Changes to singularity radiation and suits.

- The singularity now regularly emits radiation, making it actually dangerous to go into the PA room without protection.
- Made the hoods of suits be less effective at consuming radiation than the body of the suit.
This commit is contained in:
cib
2012-02-24 14:05:47 -08:00
parent 74c50e30b8
commit fc0de6e366
4 changed files with 16 additions and 5 deletions
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "rig-engineering"
item_state = "rig_helm"
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 60)
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
allowed = list(/obj/item/device/flashlight)
/obj/item/clothing/head/helmet/space/rig/mining
+1 -1
View File
@@ -4,7 +4,7 @@
desc = "A hood that protects the head and face from biological comtaminants."
permeability_coefficient = 0.01
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 10)
/obj/item/clothing/suit/bio_suit
name = "bio suit"
+1 -1
View File
@@ -34,7 +34,7 @@
icon_state = "rad"
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 20)
/obj/item/clothing/suit/radiation
name = "Radiation suit"
+13 -2
View File
@@ -406,8 +406,8 @@ var/global/list/uneatable = list(
for(var/mob/living/M in view(toxrange, src.loc))
if(istype(M,/mob/living/))
M.apply_effect(rand(radiation), IRRADIATE)
toxdamage = (toxdamage - (toxdamage*M.getarmor(null, "rad")))
M.apply_effect(toxdamage, TOX)
var/tdamage = (toxdamage - (toxdamage*M.getarmor(null, "rad")))
M.apply_effect(tdamage, TOX)
return
@@ -433,6 +433,17 @@ var/global/list/uneatable = list(
for(var/obj/machinery/power/rad_collector/R in orange(15,src))
if(istype(R,/obj/machinery/power/rad_collector))
R.receive_pulse(energy)
// when we radiate rad collectors, naturally we radiate everything else, too
if(prob(10))
var/toxrange = 20
var/radiation = 20
if (src.energy>200)
radiation = round(((src.energy-150)/50)*20,1)
for(var/mob/living/M in view(toxrange, src.loc))
if(istype(M,/mob/living/))
var/damage = radiation / (get_dist(M, src) + 5)
M.apply_effect(rand(damage), IRRADIATE)
return