mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
Radiation Refactor (#15331)
* First Commit * visible radiation and engine goggles * correction * t-ray fix * further adjustments and fixups * gieger addition and cleaning fixup * yet more fixes * styling fixes * fixes * human glowing fix * do the merge conflict avoidance dance * Update supermatter.dm * supermatter rads * mapping in * radiation doors * yeah yeah line endings * clean up * styling issues * showers
This commit is contained in:
@@ -9,7 +9,6 @@
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armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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var/list/barsigns=list()
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var/list/hiddensigns
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var/emagged = 0
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var/state = 0
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var/prev_sign = ""
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var/panel_open = 0
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@@ -34,6 +34,7 @@
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new /obj/item/holosign_creator/engineering(src)
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new /obj/item/flash(src)
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new /obj/item/clothing/head/beret/eng(src)
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new /obj/item/clothing/glasses/meson/engine(src)
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new /obj/item/door_remote/chief_engineer(src)
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new /obj/item/rpd(src)
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new /obj/item/reagent_containers/food/drinks/mug/ce(src)
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@@ -109,7 +110,7 @@
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new /obj/item/clothing/under/rank/engineer/skirt(src)
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new /obj/item/clothing/suit/storage/hazardvest(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/clothing/glasses/meson(src)
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new /obj/item/clothing/glasses/meson/engine(src)
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new /obj/item/cartridge/engineering(src)
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new /obj/item/clothing/head/beret/eng(src)
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@@ -143,5 +144,6 @@
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new /obj/item/watertank/atmos(src)
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new /obj/item/clothing/suit/fire/atmos(src)
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new /obj/item/clothing/head/hardhat/atmos(src)
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new /obj/item/clothing/glasses/meson/engine/tray(src)
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new /obj/item/rpd(src)
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new /obj/item/destTagger(src)
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@@ -140,6 +140,7 @@
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icon_closed = "radsuitcloset"
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/obj/structure/closet/radiation/populate_contents()
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new /obj/item/geiger_counter(src)
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new /obj/item/clothing/suit/radiation(src)
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new /obj/item/clothing/head/radiation(src)
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@@ -385,16 +385,6 @@
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icon_opened = "radiationopen"
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icon_closed = "radiation"
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/obj/structure/closet/crate/radiation/populate_contents()
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new /obj/item/clothing/suit/radiation(src)
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new /obj/item/clothing/head/radiation(src)
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new /obj/item/clothing/suit/radiation(src)
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new /obj/item/clothing/head/radiation(src)
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new /obj/item/clothing/suit/radiation(src)
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new /obj/item/clothing/head/radiation(src)
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new /obj/item/clothing/suit/radiation(src)
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new /obj/item/clothing/head/radiation(src)
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/obj/structure/closet/crate/secure/weapon
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desc = "A secure weapons crate."
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name = "weapons crate"
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@@ -44,8 +44,7 @@
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if(prob(50))
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empulse(src, 4, 10)
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else
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for(var/mob/living/M in range(10, loc))
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M.apply_effect(rand(5, 25), IRRADIATE)
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radiation_pulse(get_turf(src), 500, 2)
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/obj/structure/fusionreactor/wrench_act(mob/user, obj/item/I)
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. = TRUE
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@@ -12,6 +12,8 @@
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anchored = TRUE
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icon = 'icons/turf/walls/wall.dmi'
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icon_state = "wall"
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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rad_insulation = RAD_MEDIUM_INSULATION
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var/mineral = /obj/item/stack/sheet/metal
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var/mineral_amount = 2
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@@ -191,16 +193,13 @@
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/obj/structure/falsewall/uranium/proc/radiate()
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if(!active)
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if(world.time > last_event+15)
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if(world.time > last_event + 15)
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active = 1
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for(var/mob/living/L in range(3,src))
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L.apply_effect(12,IRRADIATE,0)
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for(var/turf/simulated/wall/mineral/uranium/T in range(3,src))
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radiation_pulse(src, 150)
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for(var/turf/simulated/wall/mineral/uranium/T in orange(1, src))
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T.radiate()
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last_event = world.time
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active = null
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return
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return
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/*
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* Other misc falsewall types
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*/
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@@ -4,6 +4,8 @@
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anchored = 1
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density = 1
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layer = BELOW_OBJ_LAYER
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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var/state = GIRDER_NORMAL
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var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
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max_integrity = 200
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@@ -6,6 +6,7 @@
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density = TRUE
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anchored = TRUE
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flags = CONDUCT
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = BELOW_OBJ_LAYER
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level = 3
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@@ -62,6 +62,8 @@
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/obj/structure/holosign/barrier/engineering
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icon_state = "holosign_engi"
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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rad_insulation = RAD_LIGHT_INSULATION
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/obj/structure/holosign/barrier/atmos
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name = "holo firelock"
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@@ -72,6 +74,8 @@
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anchored = TRUE
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layer = ABOVE_MOB_LAYER
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alpha = 150
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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rad_insulation = RAD_LIGHT_INSULATION
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/obj/structure/holosign/barrier/atmos/Initialize(mapload)
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. = ..()
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@@ -9,6 +9,8 @@
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icon_state = "metal"
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max_integrity = 200
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armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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rad_insulation = RAD_MEDIUM_INSULATION
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var/initial_state
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var/state = 0 //closed, 1 == open
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var/isSwitchingStates = 0
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@@ -153,11 +155,13 @@
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icon_state = "silver"
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sheetType = /obj/item/stack/sheet/mineral/silver
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max_integrity = 300
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rad_insulation = RAD_HEAVY_INSULATION
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/obj/structure/mineral_door/gold
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name = "gold door"
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icon_state = "gold"
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sheetType = /obj/item/stack/sheet/mineral/gold
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rad_insulation = RAD_HEAVY_INSULATION
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/obj/structure/mineral_door/uranium
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name = "uranium door"
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@@ -174,6 +178,7 @@
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/obj/structure/mineral_door/transparent
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opacity = 0
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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/obj/structure/mineral_door/transparent/Close()
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..()
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@@ -207,6 +212,7 @@
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icon_state = "diamond"
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sheetType = /obj/item/stack/sheet/mineral/diamond
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max_integrity = 1000
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rad_insulation = RAD_EXTREME_INSULATION
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/obj/structure/mineral_door/wood
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name = "wood door"
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@@ -217,6 +223,7 @@
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hardness = 1
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resistance_flags = FLAMMABLE
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max_integrity = 200
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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/obj/structure/mineral_door/resin
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name = "resin door"
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@@ -6,6 +6,7 @@
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layer = 3.5
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max_integrity = 100
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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/obj/structure/sign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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@@ -90,10 +90,9 @@
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/obj/structure/statue/uranium/proc/radiate()
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if(!active)
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if(world.time > last_event+15)
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if(world.time > last_event + 15)
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active = 1
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for(var/mob/living/L in range(3,src))
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L.apply_effect(12,IRRADIATE,0)
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radiation_pulse(src, 30)
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last_event = world.time
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active = null
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@@ -240,6 +240,10 @@
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pixel_x = 0
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pixel_y = 32
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#define SHOWER_FREEZING "freezing"
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#define SHOWER_NORMAL "normal"
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#define SHOWER_BOILING "boiling"
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/obj/machinery/shower
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name = "shower"
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desc = "The HS-451. Installed in the 2550s by the Nanotrasen Hygiene Division."
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@@ -248,11 +252,11 @@
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density = 0
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anchored = 1
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use_power = NO_POWER_USE
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var/on = 0
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var/obj/effect/mist/mymist = null
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var/ismist = 0 //needs a var so we can make it linger~
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var/watertemp = "normal" //freezing, normal, or boiling
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var/mobpresent = 0 //true if there is a mob on the shower's loc, this is to ease process()
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///Is the shower on or off?
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var/on = FALSE
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///What temperature the shower reagents are set to.
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var/current_temperature = SHOWER_NORMAL
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///What sound will be played on loop when the shower is on and pouring water.
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var/datum/looping_sound/showering/soundloop
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/obj/machinery/shower/New(turf/T, newdir = SOUTH, building = FALSE)
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@@ -270,7 +274,6 @@
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layer = FLY_LAYER
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/obj/machinery/shower/Destroy()
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QDEL_NULL(mymist)
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QDEL_NULL(soundloop)
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return ..()
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@@ -280,47 +283,45 @@
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name = "mist"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mist"
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layer = MOB_LAYER + 1
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anchored = 1
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layer = FLY_LAYER
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anchored = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/machinery/shower/attack_hand(mob/M as mob)
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/obj/machinery/shower/attack_hand(mob/M)
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on = !on
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update_icon()
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handle_mist()
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add_fingerprint(M)
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if(on)
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START_PROCESSING(SSmachines, src)
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process()
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soundloop.start()
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if(M.loc == loc)
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wash(M)
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check_heat(M)
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M.water_act(100, convertHeat(), src)
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for(var/atom/movable/G in src.loc)
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G.clean_blood()
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G.water_act(100, convertHeat(), src)
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else
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soundloop.stop()
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var/turf/simulated/T = loc
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if(istype(T) && !T.density)
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T.MakeSlippery(TURF_WET_WATER, 5 SECONDS)
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/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob, params)
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/obj/machinery/shower/attackby(obj/item/I, mob/user, params)
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if(I.type == /obj/item/analyzer)
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to_chat(user, "<span class='notice'>The water temperature seems to be [watertemp].</span>")
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if(on)
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I.water_act(100, convertHeat(), src)
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to_chat(user, "<span class='notice'>The water temperature seems to be [current_temperature].</span>")
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return ..()
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/obj/machinery/shower/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with the [I].</span>")
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if(I.use_tool(src, user, 50, volume = I.tool_volume))
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switch(watertemp)
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if("normal")
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watertemp = "freezing"
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if("freezing")
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watertemp = "boiling"
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if("boiling")
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watertemp = "normal"
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user.visible_message("<span class='notice'>[user] adjusts the shower with the [I].</span>", "<span class='notice'>You adjust [src] to [watertemp].</span>")
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update_icon() //letsa update whenever we change the temperature, since the mist might need to change
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..()
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to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with [I].</span>")
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if(I.use_tool(src, user, 50))
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switch(current_temperature)
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if(SHOWER_NORMAL)
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current_temperature = SHOWER_FREEZING
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if(SHOWER_FREEZING)
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current_temperature = SHOWER_BOILING
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if(SHOWER_BOILING)
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current_temperature = SHOWER_NORMAL
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user.visible_message("<span class='notice'>[user] adjusts the shower with \the [I].</span>", "<span class='notice'>You adjust the shower with \the [I] to [current_temperature] temperature.</span>")
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add_hiddenprint(user)
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handle_mist()
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return TRUE
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/obj/machinery/shower/welder_act(mob/user, obj/item/I)
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. = TRUE
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@@ -331,111 +332,103 @@
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return
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visible_message("<span class='notice'>[user] begins slicing [src] free...</span>", "<span class='notice'>You begin slicing [src] free...</span>", "<span class='warning'>You hear welding.</span>")
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if(I.use_tool(src, user, 40, volume = I.tool_volume))
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if(mymist)
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qdel(mymist)
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user.visible_message("<span class='notice'>[user] cuts [src] loose!</span>", "<span class='notice'>You cut [src] loose!</span>")
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var/obj/item/mounted/shower/S = new /obj/item/mounted/shower(get_turf(user))
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transfer_prints_to(S, TRUE)
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qdel(src)
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/obj/machinery/shower/update_icon() //this makes the shower mist up or clear mist (depending on water temperature)
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overlays.Cut() //once it's been on for a while, in addition to handling the water overlay.
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/obj/machinery/shower/update_icon()
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cut_overlays()
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if(on)
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overlays += image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
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var/mist_time = 50 //5 seconds at normal temperature to build up mist
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if(watertemp == "freezing")
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mist_time = 70 //7 seconds on freezing temperature to disperse existing mist
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if(watertemp == "boiling")
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mist_time = 20 //2 seconds on boiling temperature to build up mist
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addtimer(CALLBACK(src, .proc/update_mist), mist_time)
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else
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addtimer(CALLBACK(src, .proc/update_mist), 250) //25 seconds for mist to disperse after being turned off
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var/mutable_appearance/water_falling = mutable_appearance('icons/obj/watercloset.dmi', "water", ABOVE_MOB_LAYER)
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add_overlay(water_falling)
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/obj/machinery/shower/proc/update_mist()
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/obj/machinery/shower/proc/handle_mist()
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// If there is no mist, and the shower was turned on (on a non-freezing temp): make mist in 5 seconds
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// If there was already mist, and the shower was turned off (or made cold): remove the existing mist in 25 sec
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var/obj/effect/mist/mist = locate() in loc
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if(!mist && on && current_temperature != SHOWER_FREEZING)
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addtimer(CALLBACK(src, .proc/make_mist), 5 SECONDS)
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if(mist && (!on || current_temperature == SHOWER_FREEZING))
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addtimer(CALLBACK(src, .proc/clear_mist), 25 SECONDS)
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/obj/machinery/shower/proc/make_mist()
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var/obj/effect/mist/mist = locate() in loc
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if(!mist && on && current_temperature != SHOWER_FREEZING)
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new /obj/effect/mist(loc)
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/obj/machinery/shower/proc/clear_mist()
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var/obj/effect/mist/mist = locate() in loc
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if(mist && (!on || current_temperature == SHOWER_FREEZING))
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qdel(mist)
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/obj/machinery/shower/Crossed(atom/movable/AM)
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..()
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if(on)
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if(watertemp == "freezing")
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if(mymist)
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qdel(mymist)
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ismist = 0
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return
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if(mymist)
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return
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ismist = 1
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mymist = new /obj/effect/mist(loc)
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else
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if(mymist)
|
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qdel(mymist)
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ismist = 0
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/obj/machinery/shower/Crossed(atom/movable/O, oldloc)
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..()
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wash(O)
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if(ismob(O))
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mobpresent += 1
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check_heat(O)
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/obj/machinery/shower/Uncrossed(atom/movable/O)
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if(ismob(O))
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mobpresent -= 1
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..()
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wash(AM)
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/obj/machinery/shower/proc/convertHeat()
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switch(watertemp)
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if("boiling")
|
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switch(current_temperature)
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if(SHOWER_BOILING)
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return 340.15
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if("normal")
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if(SHOWER_NORMAL)
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return 310.15
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if("freezing")
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if(SHOWER_FREEZING)
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return 230.15
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//Yes, showers are super powerful as far as washing goes.
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||||
/obj/machinery/shower/proc/wash(atom/movable/O as obj|mob)
|
||||
if(!on) return
|
||||
|
||||
if(istype(O, /obj/item))
|
||||
var/obj/item/I = O
|
||||
/obj/machinery/shower/proc/wash(atom/A)
|
||||
if(isitem(A))
|
||||
var/obj/item/I = A
|
||||
I.extinguish()
|
||||
|
||||
O.water_act(100, convertHeat(), src)
|
||||
A.water_act(100, convertHeat(), src)
|
||||
|
||||
if(isliving(O))
|
||||
var/mob/living/L = O
|
||||
if(isliving(A))
|
||||
var/mob/living/L = A
|
||||
check_heat(L)
|
||||
L.ExtinguishMob()
|
||||
L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
|
||||
to_chat(L, "<span class='warning'>You've been drenched in water!</span>")
|
||||
L.clean_blood()
|
||||
|
||||
if(isturf(loc))
|
||||
var/turf/tile = loc
|
||||
loc.clean_blood()
|
||||
for(var/obj/effect/E in tile)
|
||||
if(is_cleanable(E))
|
||||
qdel(E)
|
||||
A.clean_blood(radiation_clean = TRUE)
|
||||
|
||||
/obj/machinery/shower/process()
|
||||
if(!on || !mobpresent)
|
||||
return
|
||||
for(var/mob/living/carbon/C in loc)
|
||||
if(prob(33))
|
||||
wash(C) //re-applies water and re-cleans mob while they remain under the shower, 33% chance per process to avoid message spam/quick death
|
||||
check_heat(C)
|
||||
if(on)
|
||||
if(isturf(loc))
|
||||
var/turf/tile = loc
|
||||
tile.water_act(100, convertHeat(), src)
|
||||
tile.clean_blood(radiation_clean = TRUE)
|
||||
for(var/obj/effect/E in tile)
|
||||
if(is_cleanable(E))
|
||||
qdel(E)
|
||||
for(var/A in loc)
|
||||
wash(A)
|
||||
else
|
||||
on = FALSE
|
||||
soundloop.stop()
|
||||
handle_mist()
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/shower/proc/check_heat(mob/M as mob)
|
||||
if(!on || watertemp == "normal")
|
||||
/obj/machinery/shower/proc/check_heat(mob/M)
|
||||
if(current_temperature == SHOWER_NORMAL)
|
||||
return
|
||||
if(iscarbon(M))
|
||||
var/mob/living/carbon/C = M
|
||||
|
||||
if(watertemp == "freezing")
|
||||
if(current_temperature == SHOWER_FREEZING)
|
||||
//C.bodytemperature = max(80, C.bodytemperature - 80)
|
||||
to_chat(C, "<span class='warning'>The water is freezing!</span>")
|
||||
return
|
||||
if(watertemp == "boiling")
|
||||
|
||||
else if(current_temperature == SHOWER_BOILING)
|
||||
//C.bodytemperature = min(500, C.bodytemperature + 35)
|
||||
C.adjustFireLoss(5)
|
||||
to_chat(C, "<span class='danger'>The water is searing!</span>")
|
||||
return
|
||||
|
||||
#undef SHOWER_FREEZING
|
||||
#undef SHOWER_NORMAL
|
||||
#undef SHOWER_BOILING
|
||||
|
||||
/obj/item/bikehorn/rubberducky
|
||||
name = "rubber ducky"
|
||||
|
||||
@@ -30,10 +30,12 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
|
||||
pressure_resistance = 4*ONE_ATMOSPHERE
|
||||
anchored = TRUE
|
||||
flags = ON_BORDER
|
||||
flags_2 = RAD_PROTECT_CONTENTS_2
|
||||
can_be_unanchored = TRUE
|
||||
max_integrity = 25
|
||||
resistance_flags = ACID_PROOF
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
|
||||
rad_insulation = RAD_VERY_LIGHT_INSULATION
|
||||
var/ini_dir = null
|
||||
var/state = WINDOW_OUT_OF_FRAME
|
||||
var/reinf = FALSE
|
||||
@@ -505,6 +507,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
|
||||
cancolor = TRUE
|
||||
heat_resistance = 1600
|
||||
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
rad_insulation = RAD_HEAVY_INSULATION
|
||||
max_integrity = 50
|
||||
explosion_block = 1
|
||||
glass_type = /obj/item/stack/sheet/rglass
|
||||
@@ -579,6 +582,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
|
||||
max_integrity = 150
|
||||
explosion_block = 1
|
||||
armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
||||
rad_insulation = RAD_NO_INSULATION
|
||||
|
||||
/obj/structure/window/plasmabasic/BlockSuperconductivity()
|
||||
return 1
|
||||
@@ -593,6 +597,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
|
||||
max_integrity = 500
|
||||
explosion_block = 2
|
||||
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
||||
rad_insulation = RAD_NO_INSULATION
|
||||
damage_deflection = 21
|
||||
|
||||
/obj/structure/window/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
@@ -630,6 +635,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
|
||||
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced)
|
||||
explosion_block = 1
|
||||
armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
||||
rad_insulation = RAD_NO_INSULATION
|
||||
|
||||
/obj/structure/window/full/plasmareinforced
|
||||
name = "reinforced plasma window"
|
||||
@@ -643,6 +649,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
|
||||
max_integrity = 1000
|
||||
explosion_block = 2
|
||||
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
||||
rad_insulation = RAD_NO_INSULATION
|
||||
|
||||
/obj/structure/window/full/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
return
|
||||
@@ -658,6 +665,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
|
||||
reinf = TRUE
|
||||
heat_resistance = 1600
|
||||
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
rad_insulation = RAD_HEAVY_INSULATION
|
||||
explosion_block = 1
|
||||
glass_type = /obj/item/stack/sheet/rglass
|
||||
cancolor = TRUE
|
||||
@@ -707,6 +715,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
|
||||
reinf = TRUE
|
||||
heat_resistance = 1600
|
||||
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
rad_insulation = RAD_HEAVY_INSULATION
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = null
|
||||
explosion_block = 3
|
||||
|
||||
Reference in New Issue
Block a user