance in the code where lying is modified, I've just added a new variable "lyingcheck" which will be compared
|
||||
update_lying() //instance in the code where lying is modified, I've just added a new variable "lyingcheck" which will be compared
|
||||
lyingcheck = lying //to lying, so if lying ever changes, update_clothing() will run like normal.
|
||||
|
||||
if(stat == 2)
|
||||
if((!lying || !lyingcheck) && !buckled)
|
||||
if(!lying && !buckled)
|
||||
lying = 1
|
||||
update_clothing()
|
||||
update_lying()
|
||||
return
|
||||
|
||||
life_tick++
|
||||
@@ -137,7 +137,7 @@
|
||||
if (stat != 0)
|
||||
if(!lying)
|
||||
lying = 1 //Seriously, stay down :x
|
||||
update_clothing()
|
||||
update_lying()
|
||||
|
||||
|
||||
|
||||
@@ -359,7 +359,7 @@
|
||||
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
|
||||
|
||||
var/datum/gas_mixture/environment = loc.return_air()
|
||||
var/datum/air_group/breath
|
||||
var/datum/gas_mixture/breath
|
||||
|
||||
// HACK NEED CHANGING LATER
|
||||
if(isbreathing && health < config.health_threshold_crit)
|
||||
@@ -420,6 +420,16 @@
|
||||
smoke.reagents.copy_to(src, 10) // I dunno, maybe the reagents enter the blood stream through the lungs?
|
||||
break // If they breathe in the nasty stuff once, no need to continue checking
|
||||
|
||||
if(istype(wear_mask, /obj/item/clothing/mask/gas))
|
||||
var/datum/gas_mixture/filtered = new()
|
||||
filtered.toxins = breath.toxins
|
||||
filtered.trace_gases = breath.trace_gases.Copy()
|
||||
filtered.update_values()
|
||||
breath.toxins = 0
|
||||
breath.trace_gases = list()
|
||||
breath.update_values()
|
||||
loc.assume_air(filtered)
|
||||
|
||||
else //Still give containing object the chance to interact
|
||||
if(istype(loc, /obj/))
|
||||
var/obj/location_as_object = loc
|
||||
@@ -469,7 +479,7 @@
|
||||
var/safe_oxygen_min = 16 // Minimum safe partial pressure of O2, in kPa
|
||||
//var/safe_oxygen_max = 140 // Maximum safe partial pressure of O2, in kPa (Not used for now)
|
||||
var/safe_co2_max = 10 // Yes it's an arbitrary value who cares?
|
||||
var/safe_toxins_max = 0.005
|
||||
var/safe_toxins_max = 0.0025
|
||||
var/SA_para_min = 1
|
||||
var/SA_sleep_min = 5
|
||||
var/oxygen_used = 0
|
||||
@@ -649,7 +659,7 @@
|
||||
|
||||
//Account for massive pressure differences. Done by Polymorph
|
||||
var/pressure = environment.return_pressure()
|
||||
if(!istype(wear_suit, /obj/item/clothing/suit/space))
|
||||
if(!istype(wear_suit, /obj/item/clothing/suit/space) && !istype(wear_suit, /obj/item/clothing/suit/fire))
|
||||
/*if(pressure < 20)
|
||||
if(prob(25))
|
||||
src << "You feel the splittle on your lips and the fluid on your eyes boiling away, the capillteries in your skin breaking."
|
||||
@@ -658,6 +668,9 @@
|
||||
if(pressure > HAZARD_HIGH_PRESSURE)
|
||||
adjustBruteLoss(min((10+(round(pressure/(HIGH_STEP_PRESSURE)-2)*5)),MAX_PRESSURE_DAMAGE))
|
||||
|
||||
if(environment.toxins > MOLES_PLASMA_VISIBLE)
|
||||
pl_effects()
|
||||
|
||||
return //TODO: DEFERRED
|
||||
|
||||
adjust_body_temperature(current, loc_temp, boost)
|
||||
@@ -1501,4 +1514,54 @@
|
||||
else if(shock_stage == 40)
|
||||
src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
|
||||
else if(shock_stage == 80)
|
||||
src << "<font color='red'><b>"+pick("You see a light at the end of the tunnel!", "You feel like you could die any moment now.", "You're about to lose consciousness.")
|
||||
src << "<font color='red'><b>"+pick("You see a light at the end of the tunnel!", "You feel like you could die any moment now.", "You're about to lose consciousness.")
|
||||
|
||||
|
||||
/mob/living/carbon/human/proc/handle_clothing()
|
||||
// Non-visual stuff that was in update_clothing()
|
||||
|
||||
if(buckled)
|
||||
if(istype(buckled, /obj/structure/stool/bed/chair))
|
||||
lying = 0
|
||||
else
|
||||
lying = 1
|
||||
|
||||
if(!w_uniform)
|
||||
// Automatically drop anything in store / id / belt if you're not wearing a uniform.
|
||||
for (var/obj/item/thing in list(r_store, l_store, wear_id, belt))
|
||||
if (thing)
|
||||
u_equip(thing)
|
||||
if (client)
|
||||
client.screen -= thing
|
||||
if (thing)
|
||||
thing.loc = loc
|
||||
thing.dropped(src)
|
||||
thing.layer = initial(thing.layer)
|
||||
|
||||
// Why this stuff was in handle_clothing() is beyond me
|
||||
var/shielded = 0
|
||||
for (var/obj/item/weapon/cloaking_device/S in src)
|
||||
if (S.active)
|
||||
shielded = 2
|
||||
break
|
||||
|
||||
if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
|
||||
shielded = 3
|
||||
switch(shielded)
|
||||
if(1)
|
||||
if(2)
|
||||
invisibility = 2
|
||||
//New stealth. Hopefully doesn't lag too much. /N
|
||||
if(istype(loc, /turf))//If they are standing on a turf.
|
||||
AddCamoOverlay(loc)//Overlay camo.
|
||||
if(3)
|
||||
if(istype(loc, /turf))
|
||||
//Ninjas may flick into view once in a while if they are stealthed.
|
||||
if(prob(90))
|
||||
NinjaStealthActive(loc)
|
||||
else
|
||||
NinjaStealthMalf()
|
||||
else
|
||||
invisibility = 0
|
||||
|
||||
name = get_visible_name()
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/mob/living/carbon/human/Login()
|
||||
..()
|
||||
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
|
||||
if (!isturf(src.loc))
|
||||
src.client.eye = src.loc
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/mob/living/carbon/metroid/Login()
|
||||
..()
|
||||
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
|
||||
if (!isturf(src.loc))
|
||||
src.client.eye = src.loc
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
real_name = name
|
||||
spawn (1)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
src << "\blue Your icons have been generated!"
|
||||
..()
|
||||
|
||||
|
||||
@@ -187,7 +187,7 @@
|
||||
if(!loc) return //probably ought to make a proper fix for this, but :effort: --NeoFite
|
||||
|
||||
var/datum/gas_mixture/environment = loc.return_air()
|
||||
var/datum/air_group/breath
|
||||
var/datum/gas_mixture/breath
|
||||
|
||||
if(losebreath>0) //Suffocating so do not take a breath
|
||||
src.losebreath--
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/mob/living/carbon/monkey/Login()
|
||||
..()
|
||||
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
/*
|
||||
if (!( src.primary ))
|
||||
var/t1 = rand(1000, 1500)
|
||||
|
||||
@@ -69,7 +69,7 @@
|
||||
if(!lying_icon)
|
||||
lying_icon = new /icon('monkey.dmi', "monkey0")
|
||||
icon = stand_icon
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
src << "\blue Your icons have been generated!"
|
||||
|
||||
..()
|
||||
@@ -930,7 +930,6 @@
|
||||
|
||||
UpdateDamageIcon()
|
||||
updatehealth()
|
||||
update_clothing()
|
||||
return 1
|
||||
|
||||
/*/mob/living/carbon/monkey/UpdateDamageIcon()
|
||||
|
||||
@@ -40,14 +40,8 @@
|
||||
return 0
|
||||
var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
|
||||
var/divided_damage = (burn_amount)/(H.organs.len)
|
||||
var/extradam = 0 //added to when organ is at max dam
|
||||
for(var/name in H.organs)
|
||||
var/datum/organ/external/affecting = H.organs[name]
|
||||
if(!affecting) continue
|
||||
if(affecting.take_damage(0, divided_damage+extradam, 0, used_weapon))
|
||||
extradam = 0
|
||||
else
|
||||
extradam += divided_damage
|
||||
apply_damage(divided_damage, BURN, name, 0, 0, "Skin Burns")
|
||||
H.UpdateDamageIcon()
|
||||
H.updatehealth()
|
||||
return 1
|
||||
|
||||
@@ -498,7 +498,6 @@ mob/living/parasite/meme/verb/Analgesic()
|
||||
|
||||
|
||||
mob/proc/clearHUD()
|
||||
update_clothing()
|
||||
if(client) client.screen.Cut()
|
||||
|
||||
// Take control of the mob
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/mob/living/silicon/ai/Login()
|
||||
..()
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
for(var/S in src.client.screen)
|
||||
del(S)
|
||||
src.flash = new /obj/screen( null )
|
||||
|
||||
@@ -202,7 +202,7 @@
|
||||
mymob.pullin.icon = 'screen1_robot.dmi'
|
||||
mymob.pullin.icon_state = "pull0"
|
||||
mymob.pullin.name = "pull"
|
||||
mymob.pullin.screen_loc = ui_pull_old
|
||||
mymob.pullin.screen_loc = ui_pull_borg
|
||||
|
||||
mymob.blind = new /obj/screen( null )
|
||||
mymob.blind.icon = 'screen1_robot.dmi'
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/mob/living/silicon/robot/Login()
|
||||
..()
|
||||
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
|
||||
if (!isturf(src.loc))
|
||||
src.client.eye = src.loc
|
||||
|
||||
@@ -177,9 +177,6 @@
|
||||
item.loc = null
|
||||
item.layer = initial(item.layer)
|
||||
u_equip(item)
|
||||
//if (client)
|
||||
// client.screen -= item
|
||||
//update_clothing()
|
||||
return
|
||||
|
||||
/mob/proc/get_active_hand()
|
||||
@@ -1161,5 +1158,27 @@ note dizziness decrements automatically in the mob's Life() proc.
|
||||
if(!isemptylist(args))
|
||||
for(var/file in args)
|
||||
src << browse_rsc(file)
|
||||
return 1
|
||||
return 0
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
/** The stuff below here really should be in /mob/living, but due to tons of procs that should only
|
||||
take /mob/living only taking /mob(or, indeed, some silly procs relying on usr.. yes, *procs*, not verbs..),
|
||||
I'm putting this stuff into /mob for now
|
||||
**/
|
||||
/mob/proc/rebuild_appearance()
|
||||
// Rebuild the entire mob appearance completely, this should ONLY be called in rare cases,
|
||||
// e.g. when the mob spawns.
|
||||
return update_clothing() // most mobs still implement update_clothing() by simply rebuilding the entire appearance
|
||||
|
||||
/mob/proc/update_body_appearance()
|
||||
// Call this proc whenever something about the appearance of the body itself changes.
|
||||
// For example, this must be called when you add a wound to a mob.
|
||||
|
||||
/mob/proc/update_lying()
|
||||
// Call this whenever the lying status of a mob changes.
|
||||
|
||||
/mob/update_clothing()
|
||||
// Call this proc whenever something about the clothing of a mob changes. Normally, you
|
||||
// don't need to call this by hand, as the equip procs will do it for you.
|
||||
..()
|
||||
|
||||
@@ -104,7 +104,7 @@
|
||||
burn *= 0.66 //~2/3 damage for ROBOLIMBS
|
||||
|
||||
if(owner && !robot)
|
||||
owner.pain(display_name, (brute+burn)*3, 1)
|
||||
owner.pain(display_name, (brute+burn)*3, 1, burn > brute)
|
||||
if(sharp)
|
||||
var/nux = brute * rand(10,15)
|
||||
if(brute_dam >= max_damage)
|
||||
@@ -235,7 +235,8 @@
|
||||
var/datum/autopsy_data/W = autopsy_data[V]
|
||||
del W
|
||||
autopsy_data = list()
|
||||
return update_icon()
|
||||
var/result = update_icon()
|
||||
return result
|
||||
|
||||
proc/add_wound(var/used_weapon, var/damage)
|
||||
var/datum/autopsy_data/W = autopsy_data[used_weapon]
|
||||
@@ -248,6 +249,7 @@
|
||||
W.damage += damage
|
||||
W.time_inflicted = world.time
|
||||
|
||||
owner.update_body_appearance()
|
||||
|
||||
|
||||
proc/get_damage() //returns total damage
|
||||
@@ -314,6 +316,7 @@
|
||||
var/n_is = damage_state_text()
|
||||
if (n_is != damage_state)
|
||||
damage_state = n_is
|
||||
owner.update_body_appearance() // I'm not sure about this, Sky probably knows better where to put it
|
||||
return 1
|
||||
return 0
|
||||
|
||||
@@ -412,7 +415,7 @@
|
||||
for(var/datum/organ/wound/W in wounds)
|
||||
W.update_health()
|
||||
del(W)
|
||||
owner.update_body()
|
||||
owner.update_body_appearance()
|
||||
owner.update_clothing()
|
||||
|
||||
proc/createwound(var/size = 1, var/type = 0, var/damage)
|
||||
|
||||
@@ -7,7 +7,7 @@ mob/var/next_pain_time = 0
|
||||
|
||||
// partname is the name of a body part
|
||||
// amount is a num from 1 to 100
|
||||
mob/proc/pain(var/partname, var/amount, var/force)
|
||||
mob/proc/pain(var/partname, var/amount, var/force, var/burning = 0)
|
||||
if(stat >= 2) return
|
||||
if(world.time < next_pain_time && !force)
|
||||
return
|
||||
@@ -17,15 +17,26 @@ mob/proc/pain(var/partname, var/amount, var/force)
|
||||
if(amount > 50 && prob(amount / 5))
|
||||
src:drop_item()
|
||||
var/msg
|
||||
switch(amount)
|
||||
if(1 to 10)
|
||||
msg = "<b>Your [partname] hurts a bit.</b>"
|
||||
if(11 to 90)
|
||||
flash_weak_pain()
|
||||
msg = "<b><font size=1>Ouch! Your [partname] hurts.</font></b>"
|
||||
if(91 to 10000)
|
||||
flash_pain()
|
||||
msg = "<b><font size=3>OH GOD! Your [partname] is hurting terribly!</font></b>"
|
||||
if(burning)
|
||||
switch(amount)
|
||||
if(1 to 10)
|
||||
msg = "\red <b>Your [partname] burns.</b>"
|
||||
if(11 to 90)
|
||||
flash_weak_pain()
|
||||
msg = "\red <b><font size=2>Your [partname] burns badly!</font></b>"
|
||||
if(91 to 10000)
|
||||
flash_pain()
|
||||
msg = "\red <b><font size=3>OH GOD! Your [partname] is on fire!</font></b>"
|
||||
else
|
||||
switch(amount)
|
||||
if(1 to 10)
|
||||
msg = "<b>Your [partname] hurts.</b>"
|
||||
if(11 to 90)
|
||||
flash_weak_pain()
|
||||
msg = "<b><font size=2>Your [partname] hurts badly.</font></b>"
|
||||
if(91 to 10000)
|
||||
flash_pain()
|
||||
msg = "<b><font size=3>OH GOD! Your [partname] is hurting terribly!</font></b>"
|
||||
if(msg && (msg != last_pain_message || prob(10)))
|
||||
last_pain_message = msg
|
||||
src << msg
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
|
||||
/mob/living/simple_animal/corgi/Life()
|
||||
..()
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
|
||||
/mob/living/simple_animal/corgi/show_inv(mob/user as mob)
|
||||
/*
|
||||
@@ -182,7 +182,6 @@
|
||||
usr.drop_item()
|
||||
item_to_add.loc = src
|
||||
src.inventory_head = item_to_add
|
||||
update_clothing()
|
||||
|
||||
//Various hats and items (worn on his head) change Ian's behaviour. His attributes are reset when a HAT is removed.
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
if (W==w_uniform) // will be teared
|
||||
continue
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
stunned = 1
|
||||
@@ -69,7 +69,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
@@ -156,7 +156,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
@@ -222,7 +222,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
@@ -262,7 +262,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
@@ -313,7 +313,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
@@ -347,7 +347,7 @@
|
||||
return
|
||||
for(var/obj/item/W in src)
|
||||
drop_from_slot(W)
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
monkeyizing = 1
|
||||
canmove = 0
|
||||
icon = null
|
||||
|
||||
@@ -388,7 +388,7 @@ mob/proc
|
||||
spawn(0) //Make it show the 2 states properly
|
||||
if(target_locked)
|
||||
target_locked.icon_state = "locking"
|
||||
update_clothing()
|
||||
update_clothing() // update_clothing clears overlays, so this might break stuff
|
||||
sleep(20)
|
||||
if(target_locked)
|
||||
target_locked.icon_state = "locked"
|
||||
|
||||
@@ -14,6 +14,16 @@
|
||||
|
||||
#define MOLES_PLASMA_VISIBLE 0.5 //Moles in a standard cell after which plasma is visible
|
||||
|
||||
#define SPECIFIC_HEAT_TOXIN 200
|
||||
#define SPECIFIC_HEAT_AIR 20
|
||||
#define SPECIFIC_HEAT_CDO 30
|
||||
#define HEAT_CAPACITY_CALCULATION(oxygen,carbon_dioxide,nitrogen,toxins) \
|
||||
(carbon_dioxide*SPECIFIC_HEAT_CDO + (oxygen+nitrogen)*SPECIFIC_HEAT_AIR + toxins*SPECIFIC_HEAT_TOXIN)
|
||||
|
||||
#define MINIMUM_HEAT_CAPACITY 0.0003
|
||||
#define QUANTIZE(variable) (round(variable,0.0001))
|
||||
#define TRANSFER_FRACTION 5 //What fraction (1/#) of the air difference to try and transfer
|
||||
|
||||
#define BREATH_VOLUME 0.5 //liters in a normal breath
|
||||
#define BREATH_PERCENTAGE BREATH_VOLUME/CELL_VOLUME
|
||||
//Amount of air to take a from a tile
|
||||
|
||||
@@ -56,6 +56,26 @@ Stuff which is in development and not yet visible to players or just code relate
|
||||
should be listed in the changelog upon commit though. Thanks. -->
|
||||
|
||||
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">29 May 2012</h2>
|
||||
<h3 class="author">Aryn updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Airflow works on a room-by-room basis rather than on individual tiles. Rooms will depressurize much faster than they did, though not too fast for balance reasons.</li>
|
||||
<li class="tweak">Fire now works on a logarithmic scale based on oxygen and fuel content. This is a far more complex tweak under the hood than it is in game.</li>
|
||||
<li class="rscadd">Plasma now has increased toxicity and can burn exposed skin and eyes. In addition, because of the new air, it fills the room instantaneously. Try not to spill any.</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">28 May 2012</h2>
|
||||
<h3 class="author">Erthilo updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Surgeons spawn with scrubs, Emergency Physicians spawn with first responder jackets.</li>
|
||||
<li class="rscadd">Added water bottles to cola vending machines.</li>
|
||||
<li class="tweak">More HUD changes: https://dl.dropbox.com/u/4911517/ShareX/2012-05/2012-05-28_20-40-50.png</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">27 May 2012</h2>
|
||||
<h3 class="author">Abi79 updated:</h3>
|
||||
@@ -123,11 +143,11 @@ should be listed in the changelog upon commit though. Thanks. -->
|
||||
</div>
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">22 May 2012</h2>
|
||||
<h2 class="date">22 May 2012</h2>
|
||||
<h3 class="author">cib updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Worked out a few problems with meme. They now can see, even if their mob is sleeping. Their actions are properly tracked in admin logs. Their points recharge slightly faster, and can now be seen in the Status tab.</li>
|
||||
</ul>
|
||||
</ul>
|
||||
<h3 class="author">Erthilo updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Some sleeping and resting fixes. Please report any more bugs with it!</li>
|
||||
@@ -169,17 +189,17 @@ should be listed in the changelog upon commit though. Thanks. -->
|
||||
<h3 class="author">Erthilo updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">You can now right-click pick up items and open/close closets items. This means cyborgs can now open/close closets with a bit of fiddling!</li>
|
||||
<li class="rscadd">Added confirmation pop-up for character slot deletion.</li>
|
||||
<li class="rscadd">Added confirmation pop-up for character slot deletion.</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">19 May 2012</h2>
|
||||
<h2 class="date">19 May 2012</h2>
|
||||
<h3 class="author">cib updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Implemented Memetic Anomaly game mode. A meme is a kind of parasite that can live in a human host and jump from player to player. They have traitor-like objectives, but must achieve them by controlling hosts, rather than doing it themselves. </li>
|
||||
<li class="rscadd">Credits for the idea goes to: SCP-1312-1 . Playtesters: Erthilo, Cael_Aislin, AfterShave and critica.</li>
|
||||
</ul>
|
||||
</ul>
|
||||
<h3 class="author">TG updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">You can now swap hands by clicking with your middle mouse button (you have to click on a visible object though, that's the catch).</li>
|
||||
@@ -262,7 +282,7 @@ should be listed in the changelog upon commit though. Thanks. -->
|
||||
<li class="bugfix">Fixes mech weapons not firing.</li>
|
||||
<li class="rscadd">Added cable restraints, made from 15 lengths of cable coil by right-click a cable coil in-hand and choosing 'Make Cable Restraints'. These works just like handcuffs, but only take 30 seconds to break!</li>
|
||||
<li class="tweak">The Head of Personnel can now change alert levels.</li>
|
||||
<li class="bugfix">Fixes lockdown computers being blank.</li>
|
||||
<li class="bugfix">Fixes lockdown computers being blank.</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
|
||||
|
After Width: | Height: | Size: 380 B |
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Before Width: | Height: | Size: 40 KiB After Width: | Height: | Size: 40 KiB |