mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-29 23:17:02 +01:00
nerf that water (#30209)
This commit is contained in:
@@ -209,7 +209,7 @@
|
||||
//Place is colder than we are
|
||||
var/thermal_protection = get_cold_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
|
||||
if(thermal_protection < 1)
|
||||
bodytemperature += min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX)
|
||||
bodytemperature += max((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX)
|
||||
else
|
||||
//Place is hotter than we are
|
||||
var/thermal_protection = get_heat_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
|
||||
|
||||
@@ -1074,8 +1074,7 @@ It'll return null if the organ doesn't correspond, so include null checks when u
|
||||
H.sync_lighting_plane_alpha()
|
||||
|
||||
/datum/species/proc/water_act(mob/living/carbon/human/M, volume, temperature, source, method = REAGENT_TOUCH)
|
||||
if(abs(temperature - M.bodytemperature) > 10) // If our water and mob temperature varies by more than 10K, cool or/ heat them appropriately.
|
||||
M.bodytemperature = (temperature + M.bodytemperature) * 0.5 // Approximation for gradual heating or cooling.
|
||||
M.adjust_bodytemperature(clamp((temperature + M.bodytemperature) * 0.5 - M.bodytemperature, BODYTEMP_COOLING_MAX, BODYTEMP_HEATING_MAX)) // Approximation for gradual heating or cooling.
|
||||
|
||||
/datum/species/proc/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H) //return TRUE if hit, FALSE if stopped/reflected/etc
|
||||
return TRUE
|
||||
|
||||
Reference in New Issue
Block a user