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:
Fox McCloud
2021-01-24 22:03:13 +00:00
committed by GitHub
parent acaefa9591
commit de795c4e31
154 changed files with 1967 additions and 674 deletions
+9
View File
@@ -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