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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.
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@@ -3,7 +3,7 @@
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
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icon_state = "rig-engineering"
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item_state = "rig_helm"
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armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 60)
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armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
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allowed = list(/obj/item/device/flashlight)
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/obj/item/clothing/head/helmet/space/rig/mining
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@@ -4,7 +4,7 @@
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desc = "A hood that protects the head and face from biological comtaminants."
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permeability_coefficient = 0.01
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 10)
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/obj/item/clothing/suit/bio_suit
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name = "bio suit"
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@@ -34,7 +34,7 @@
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icon_state = "rad"
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desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
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flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 20)
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/obj/item/clothing/suit/radiation
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name = "Radiation suit"
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@@ -406,8 +406,8 @@ var/global/list/uneatable = list(
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for(var/mob/living/M in view(toxrange, src.loc))
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if(istype(M,/mob/living/))
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M.apply_effect(rand(radiation), IRRADIATE)
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toxdamage = (toxdamage - (toxdamage*M.getarmor(null, "rad")))
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M.apply_effect(toxdamage, TOX)
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var/tdamage = (toxdamage - (toxdamage*M.getarmor(null, "rad")))
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M.apply_effect(tdamage, TOX)
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return
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@@ -433,6 +433,17 @@ var/global/list/uneatable = list(
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for(var/obj/machinery/power/rad_collector/R in orange(15,src))
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if(istype(R,/obj/machinery/power/rad_collector))
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R.receive_pulse(energy)
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// when we radiate rad collectors, naturally we radiate everything else, too
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if(prob(10))
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var/toxrange = 20
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var/radiation = 20
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if (src.energy>200)
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radiation = round(((src.energy-150)/50)*20,1)
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for(var/mob/living/M in view(toxrange, src.loc))
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if(istype(M,/mob/living/))
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var/damage = radiation / (get_dist(M, src) + 5)
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M.apply_effect(rand(damage), IRRADIATE)
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return
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