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Water_act system - for all your watery needs
This is the first commit of the Water_act system for monkey cubes, showers, and mobs. The idea of the system is to outsource the effects of water to the object/mob being affected instead of a bunch of snowflake code.
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@@ -92,7 +92,6 @@ mob/living
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return
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return
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/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null)
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if(status_flags & GODMODE) //godmode
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return 0
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@@ -488,3 +488,8 @@ emp_act
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..()
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return
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/mob/living/carbon/human/water_act(volume, temperature)
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..()
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if(temperature >= 330) bodytemperature = bodytemperature + (temperature - bodytemperature)
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if(temperature <= 280) bodytemperature = bodytemperature - (bodytemperature - temperature)
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@@ -238,6 +238,10 @@
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//Mobs on Fire end
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/mob/living/water_act(volume, temperature)
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if(volume >= 20) fire_stacks -= 0.5
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if(volume >= 50) fire_stacks -= 1
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//This is called when the mob is thrown into a dense turf
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/mob/living/proc/turf_collision(var/turf/T, var/speed)
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src.take_organ_damage(speed*5)
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