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https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #160 from alex-gh/bs12_fixes_optimizations
Fixes and optimizations cherry picked from BS12
This commit is contained in:
@@ -145,7 +145,7 @@
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if(istype(M, /mob/living/carbon/human))
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M:attacked_by(src, user, def_zone)
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return M:attacked_by(src, user, def_zone)
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else
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switch(damtype)
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if("brute")
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+19
-17
@@ -6,6 +6,7 @@
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var/rate
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var/list/solars // for debugging purposes, references solars_list at the constructor
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var/nexttime = 3600 // Replacement for var/counter to force the sun to move every X IC minutes
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var/lastAngleUpdate
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/datum/sun/New()
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@@ -24,15 +25,25 @@
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counter = 0 */
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angle = ((rate*world.time/100)%360 + 360)%360
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/*
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Yields a 45 - 75 IC minute rotational period
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Rotation rate can vary from 4.8 deg/min to 8 deg/min (288 to 480 deg/hr)
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*/
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// To prevent excess server load the server only updates the sun's sight lines every 6 minutes
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if(nexttime < world.time)
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if(lastAngleUpdate != angle)
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for(var/obj/machinery/power/tracker/T in solars_list)
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if(!T.powernet)
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solars_list.Remove(T)
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continue
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T.set_angle(angle)
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lastAngleUpdate=angle
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if(nexttime > world.time)
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return
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nexttime = nexttime + 3600 // 600 world.time ticks = 1 minute, 3600 = 6 minutes.
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nexttime = nexttime + 600 // 600 world.time ticks = 1 minute
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// now calculate and cache the (dx,dy) increments for line drawing
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@@ -54,22 +65,13 @@
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dy = c / abs(s)
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for(var/obj/machinery/power/M in solars_list)
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for(var/obj/machinery/power/solar/S in solars_list)
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if(!M.powernet)
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solars_list.Remove(M)
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if(!S.powernet)
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solars_list.Remove(S)
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continue
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// Solar Tracker
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if(istype(M, /obj/machinery/power/tracker))
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var/obj/machinery/power/tracker/T = M
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T.set_angle(angle)
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// Solar Panel
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else if(istype(M, /obj/machinery/power/solar))
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var/obj/machinery/power/solar/S = M
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if(S.control)
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occlusion(S)
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if(S.control)
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occlusion(S)
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@@ -1,4 +1,5 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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var/global/list/all_objectives = list()
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var/list/potential_theft_objectives=typesof(/datum/theft_objective) \
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- /datum/theft_objective \
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@@ -14,9 +15,14 @@ datum/objective
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var/completed = 0 //currently only used for custom objectives.
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New(var/text)
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all_objectives |= src
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if(text)
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explanation_text = text
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Del()
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all_objectives -= src
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..()
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proc/check_completion()
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return completed
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@@ -155,9 +155,17 @@
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return 1
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/mob/living/carbon/human/proc/RevConvert(mob/M as mob in oview(src))
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/mob/living/carbon/human/proc/RevConvert()
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set name = "Rev-Convert"
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set category = "IC"
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var/list/Possible = list()
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for (var/mob/living/carbon/human/P in oview(src))
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if(!stat && P.client && P.mind && !P.mind.special_role)
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Possible += P
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if(!Possible.len)
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src << "\red There doesn't appear to be anyone available for you to convert here."
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return
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var/mob/living/carbon/human/M = input("Select a person to convert", "Viva la revolution!", null) as mob in Possible
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if(((src.mind in ticker.mode:head_revolutionaries) || (src.mind in ticker.mode:revolutionaries)))
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if((M.mind in ticker.mode:head_revolutionaries) || (M.mind in ticker.mode:revolutionaries))
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src << "\red <b>[M] is already be a revolutionary!</b>"
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@@ -250,4 +258,4 @@
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rev_obj.target = M.mind
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rev_obj.explanation_text = "Assassinate, convert or capture [M.real_name], the [M.mind.assigned_role]."
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rev_mind.objectives += rev_obj
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rev_mind.current << "\red A new Head of Staff, [M.real_name], the [M.mind.assigned_role] has appeared. Your objectives have been updated."
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rev_mind.current << "\red A new Head of Staff, [M.real_name], the [M.mind.assigned_role] has appeared. Your objectives have been updated."
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@@ -96,7 +96,6 @@ obj/machinery/computer/cryopod/Topic(href, href_list)
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frozen_items -= I
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else if(href_list["crew"])
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user << "\red Functionality unavailable at this time."
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src.updateUsrDialog()
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@@ -211,20 +210,21 @@ obj/machinery/computer/cryopod/Topic(href, href_list)
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frozen_items += W
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//Update any existing objectives involving this mob.
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for(var/mob/living/M in world) //There has to be a more efficient way to do this.
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if(!(M.mind) || !(M.mind.objectives.len)) continue
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for(var/datum/objective/O in M.mind.objectives)
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if(O.target && istype(O.target,/datum/mind))
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if(O.target == occupant.mind)
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if(O.owner && O.owner.current)
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O.owner.current << "\red You get the feeling your target is no longer within your reach. Time for Plan [pick(list("A","B","C","D","X","Y","Z"))]..."
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O.target = null
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spawn(1) //This should ideally fire after the occupant is deleted.
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if(!O) return
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O.find_target()
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if(!(O.target))
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O.owner.objectives -= O
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for(var/datum/objective/O in all_objectives)
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if(istype(O,/datum/objective/mutiny)) //We don't want revs to get objectives that aren't for heads of staff. Letting them win or lose based on cryo is silly so we remove the objective.
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del(O) //TODO: Update rev objectives on login by head (may happen already?) ~ Z
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else if(O.target && istype(O.target,/datum/mind))
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if(O.target == occupant.mind)
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if(O.owner && O.owner.current)
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O.owner.current << "\red You get the feeling your target is no longer within your reach. Time for Plan [pick(list("A","B","C","D","X","Y","Z"))]..."
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O.target = null
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spawn(1) //This should ideally fire after the occupant is deleted.
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if(!O) return
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O.find_target()
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if(!(O.target))
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all_objectives -= O
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O.owner.objectives -= O
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del(O)
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//Handle job slot/tater cleanup.
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var/job = occupant.mind.assigned_role
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@@ -393,7 +393,7 @@
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user.visible_message("[user] turned the shield generator off.", \
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"You turn off the shield generator.", \
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"You hear heavy droning fade out.")
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src.cleanup()
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for(var/dir in list(1,2,4,8)) src.cleanup(dir)
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else
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src.active = 1
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icon_state = "Shield_Gen +a"
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@@ -433,14 +433,7 @@
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"You hear heavy droning fade out")
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icon_state = "Shield_Gen"
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src.active = 0
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spawn(1)
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src.cleanup(1)
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spawn(1)
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src.cleanup(2)
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spawn(1)
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src.cleanup(4)
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spawn(1)
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src.cleanup(8)
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for(var/dir in list(1,2,4,8)) src.cleanup(dir)
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/obj/machinery/shieldwallgen/proc/setup_field(var/NSEW = 0)
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var/turf/T = src.loc
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@@ -809,6 +809,8 @@ var/global/list/obj/item/device/pda/PDAs = list()
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P.tnote.Add(list(list("sent" = 0, "owner" = "[owner]", "job" = "[ownjob]", "message" = "[t]", "target" = "\ref[src]")))
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for(var/mob/M in player_list)
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if(M.stat == DEAD && M.client && (M.client.prefs.toggles & CHAT_GHOSTEARS)) // src.client is so that ghosts don't have to listen to mice
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if(istype(M, /mob/new_player))
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continue
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M.show_message("<span class='game say'>PDA Message - <span class='name'>[owner]</span> -> <span class='name'>[P.owner]</span>: <span class='message'>[t]</span></span>")
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if(!conversations.Find("\ref[P]"))
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@@ -167,7 +167,7 @@
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playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
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add_fingerprint(user)
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if (!blood_DNA) return
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if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
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if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
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overlays.Cut()//this might delete other item overlays as well but eeeeeeeh
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var/icon/I = new /icon(src.icon, src.icon_state)
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@@ -194,7 +194,6 @@
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if(!..()) return
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if(!isrobot(target))
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playsound(src.loc, "swing_hit", 50, 1, -1)
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//target.Stun(4) //naaah
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target.Weaken(4)
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else
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playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1, -1)
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@@ -243,8 +242,6 @@
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/*
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* Energy Axe
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*/
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/obj/item/weapon/melee/energy/axe/attack(target as mob, mob/user as mob)
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..()
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/obj/item/weapon/melee/energy/axe/attack_self(mob/user as mob)
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src.active = !( src.active )
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@@ -360,35 +360,39 @@
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/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob)
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if(!iscarbon(user)) return 1
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var/safety = user:eyecheck()
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var/mob/living/carbon/human/H = user
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var/datum/organ/internal/eyes/E = H.internal_organs["eyes"]
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switch(safety)
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if(1)
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usr << "\red Your eyes sting a little."
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E.damage += rand(1, 2)
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if(E.damage > 12)
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user.eye_blurry += rand(3,6)
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if(0)
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usr << "\red Your eyes burn."
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E.damage += rand(2, 4)
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if(istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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var/datum/organ/internal/eyes/E = H.internal_organs["eyes"]
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switch(safety)
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if(1)
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usr << "\red Your eyes sting a little."
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E.damage += rand(1, 2)
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if(E.damage > 12)
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user.eye_blurry += rand(3,6)
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if(0)
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usr << "\red Your eyes burn."
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E.damage += rand(2, 4)
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if(E.damage > 10)
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E.damage += rand(4,10)
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if(-1)
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usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
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user.eye_blurry += rand(12,20)
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E.damage += rand(12, 16)
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if(safety<2)
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if(E.damage > 10)
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E.damage += rand(4,10)
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if(-1)
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usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
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user.eye_blurry += rand(12,20)
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E.damage += rand(12, 16)
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if(E.damage > 10 && safety < 2)
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user << "\red Your eyes are really starting to hurt. This can't be good for you!"
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if (E.damage >= E.min_broken_damage)
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user << "\red You go blind!"
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user.sdisabilities |= BLIND
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else if (E.damage >= E.min_bruised_damage)
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user << "\red You go blind!"
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user.eye_blind = 5
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user.eye_blurry = 5
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user.disabilities |= NEARSIGHTED
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spawn(100)
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user.disabilities &= ~NEARSIGHTED
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user << "\red Your eyes are really starting to hurt. This can't be good for you!"
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if (E.damage >= E.min_broken_damage)
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user << "\red You go blind!"
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user.sdisabilities |= BLIND
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else if (E.damage >= E.min_bruised_damage)
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user << "\red You go blind!"
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user.eye_blind = 5
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user.eye_blurry = 5
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user.disabilities |= NEARSIGHTED
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spawn(100)
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user.disabilities &= ~NEARSIGHTED
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return
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@@ -491,4 +495,4 @@
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attack_self(mob/user as mob)
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open = !open
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user << "\blue You [open?"open" : "close"] the conversion kit."
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update_icon()
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update_icon()
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@@ -62,7 +62,7 @@
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if(30)
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new/obj/item/weapon/melee/baton(src)
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/obj/structure/closet/crate/secure/loot/attack_hand(mob/user as mob)
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/obj/structure/closet/crate/secure/loot/togglelock(mob/user as mob)
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if(locked)
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user << "<span class='notice'>The crate is locked with a Deca-code lock.</span>"
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var/input = input(usr, "Enter digit from [min] to [max].", "Deca-Code Lock", "") as num
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@@ -71,6 +71,8 @@
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if (input == code)
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user << "<span class='notice'>The crate unlocks!</span>"
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locked = 0
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overlays.Cut()
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overlays += greenlight
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else if (input == null || input > max || input < min)
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user << "<span class='notice'>You leave the crate alone.</span>"
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else
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@@ -7,6 +7,7 @@
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icon_state = "body_m_s"
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var/list/hud_list = list()
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var/datum/species/species //Contains icon generation and language information, set during New().
|
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var/embedded_flag //To check if we've need to roll for damage on movement while an item is imbedded in us.
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/mob/living/carbon/human/dummy
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real_name = "Test Dummy"
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@@ -251,6 +251,7 @@
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if(!istype(W, /obj/item/weapon/butch/meatcleaver))
|
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organ.implants += W
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visible_message("<span class='danger'>\The [W] sticks in the wound!</span>")
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embedded_flag = 1
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src.verbs += /mob/proc/yank_out_object
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W.add_blood(src)
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if(ismob(W.loc))
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@@ -273,4 +274,4 @@
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if(prob(60))
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step_rand(H)
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if(!stat)
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src << "<span class='warning'>Your [H] fell off!</span>"
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src << "<span class='warning'>Your [H] fell off!</span>"
|
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|
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@@ -100,6 +100,7 @@ emp_act
|
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(SP.loc) = organ
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organ.implants += SP
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visible_message("<span class='danger'>The projectile sticks in the wound!</span>")
|
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embedded_flag = 1
|
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src.verbs += /mob/proc/yank_out_object
|
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SP.add_blood(src)
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return (..(P , def_zone))
|
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@@ -200,7 +201,7 @@ emp_act
|
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target_zone = user.zone_sel.selecting
|
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if(!target_zone && !src.stat)
|
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visible_message("\red <B>[user] misses [src] with \the [I]!")
|
||||
return
|
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return 0
|
||||
|
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if(istype(I, /obj/item/weapon/butch/meatcleaver) && src.stat == DEAD && user.a_intent == "harm")
|
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var/obj/item/weapon/reagent_containers/food/snacks/meat/human/newmeat = new /obj/item/weapon/reagent_containers/food/snacks/meat/human(get_turf(src.loc))
|
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@@ -225,10 +226,10 @@ emp_act
|
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|
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var/datum/organ/external/affecting = get_organ(target_zone)
|
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if (!affecting)
|
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return
|
||||
return 0
|
||||
if(affecting.status & ORGAN_DESTROYED)
|
||||
user << "What [affecting.display_name]?"
|
||||
return
|
||||
return 0
|
||||
var/hit_area = affecting.display_name
|
||||
|
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if((user != src) && check_shields(I.force, "the [I.name]"))
|
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@@ -245,7 +246,7 @@ emp_act
|
||||
var/obj/item/weapon/card/emag/emag = I
|
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emag.uses--
|
||||
affecting.sabotaged = 1
|
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return
|
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return 1
|
||||
|
||||
if(I.attack_verb.len)
|
||||
visible_message("\red <B>[src] has been [pick(I.attack_verb)] in the [hit_area] with [I.name] by [user]!</B>")
|
||||
@@ -300,6 +301,7 @@ emp_act
|
||||
|
||||
if(bloody)
|
||||
bloody_body(src)
|
||||
return 1
|
||||
|
||||
/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
|
||||
|
||||
|
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@@ -6,7 +6,8 @@
|
||||
|
||||
if (istype(loc, /turf/space)) return -1 // It's hard to be slowed down in space by... anything
|
||||
|
||||
handle_embedded_objects() //Moving with objects stuck in you can cause bad times.
|
||||
if(embedded_flag)
|
||||
handle_embedded_objects() //Moving with objects stuck in you can cause bad times.
|
||||
|
||||
if(reagents.has_reagent("hyperzine")) return -1
|
||||
|
||||
|
||||
@@ -104,20 +104,20 @@
|
||||
|
||||
if (W == wear_suit)
|
||||
if(s_store)
|
||||
u_equip(s_store)
|
||||
drop_from_inventory(s_store)
|
||||
if(W)
|
||||
success = 1
|
||||
wear_suit = null
|
||||
update_inv_wear_suit()
|
||||
else if (W == w_uniform)
|
||||
if (r_store)
|
||||
u_equip(r_store)
|
||||
drop_from_inventory(r_store)
|
||||
if (l_store)
|
||||
u_equip(l_store)
|
||||
drop_from_inventory(l_store)
|
||||
if (wear_id)
|
||||
u_equip(wear_id)
|
||||
drop_from_inventory(wear_id)
|
||||
if (belt)
|
||||
u_equip(belt)
|
||||
drop_from_inventory(belt)
|
||||
w_uniform = null
|
||||
success = 1
|
||||
update_inv_w_uniform()
|
||||
|
||||
@@ -130,7 +130,7 @@
|
||||
handle_environment(environment)
|
||||
|
||||
//Status updates, death etc.
|
||||
handle_regular_status_updates() //TODO: optimise ~Carn
|
||||
handle_regular_status_updates() //TODO: optimise ~Carn NO SHIT ~Ccomp
|
||||
update_canmove()
|
||||
|
||||
//Update our name based on whether our face is obscured/disfigured
|
||||
@@ -1146,6 +1146,13 @@
|
||||
if(halloss > 0)
|
||||
adjustHalLoss(-1)
|
||||
|
||||
if(embedded_flag && !(life_tick % 10))
|
||||
var/list/E
|
||||
E = get_visible_implants(0)
|
||||
if(!E.len)
|
||||
embedded_flag = 0
|
||||
|
||||
|
||||
//Eyes
|
||||
if(sdisabilities & BLIND) //disabled-blind, doesn't get better on its own
|
||||
blinded = 1
|
||||
|
||||
@@ -623,9 +623,10 @@
|
||||
for(var/mob/O in viewers(CM))// lags so hard that 40s isn't lenient enough - Quarxink
|
||||
O.show_message("\red <B>[CM] manages to remove the handcuffs!</B>", 1)
|
||||
CM << "\blue You successfully remove \the [CM.handcuffed]."
|
||||
CM.handcuffed.loc = usr.loc
|
||||
CM.drop_from_inventory(CM.handcuffed)
|
||||
CM.handcuffed = null
|
||||
CM.update_inv_handcuffed()
|
||||
|
||||
else if(CM.legcuffed && CM.canmove && (CM.last_special <= world.time))
|
||||
CM.next_move = world.time + 100
|
||||
CM.last_special = world.time + 100
|
||||
@@ -661,7 +662,7 @@
|
||||
for(var/mob/O in viewers(CM))// lags so hard that 40s isn't lenient enough - Quarxink
|
||||
O.show_message("\red <B>[CM] manages to remove the legcuffs!</B>", 1)
|
||||
CM << "\blue You successfully remove \the [CM.legcuffed]."
|
||||
CM.legcuffed.loc = usr.loc
|
||||
CM.drop_from_inventory(CM.legcuffed)
|
||||
CM.legcuffed = null
|
||||
CM.update_inv_legcuffed()
|
||||
|
||||
|
||||
@@ -694,10 +694,11 @@ var/list/ai_list = list()
|
||||
camera_light_on = !camera_light_on
|
||||
src << "Camera lights [camera_light_on ? "activated" : "deactivated"]."
|
||||
if(!camera_light_on)
|
||||
if(src.current)
|
||||
src.current.SetLuminosity(0)
|
||||
if(current)
|
||||
current.SetLuminosity(0)
|
||||
current = null
|
||||
else
|
||||
src.lightNearbyCamera()
|
||||
lightNearbyCamera()
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -643,5 +643,12 @@
|
||||
dat += "</li>"
|
||||
dat += "</ul>"
|
||||
dat += "<br><br>"
|
||||
dat += "Messages: <hr> [pda.tnote]"
|
||||
return dat
|
||||
for(var/index in pda.tnote)
|
||||
if(index["sent"])
|
||||
dat += addtext("<i><b>→ To <a href='byond://?src=\ref[src];software=pdamessage;target=",index["src"],"'>", index["owner"],"</a>:</b></i><br>", index["message"], "<br>")
|
||||
else
|
||||
dat += addtext("<i><b>← From <a href='byond://?src=\ref[src];software=pdamessage;target=",index["target"],"'>", index["owner"],"</a>:</b></i><br>", index["message"], "<br>")
|
||||
|
||||
|
||||
|
||||
return dat
|
||||
|
||||
@@ -1188,7 +1188,6 @@ mob/proc/yank_out_object()
|
||||
var/datum/wound/internal_bleeding/I = new (15)
|
||||
affected.wounds += I
|
||||
H.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
|
||||
return 1
|
||||
|
||||
selection.loc = get_turf(src)
|
||||
|
||||
|
||||
@@ -177,7 +177,7 @@
|
||||
|
||||
for(var/mob/living/carbon/human/l in view(src, min(7, round(power ** 0.25)))) // If they can see it without mesons on. Bad on them.
|
||||
if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
|
||||
l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / get_dist(l, src) ) ) )
|
||||
l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1,get_dist(l, src)) ) ) )
|
||||
|
||||
for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
|
||||
var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
|
||||
|
||||
Reference in New Issue
Block a user