Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into turfs

# Conflicts:
#	code/game/turfs/simulated/floor/plating.dm
#	code/modules/clothing/suits/jobs.dm
#	icons/mob/suit.dmi
#	icons/obj/clothing/suits.dmi
This commit is contained in:
Mark van Alphen
2019-04-11 07:27:51 +02:00
34 changed files with 235 additions and 100 deletions
+1 -1
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@@ -523,7 +523,7 @@ turf/simulated/proc/radiate_to_spess() //Radiate excess tile heat to space
if((heat_capacity > 0) && (abs(delta_temperature) > MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER))
var/heat = thermal_conductivity*delta_temperature* \
(heat_capacity*700000/(heat_capacity+700000)) //700000 is the heat_capacity from a space turf, hardcoded here
(heat_capacity*HEAT_CAPACITY_VACUUM/(heat_capacity+HEAT_CAPACITY_VACUUM)) //700000 is the heat_capacity from a space turf, hardcoded here
temperature -= heat/heat_capacity
/turf/proc/Initialize_Atmos(times_fired)
+53 -45
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@@ -1,66 +1,67 @@
#define FIRE_DAMAGE_MODIFIER 0.0215 //Higher values result in more external fire damage to the skin (default 0.0215)
#define AIR_DAMAGE_MODIFIER 2.025 //More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
#define MOLES_CELLSTANDARD (ONE_ATMOSPHERE*CELL_VOLUME/(T20C*R_IDEAL_GAS_EQUATION)) //moles in a 2.5 m^3 cell at 101.325 Pa and 20 degC
#define M_CELL_WITH_RATIO (MOLES_CELLSTANDARD * 0.005)
#define O2STANDARD 0.21
#define N2STANDARD 0.79
#define MOLES_O2STANDARD (MOLES_CELLSTANDARD*O2STANDARD) // O2 standard value (21%)
#define MOLES_N2STANDARD (MOLES_CELLSTANDARD*N2STANDARD) // N2 standard value (79%)
#define GAS_O2 (1 << 0)
#define GAS_N2 (1 << 1)
#define GAS_PL (1 << 2)
#define GAS_CO2 (1 << 3)
#define GAS_N2O (1 << 4)
//stuff you should probably leave well alone!
//ATMOS
#define CELL_VOLUME 2500 //liters in a cell
#define BREATH_VOLUME 0.5 //liters in a normal breath
#define BREATH_MOLES (ONE_ATMOSPHERE * BREATH_VOLUME /(T20C*R_IDEAL_GAS_EQUATION))
#define BREATH_PERCENTAGE (BREATH_VOLUME/CELL_VOLUME) //Amount of air to take a from a tile
#define HUMAN_NEEDED_OXYGEN (MOLES_CELLSTANDARD*BREATH_PERCENTAGE*0.16) //Amount of air needed before pass out/suffocation commences
#define NORMPIPERATE 30 //pipe-insulation rate divisor
#define HEATPIPERATE 8 //heat-exch pipe insulation
#define FLOWFRAC 0.99 //fraction of gas transfered per process
#define TANK_LEAK_PRESSURE (30.*ONE_ATMOSPHERE) //Tank starts leaking
#define TANK_RUPTURE_PRESSURE (40.*ONE_ATMOSPHERE) //Tank spills all contents into atmosphere
#define TANK_FRAGMENT_PRESSURE (50.*ONE_ATMOSPHERE) //Boom 3x3 base explosion
#define TANK_FRAGMENT_SCALE (10.*ONE_ATMOSPHERE) //+1 for each SCALE kPa aboe threshold
#define MINIMUM_AIR_RATIO_TO_SUSPEND 0.005 //Minimum ratio of air that must move to/from a tile to suspend group processing
#define MINIMUM_AIR_TO_SUSPEND (MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND) //Minimum amount of air that has to move before a group processing can be suspended
#define MINIMUM_MOLES_DELTA_TO_MOVE (MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND) //Either this must be active
#define MINIMUM_TEMPERATURE_TO_MOVE (T20C+100) //or this (or both, obviously)
//stuff you should probably leave well alone!
#define R_IDEAL_GAS_EQUATION 8.31 //kPa*L/(K*mol)
#define ONE_ATMOSPHERE 101.325 //kPa
#define TCMB 2.7 // -270.3degC
#define TCRYO 265 // -48.15degC
#define T0C 273.15 // 0degC
#define T20C 293.15 // 20degC
#define MOLES_CELLSTANDARD (ONE_ATMOSPHERE*CELL_VOLUME/(T20C*R_IDEAL_GAS_EQUATION)) //moles in a 2.5 m^3 cell at 101.325 Pa and 20 degC
#define M_CELL_WITH_RATIO (MOLES_CELLSTANDARD * 0.005) //compared against for superconductivity
#define O2STANDARD 0.21 //percentage of oxygen in a normal mixture of air
#define N2STANDARD 0.79 //same but for nitrogen
#define MOLES_O2STANDARD (MOLES_CELLSTANDARD*O2STANDARD) // O2 standard value (21%)
#define MOLES_N2STANDARD (MOLES_CELLSTANDARD*N2STANDARD) // N2 standard value (79%)
#define CELL_VOLUME 2500 //liters in a cell
#define BREATH_VOLUME 0.5 //liters in a normal breath
#define BREATH_MOLES (ONE_ATMOSPHERE * BREATH_VOLUME /(T20C*R_IDEAL_GAS_EQUATION))
#define BREATH_PERCENTAGE (BREATH_VOLUME/CELL_VOLUME) //Amount of air to take a from a tile
//EXCITED GROUPS
#define MINIMUM_AIR_RATIO_TO_SUSPEND 0.005 //Minimum ratio of air that must move to/from a tile to suspend group processing
#define MINIMUM_AIR_TO_SUSPEND (MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND) //Minimum amount of air that has to move before a group processing can be suspended
#define MINIMUM_MOLES_DELTA_TO_MOVE (MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND) //Either this must be active
#define MINIMUM_TEMPERATURE_TO_MOVE (T20C+100) //or this (or both, obviously)
#define MINIMUM_TEMPERATURE_RATIO_TO_SUSPEND 0.012
#define MINIMUM_TEMPERATURE_DELTA_TO_SUSPEND 4 //Minimum temperature difference before group processing is suspended
#define MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER 0.5 //Minimum temperature difference before the gas temperatures are just set to be equal
#define MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION (T20C+10)
#define MINIMUM_TEMPERATURE_START_SUPERCONDUCTION (T20C+200)
#define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.4
//HEAT TRANSFER COEFFICIENTS
//Must be between 0 and 1. Values closer to 1 equalize temperature faster
//Should not exceed 0.4 else strange heat flow occur
#define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.15
#define WALL_HEAT_TRANSFER_COEFFICIENT 0.0
#define DOOR_HEAT_TRANSFER_COEFFICIENT 0.0
#define SPACE_HEAT_TRANSFER_COEFFICIENT 0.2 //a hack to partly simulate radiative heat
#define OPEN_HEAT_TRANSFER_COEFFICIENT 0.4
#define WINDOW_HEAT_TRANSFER_COEFFICIENT 0.1 //a hack for now
//Must be between 0 and 1. Values closer to 1 equalize temperature faster
//Should not exceed 0.4 else strange heat flow occur
#define HEAT_CAPACITY_VACUUM 700000 //a hack to help make vacuums "cold", sacrificing realism for gameplay
//FIRE
#define FIRE_MINIMUM_TEMPERATURE_TO_SPREAD (150+T0C)
#define FIRE_MINIMUM_TEMPERATURE_TO_EXIST (100+T0C)
#define FIRE_SPREAD_RADIOSITY_SCALE 0.85
#define FIRE_CARBON_ENERGY_RELEASED 2500000 //Amount of heat released per mole of burnt carbon into the tile
#define FIRE_PLASMA_ENERGY_RELEASED 15000000 //Amount of heat released per mole of burnt plasma into the tile
#define FIRE_CARBON_ENERGY_RELEASED 500000 //Amount of heat released per mole of burnt carbon into the tile
#define FIRE_PLASMA_ENERGY_RELEASED 3000000 //Amount of heat released per mole of burnt plasma into the tile
#define FIRE_GROWTH_RATE 40000 //For small fires
#define CARBON_LIFEFORM_FIRE_RESISTANCE 200+T0C //Resistance to fire damage
#define CARBON_LIFEFORM_FIRE_DAMAGE 4 //Fire damage
//Plasma fire properties
#define OXYGEN_BURN_RATE_BASE 7
#define PLASMA_BURN_RATE_DELTA 20
//Plasma fire properties
#define OXYGEN_BURN_RATE_BASE 1.4
#define PLASMA_BURN_RATE_DELTA 4
#define PLASMA_MINIMUM_BURN_TEMPERATURE (100+T0C)
#define PLASMA_UPPER_TEMPERATURE (1370+T0C)
#define PLASMA_MINIMUM_OXYGEN_NEEDED 2
#define PLASMA_MINIMUM_OXYGEN_PLASMA_RATIO 30
#define PLASMA_OXYGEN_FULLBURN 10
//GASES
#define MIN_TOXIC_GAS_DAMAGE 1
#define MAX_TOXIC_GAS_DAMAGE 10
#define MOLES_PLASMA_VISIBLE 0.5 //Moles in a standard cell after which plasma is visible
@@ -72,6 +73,8 @@
#define HAZARD_LOW_PRESSURE 20 //This is when the black ultra-low pressure icon is displayed. (This one is set as a constant)
#define TEMPERATURE_DAMAGE_COEFFICIENT 1.5 //This is used in handle_temperature_damage() for humans, and in reagents that affect body temperature. Temperature damage is multiplied by this amount.
#define BODYTEMP_NORMAL 310.15 //The natural temperature for a body
#define BODYTEMP_AUTORECOVERY_DIVISOR 12 //This is the divisor which handles how much of the temperature difference between the current body temperature and 310.15K (optimal temperature) humans auto-regenerate each tick. The higher the number, the slower the recovery. This is applied each tick, so long as the mob is alive.
#define BODYTEMP_AUTORECOVERY_MINIMUM 10 //Minimum amount of kelvin moved toward 310.15K per tick. So long as abs(310.15 - bodytemp) is more than 50.
#define BODYTEMP_COLD_DIVISOR 6 //Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is lower than their body temperature. Make it lower to lose bodytemp faster.
@@ -79,8 +82,8 @@
#define BODYTEMP_COOLING_MAX 30 //The maximum number of degrees that your body can cool in 1 tick, when in a cold area.
#define BODYTEMP_HEATING_MAX 30 //The maximum number of degrees that your body can heat up in 1 tick, when in a hot area.
#define BODYTEMP_HEAT_DAMAGE_LIMIT 360.15 // The limit the human body can take before it starts taking damage from heat.
#define BODYTEMP_COLD_DAMAGE_LIMIT 260.15 // The limit the human body can take before it starts taking damage from coldness.
#define BODYTEMP_HEAT_DAMAGE_LIMIT (BODYTEMP_NORMAL + 50) // The limit the human body can take before it starts taking damage from heat.
#define BODYTEMP_COLD_DAMAGE_LIMIT (BODYTEMP_NORMAL - 50) // The limit the human body can take before it starts taking damage from coldness.
#define SPACE_HELM_MIN_TEMP_PROTECT 2.0 //what min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0.
#define SPACE_HELM_MAX_TEMP_PROTECT 1500 //Thermal insulation works both ways /Malkevin
@@ -92,8 +95,7 @@
#define FIRE_HELM_MIN_TEMP_PROTECT 60 //Cold protection for fire helmets
#define FIRE_HELM_MAX_TEMP_PROTECT 30000 //for fire helmet quality items (red and white hardhats)
#define FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT 35000 //what max_heat_protection_temperature is set to for firesuit quality suits. MUST NOT BE 0.
#define FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT 35000 //for fire helmet quality items (red and white hardhats)
#define FIRE_IMMUNITY_MAX_TEMP_PROTECT 35000 //what max_heat_protection_temperature is set to for firesuit quality suits and helmets. MUST NOT BE 0.
#define HELMET_MIN_TEMP_PROTECT 160 //For normal helmets
#define HELMET_MAX_TEMP_PROTECT 600 //For normal helmets
@@ -105,17 +107,23 @@
#define SHOES_MIN_TEMP_PROTECT 2.0 //For gloves
#define SHOES_MAX_TEMP_PROTECT 1500 //For gloves
#define PRESSURE_DAMAGE_COEFFICIENT 4 //The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE
#define MAX_HIGH_PRESSURE_DAMAGE 4 //This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :(
#define MAX_HIGH_PRESSURE_DAMAGE 4
#define LOW_PRESSURE_DAMAGE 2 //The amounb of damage someone takes when in a low pressure area (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
#define COLD_SLOWDOWN_FACTOR 20 //Humans are slowed by the difference between bodytemp and BODYTEMP_COLD_DAMAGE_LIMIT divided by this
//PIPES
// Atmos pipe limits
#define MAX_OUTPUT_PRESSURE 4500 // (kPa) What pressure pumps and powered equipment max out at.
#define MAX_TRANSFER_RATE 200 // (L/s) Maximum speed powered equipment can work at.
//TANKS
#define TANK_LEAK_PRESSURE (30.*ONE_ATMOSPHERE) //Tank starts leaking
#define TANK_RUPTURE_PRESSURE (40.*ONE_ATMOSPHERE) //Tank spills all contents into atmosphere
#define TANK_FRAGMENT_PRESSURE (50.*ONE_ATMOSPHERE) //Boom 3x3 base explosion
#define TANK_FRAGMENT_SCALE (10.*ONE_ATMOSPHERE) //+1 for each SCALE kPa aboe threshold
// Atmos alarm defines
#define ATMOS_ALARM_NONE 0
#define ATMOS_ALARM_WARNING 1
-7
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@@ -3,13 +3,6 @@
#define SPEED_OF_LIGHT_SQ 9e+16
#define INFINITY 1e31 //closer then enough
//atmos
#define R_IDEAL_GAS_EQUATION 8.31 //kPa*L/(K*mol)
#define ONE_ATMOSPHERE 101.325 //kPa
#define T0C 273.15 // 0degC
#define T20C 293.15 // 20degC
#define TCMB 2.7 // -270.3degC
#define Clamp(x, y, z) ((x) <= (y) ? (y) : ((x) >= (z) ? (z) : (x)))
#define CLAMP01(x) (Clamp((x), 0, 1))
@@ -81,7 +81,7 @@
if(ishuman(L)) //Are you immune?
var/mob/living/carbon/human/H = L
var/thermal_protection = H.get_thermal_protection()
if(thermal_protection >= FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT)
if(thermal_protection >= FIRE_IMMUNITY_MAX_TEMP_PROTECT)
return TRUE
L = L.loc //Matryoshka check
return FALSE //RIP you
+1 -1
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@@ -220,7 +220,7 @@
data["cellTemperatureStatus"] = "good"
if(air_contents.temperature > T0C) // if greater than 273.15 kelvin (0 celcius)
data["cellTemperatureStatus"] = "bad"
else if(air_contents.temperature > 225)
else if(air_contents.temperature > TCRYO)
data["cellTemperatureStatus"] = "average"
data["isBeakerLoaded"] = beaker ? 1 : 0
+1 -1
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@@ -1453,7 +1453,7 @@
/obj/item/clothing/glasses/regular=2,/obj/item/clothing/glasses/sunglasses/fake=2,/obj/item/clothing/head/sombrero=1,/obj/item/clothing/suit/poncho=1,
/obj/item/clothing/suit/ianshirt=1,/obj/item/clothing/shoes/laceup=2,/obj/item/clothing/shoes/black=4,
/obj/item/clothing/shoes/sandal=1, /obj/item/clothing/gloves/fingerless=2,
/obj/item/storage/belt/fannypack=1, /obj/item/storage/belt/fannypack/blue=1, /obj/item/storage/belt/fannypack/red=1)
/obj/item/storage/belt/fannypack=1, /obj/item/storage/belt/fannypack/blue=1, /obj/item/storage/belt/fannypack/red=1, /obj/item/clothing/suit/mantle = 2, /obj/item/clothing/suit/mantle/old = 1, /obj/item/clothing/suit/mantle/regal = 2)
contraband = list(/obj/item/clothing/under/syndicate/tacticool=1,/obj/item/clothing/mask/balaclava=1,/obj/item/clothing/head/ushanka=1,/obj/item/clothing/under/soviet=1,/obj/item/storage/belt/fannypack/black=1)
premium = list(/obj/item/clothing/under/suit_jacket/checkered=1,/obj/item/clothing/head/mailman=1,/obj/item/clothing/under/rank/mailman=1,/obj/item/clothing/suit/jacket/leather=1,/obj/item/clothing/under/pants/mustangjeans=1)
refill_canister = /obj/item/vending_refill/clothing
@@ -18,7 +18,7 @@
do_sparks(rand(5, 9), FALSE, src)
playsound(flashbang_turf, 'sound/effects/bang.ogg', 25, 1)
bang(flashbang_turf, range, src)
bang(flashbang_turf, src, range)
for(var/obj/structure/blob/B in hear(8, flashbang_turf)) //Blob damage here
var/damage = round(30 / (get_dist(B, get_turf(src)) + 1))
@@ -20,6 +20,7 @@
new /obj/item/storage/box/permits(src)
new /obj/item/clothing/under/rank/chief_engineer(src)
new /obj/item/clothing/under/rank/chief_engineer/skirt(src)
new /obj/item/clothing/suit/mantle/chief_engineer(src)
new /obj/item/clothing/head/hardhat/white(src)
new /obj/item/clothing/glasses/welding/superior(src)
new /obj/item/clothing/gloves/color/yellow(src)
@@ -181,6 +181,7 @@
new /obj/item/clothing/head/surgery/purple(src)
new /obj/item/clothing/suit/storage/labcoat/cmo(src)
new /obj/item/clothing/under/rank/chief_medical_officer(src)
new /obj/item/clothing/suit/mantle/labcoat/chief_medical_officer(src)
new /obj/item/clothing/shoes/brown (src)
new /obj/item/radio/headset/heads/cmo(src)
new /obj/item/clothing/gloves/color/latex/nitrile(src)
@@ -63,6 +63,7 @@
new /obj/item/clothing/head/bio_hood/scientist(src)
new /obj/item/clothing/under/rank/research_director(src)
new /obj/item/clothing/suit/storage/labcoat(src)
new /obj/item/clothing/suit/mantle/labcoat(src)
new /obj/item/cartridge/rd(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/gloves/color/latex(src)
@@ -18,6 +18,7 @@
new /obj/item/storage/backpack/duffel/captain(src)
new /obj/item/clothing/suit/captunic(src)
new /obj/item/clothing/suit/captunic/capjacket(src)
new /obj/item/clothing/suit/mantle/armor/captain(src)
new /obj/item/clothing/under/captainparade(src)
new /obj/item/clothing/head/caphat/parade(src)
new /obj/item/clothing/under/rank/captain(src)
@@ -74,6 +75,7 @@
/obj/structure/closet/secure_closet/hop2/New()
..()
new /obj/item/clothing/under/rank/head_of_personnel(src)
new /obj/item/clothing/suit/mantle/armor/head_of_personnel(src)
new /obj/item/clothing/under/dress/dress_hop(src)
new /obj/item/clothing/under/dress/dress_hr(src)
new /obj/item/clothing/under/lawyer/female(src)
@@ -113,6 +115,7 @@
new /obj/item/clothing/suit/armor/hos/alt(src)
new /obj/item/clothing/head/HoS(src)
new /obj/item/clothing/head/HoS/beret(src)
new /obj/item/clothing/suit/mantle/armor(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/storage/lockbox/mindshield(src)
new /obj/item/storage/box/flashbangs(src)
+1 -1
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@@ -8,7 +8,7 @@
temperature = TCMB
thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 700000
heat_capacity = HEAT_CAPACITY_VACUUM
var/destination_z
var/destination_x
@@ -158,3 +158,46 @@
/datum/gear/suit/purplesuit
display_name = "suit jacket, purple"
path = /obj/item/clothing/suit/storage/lawyer/purpjacket
//Mantles!
/datum/gear/suit/mantle
display_name = "mantle"
path = /obj/item/clothing/suit/mantle
/datum/gear/suit/old_scarf
display_name = "old scarf"
path = /obj/item/clothing/suit/mantle/old
/datum/gear/suit/regal_shawl
display_name = "regal shawl"
path = /obj/item/clothing/suit/mantle/regal
/datum/gear/suit/captain_cloak
display_name = "mantle, captain"
path = /obj/item/clothing/suit/mantle/armor/captain
allowed_roles = list("Captain")
/datum/gear/suit/ce_mantle
display_name = "mantle, chief engineer"
path = /obj/item/clothing/suit/mantle/chief_engineer
allowed_roles = list("Chief Engineer")
/datum/gear/suit/cmo_mantle
display_name = "mantle, chief medical officer"
path = /obj/item/clothing/suit/mantle/labcoat/chief_medical_officer
allowed_roles = list("Chief Medical Officer")
/datum/gear/suit/armored_shawl
display_name = "mantle, head of security"
path = /obj/item/clothing/suit/mantle/armor
allowed_roles = list("Head of Security")
/datum/gear/suit/hop_shawl
display_name = "mantle, head of personnel"
path = /obj/item/clothing/suit/mantle/armor/head_of_personnel
allowed_roles = list("Head of Personnel")
/datum/gear/suit/rd_mantle
display_name = "mantle, research director"
path = /obj/item/clothing/suit/mantle/labcoat
allowed_roles = list("Research Director")
+1 -1
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@@ -78,7 +78,7 @@
flags = STOPSPRESSUREDMAGE
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
species_fit = list("Grey")
+12 -12
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@@ -58,7 +58,7 @@
/obj/item/clothing/head/helmet/space/hardsuit/ert/commander/gamma
name = "elite emergency response team commander helmet"
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "hardsuit0-gammacommander"
item_color = "gammacommander"
species_fit = null
@@ -71,7 +71,7 @@
/obj/item/clothing/suit/space/hardsuit/ert/commander/gamma
name = "elite emergency response team commander suit"
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "ert_gcommander"
species_fit = null
@@ -85,7 +85,7 @@
/obj/item/clothing/head/helmet/space/hardsuit/ert/security/gamma
name = "elite emergency response team security helmet"
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "hardsuit0-gammasecurity"
item_color = "gammasecurity"
species_fit = null
@@ -98,7 +98,7 @@
/obj/item/clothing/suit/space/hardsuit/ert/security/gamma
name = "elite emergency response team security suit"
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "ert_gsecurity"
species_fit = null
@@ -113,7 +113,7 @@
//Engineer
/obj/item/clothing/head/helmet/space/hardsuit/ert/engineer/gamma
name = "elite emergency response team engineer helmet"
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "hardsuit0-gammaengineer"
item_color = "gammaengineer"
species_fit = null
@@ -126,7 +126,7 @@
/obj/item/clothing/suit/space/hardsuit/ert/engineer/gamma
name = "elite emergency response team engineer suit"
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "ert_gengineer"
species_fit = null
@@ -139,7 +139,7 @@
/obj/item/clothing/head/helmet/space/hardsuit/ert/medical/gamma
name = "elite emergency response team medical helmet"
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "hardsuit0-gammamedical"
item_color = "gammamedical"
species_fit = null
@@ -151,7 +151,7 @@
/obj/item/clothing/suit/space/hardsuit/ert/medical/gamma
name = "elite emergency response team medical suit"
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "ert_gmedical"
species_fit = null
@@ -164,7 +164,7 @@
/obj/item/clothing/head/helmet/space/hardsuit/ert/janitor/gamma
name = "elite emergency response team janitor helmet"
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "hardsuit0-gammajanitor"
item_color = "gammajanitor"
species_fit = null
@@ -176,7 +176,7 @@
/obj/item/clothing/suit/space/hardsuit/ert/janitor/gamma
name = "elite emergency response team janitor suit"
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon_state = "ert_gjanitor"
species_fit = null
@@ -186,7 +186,7 @@
desc = "A helmet worn by those who deal with paranormal threats for a living."
icon_state = "hardsuit0-ert_paranormal"
item_color = "ert_paranormal"
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
sprite_sheets = null
actions_types = list()
has_camera = 0
@@ -195,7 +195,7 @@
name = "paranormal response team suit"
desc = "Powerful wards are built into this hardsuit, protecting the user from all manner of paranormal threats."
icon_state = "hardsuit-paranormal"
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
sprite_sheets = null
actions_types = list()
+8 -8
View File
@@ -291,7 +291,7 @@
item_color = "white"
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/elite
icon_state = "hardsuit-white"
@@ -300,7 +300,7 @@
item_state = "ce_hardsuit"
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
//Mining hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/mining
@@ -436,7 +436,7 @@
item_color = "syndielite"
armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
sprite_sheets = null
/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite/attack_self(mob/user)
@@ -455,7 +455,7 @@
item_color = "syndielite"
armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
sprite_sheets = null
/obj/item/clothing/suit/space/hardsuit/syndi/elite/attack_self(mob/user)
@@ -497,7 +497,7 @@
unacidable = TRUE //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 35, bio = 100, rad = 50)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
species_fit = list("Grey")
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/helmet.dmi'
@@ -514,7 +514,7 @@
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 35, bio = 100, rad = 50)
allowed = list(/obj/item/teleportation_scroll,/obj/item/tank)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
sprite_sheets = null
magical = TRUE
@@ -565,7 +565,7 @@
item_color = "atmos"
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/atmos
desc = "A special suit that protects against hazardous, low pressure environments. Has improved thermal protection and minor radiation shielding."
@@ -574,7 +574,7 @@
item_state = "atmos_hardsuit"
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
//Singuloth armor
/obj/item/clothing/head/helmet/space/hardsuit/singuloth
@@ -44,7 +44,7 @@
icon_state = "deathsquad"
item_state = "deathsquad"
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
unacidable = 1
vision_flags = SEE_MOBS
helmet_goggles_invis_view = SEE_INVISIBLE_MINIMUM //don't render darkness while wearing these
@@ -58,7 +58,7 @@
item_state = "swat_suit"
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/tank,/obj/item/kitchen/knife/combat)
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
unacidable = 1
strip_delay = 130
@@ -112,14 +112,14 @@
name = "plasmaman atmospheric suit"
icon_state = "plasmamanAtmos_suit"
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0)
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/head/helmet/space/eva/plasmaman/atmostech
name = "plasmaman atmospheric helmet"
icon_state = "plasmamanAtmos_helmet0"
base_state = "plasmamanAtmos_helmet"
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0)
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
flash_protect = 2
/obj/item/clothing/suit/space/eva/plasmaman/engineer
@@ -137,14 +137,14 @@
/obj/item/clothing/suit/space/eva/plasmaman/engineer/ce
name = "plasmaman chief engineer suit"
icon_state = "plasmaman_CE"
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/head/helmet/space/eva/plasmaman/engineer/ce
name = "plasmaman chief engineer helmet"
icon_state = "plasmaman_CE_helmet0"
base_state = "plasmaman_CE_helmet"
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
flash_protect = 2
//SERVICE
+4 -4
View File
@@ -75,7 +75,7 @@ obj/item/clothing/head/helmet/space/syndicate/black/strike
name = "Syndicate Strike Team commando helmet"
desc = "A heavily armored black helmet that is only given to high-ranking Syndicate operatives."
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100) //Matches DS gear.
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
unacidable = 1
/obj/item/clothing/suit/space/syndicate/black
@@ -87,7 +87,7 @@ obj/item/clothing/suit/space/syndicate/black/strike
name = "Syndicate Strike Team commando space suit"
desc = "A heavily armored, black space suit that is only given to high-ranking Syndicate operatives."
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100) //Matches DS gear.
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
unacidable = 1
//Black-green syndicate space suit
@@ -148,7 +148,7 @@ obj/item/clothing/head/helmet/space/syndicate/black/red/strike
name = "Syndicate Strike Team leader helmet"
desc = "A heavily armored, black and red space helmet that is only given to elite Syndicate operatives, it looks particularly menacing."
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100) //Matches DS gear.
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
unacidable = 1
/obj/item/clothing/suit/space/syndicate/black/red
@@ -160,7 +160,7 @@ obj/item/clothing/suit/space/syndicate/black/red/strike
name = "Syndicate Strike Team leader space suit"
desc = "A heavily armored, black and red space suit that is only given to elite Syndicate operatives, it looks particularly menacing."
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100) //Matches DS gear.
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
unacidable = 1
+55 -2
View File
@@ -59,7 +59,6 @@
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/captunic/capjacket
name = "captain's uniform jacket"
desc = "A less formal jacket for everyday captain use."
@@ -72,6 +71,13 @@
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/mantle/armor/captain
name = "captain's cloak"
desc = "An armor-plated piece of fashion for the ruling elite. Protect your upper half in style."
icon_state = "capmantle"
item_state = "capmantle"
armor = list(melee = 50, bullet = 40, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
//Chaplain
/obj/item/clothing/suit/hooded/chaplain_hoodie
name = "chaplain hoodie"
@@ -151,6 +157,21 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list(/obj/item/kitchen/knife)
//Chief Engineer
/obj/item/clothing/suit/mantle/chief_engineer
name = "chief engineer's mantle"
desc = "A slick, authoritative cloak designed for the Chief Engineer."
icon_state = "cemantle"
item_state = "cemantle"
allowed = list(/obj/item/flashlight, /obj/item/tank, /obj/item/t_scanner, /obj/item/rcd)
//Chief Medical Officer
/obj/item/clothing/suit/mantle/labcoat/chief_medical_officer
name = "chief medical officer's mantle"
desc = "An absorbent, clean cover found on the shoulders of the Chief Medical Officer."
icon_state = "cmomantle"
item_state = "cmomantle"
//Detective
/obj/item/clothing/suit/storage/det_suit
name = "coat"
@@ -159,7 +180,7 @@
item_state = "det_suit"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/tank/emergency_oxygen,/obj/item/reagent_containers/spray/pepper,/obj/item/flashlight,/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/storage/fancy/cigarettes,/obj/item/lighter,/obj/item/detective_scanner,/obj/item/taperecorder)
allowed = list(/obj/item/tank/emergency_oxygen, /obj/item/reagent_containers/spray/pepper, /obj/item/flashlight, /obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/detective_scanner, /obj/item/taperecorder)
armor = list(melee = 25, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
@@ -259,6 +280,29 @@
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
//Head of Security
/obj/item/clothing/suit/mantle/armor
name = "armored shawl"
desc = "A reinforced shawl, worn by the Head of Security. Do you dare take up their mantle?"
icon_state = "hosmantle"
item_state = "hosmantle"
allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic, /obj/item/kitchen/knife/combat)
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
heat_protection = UPPER_TORSO|ARMS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
strip_delay = 60
put_on_delay = 40
burn_state = FIRE_PROOF
//Head of Personnel
/obj/item/clothing/suit/mantle/armor/head_of_personnel
name = "head of personnel's shawl"
desc = "An armored shawl for the head of personnel. It's remarkably well kept."
icon_state = "hopmantle"
item_state = "hopmantle"
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
//Internal Affairs
/obj/item/clothing/suit/storage/internalaffairs
name = "\improper Internal Affairs jacket"
@@ -328,3 +372,12 @@
icon_state = "surgical"
item_state = "surgical"
allowed = list(/obj/item/scalpel, /obj/item/surgical_drapes, /obj/item/cautery, /obj/item/hemostat, /obj/item/retractor)
//Research Director
/obj/item/clothing/suit/mantle/labcoat
name = "research director's mantle"
desc = "A tweed mantle, worn by the Research Director. Smells like science."
icon_state = "rdmantle"
item_state = "rdmantle"
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/food/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/rad_laser)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 50, rad = 0)
+24 -1
View File
@@ -875,7 +875,7 @@
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS | HEAD
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
heat_protection = UPPER_TORSO | LOWER_TORSO|LEGS|FEET|ARMS|HANDS | HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
slowdown = -10
siemens_coefficient = 0
var/on = 0
@@ -972,3 +972,26 @@
name = "ladies red victorian coat"
icon_state = "ladiesredvictoriancoat"
item_state = "ladiesredvictoriancoat"
//Mantles!
/obj/item/clothing/suit/mantle
name = "mantle"
desc = "A heavy quilted mantle, for keeping your shoulders warm and stylish."
icon_state = "mantle"
item_state = "mantle"
body_parts_covered = UPPER_TORSO|ARMS
cold_protection = UPPER_TORSO|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
/obj/item/clothing/suit/mantle/regal
name = "regal shawl"
desc = "A fancy shawl for nobility, made from high quality materials."
icon_state = "regal_mantle"
item_state = "regal_mantle"
/obj/item/clothing/suit/mantle/old
name = "old wrap"
desc = "A tattered fabric wrap, faded over the years. Smells faintly of cigars."
icon_state = "old_mantle"
item_state = "old_mantle"
+1 -1
View File
@@ -51,7 +51,7 @@
desc = "An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame."
icon_state = "atmos_firesuit"
item_state = "firesuit_atmos"
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
+1 -1
View File
@@ -204,7 +204,7 @@
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS | HEAD
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
heat_protection = UPPER_TORSO | LOWER_TORSO|LEGS|FEET|ARMS|HANDS | HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
slowdown = -10
siemens_coefficient = 0
burn_state = LAVA_PROOF
+1 -1
View File
@@ -403,7 +403,7 @@
if(on_fire)
var/thermal_protection = get_thermal_protection()
if(thermal_protection >= FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT)
if(thermal_protection >= FIRE_IMMUNITY_MAX_TEMP_PROTECT)
return
if(thermal_protection >= FIRE_SUIT_MAX_TEMP_PROTECT)
bodytemperature += 11
@@ -114,7 +114,7 @@
/datum/reagent/medicine/cryoxadone/on_mob_life(mob/living/M)
var/update_flags = STATUS_UPDATE_NONE
if(M.bodytemperature < 265)
if(M.bodytemperature < TCRYO)
update_flags |= M.adjustCloneLoss(-4, FALSE)
update_flags |= M.adjustOxyLoss(-10, FALSE)
update_flags |= M.adjustToxLoss(-3, FALSE)
@@ -384,13 +384,13 @@
if(!istype(C))
to_chat(user, "<span class='warning'>The potion can only be used on clothing!</span>")
return
if(C.max_heat_protection_temperature == FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT)
if(C.max_heat_protection_temperature == FIRE_IMMUNITY_MAX_TEMP_PROTECT)
to_chat(user, "<span class='warning'>[C] is already fireproof!</span>")
return ..()
to_chat(user, "<span class='notice'>You slather the blue gunk over [C], fireproofing it.</span>")
C.name = "fireproofed [C.name]"
C.color = "#000080"
C.max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
C.max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
C.heat_protection = C.body_parts_covered
C.burn_state = FIRE_PROOF
uses --
+1 -1
View File
@@ -22,7 +22,7 @@
bleed_rate = 0
return
if(bodytemperature >= 225 && !(NOCLONE in mutations)) //cryosleep or husked people do not pump the blood.
if(bodytemperature >= TCRYO && !(NOCLONE in mutations)) //cryosleep or husked people do not pump the blood.
if(blood_volume < BLOOD_VOLUME_NORMAL)
blood_volume += 0.1 // regenerate blood VERY slowly
@@ -0,0 +1,4 @@
author: "Ionward"
delete-after: True
changes:
- rscadd: "Added new mantles! Check the ClothesMate, or in department head's lockers."
@@ -0,0 +1,5 @@
author: "Fox McCloud"
delete-after: True
changes:
- tweak: "Plasma fires should burn a bit faster now"
- tweak: "Bleeding will now stop at the temperature at which cryoxadone heals"
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+1 -1
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@@ -2424,4 +2424,4 @@
#include "goon\code\datums\browserOutput.dm"
#include "interface\interface.dm"
#include "interface\skin.dmf"
// END_INCLUDE
// END_INCLUDE