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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
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@@ -336,8 +336,6 @@
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var/powercost = ""
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var/powercostcolor = ""
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var/emagged = 0 //ups the temperature cap from 500 to 1000, targets hit by beams over 500 Kelvin will burst into flames
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var/dat = ""
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/obj/item/gun/energy/temperature/Initialize(mapload, ...)
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@@ -140,18 +140,18 @@
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var/mob/living/carbon/human/H = M
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if(IS_PLANT in H.dna.species.species_traits)
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if(prob(15))
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M.apply_effect((rand(30,80)),IRRADIATE)
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M.Weaken(5)
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M.visible_message("<span class='warning'>[M] writhes in pain as [M.p_their()] vacuoles boil.</span>", "<span class='userdanger'>You writhe in pain as your vacuoles boil!</span>", "<span class='italics'>You hear the crunching of leaves.</span>")
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H.rad_act(rand(30, 80))
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H.Weaken(5)
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H.visible_message("<span class='warning'>[H] writhes in pain as [M.p_their()] vacuoles boil.</span>", "<span class='userdanger'>You writhe in pain as your vacuoles boil!</span>", "<span class='italics'>You hear the crunching of leaves.</span>")
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if(prob(80))
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randmutb(M)
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domutcheck(M,null)
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randmutb(H)
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domutcheck(H, null)
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else
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randmutg(M)
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domutcheck(M,null)
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randmutg(H)
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domutcheck(H, null)
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else
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M.adjustFireLoss(rand(5,15))
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M.show_message("<span class='warning'>The radiation beam singes you!</span>")
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H.adjustFireLoss(rand(5, 15))
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H.show_message("<span class='warning'>The radiation beam singes you!</span>")
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else if(iscarbon(target))
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M.show_message("<span class='notice'>The radiation beam dissipates harmlessly through your body.</span>")
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else
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