Fires can now burn through walls, windows, and (with a high enough
temperature) rwalls.
New proc: adjacent_fire_act(). Called on turfs that a fire isn't able
to spread to. (walls, floor surrounded by windows, etc.)
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Conflicts:
code/game/objects/structures/window.dm
New proc for walls: take_damage().
Damage is tracked in the "damage" var, walls will break if "damage"
hits "damage_cap".
Damage can be repaired with a weldingtool.
Damage overlays are cached in the global wall var "damage_overlays"
to reduce overhead.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Conflicts:
code/game/turfs/simulated/walls.dm
icons/turf/walls.dmi
New global list, "clothing_list".
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Conflicts:
code/__HELPERS/global_lists.dm
code/modules/clothing/clothing.dm
Also fixes the healthanalyzer still not scanning IPCs properly (scanning
them when it shouldn't)
Conflicts:
code/game/objects/items/devices/scanners.dm
code/modules/mob/living/carbon/species.dm
code/modules/mob/living/silicon/robot/component.dm
Also:
Breathing in hot/cold air will affect your body temperature.
Fixes old body temperature stabilization code not working.
Thermometer icon now adjusts based on species.
Reduced BODYTEMP_AUTORECOVERY_MINIMUM to a less ridiculous value.
Conflicts:
code/game/objects/items/weapons/tanks/tanks.dm
code/modules/clothing/spacesuits/ninja.dm
code/modules/clothing/spacesuits/rig.dm
code/modules/mob/living/carbon/human/life.dm
Viruses are properly transferred to spilled blood now.
Antigens prevent from infection properly.
Lowered frequency of blood puddle virus check to cut down on processing.
Conflicts:
code/game/turfs/simulated.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/organs/blood.dm
code/modules/reagents/Chemistry-Reagents.dm
Infections can now spread between internal and external organs.
Also changes the organ_failure random event to cause an infection
instead.
Conflicts:
code/modules/events/organ_failure.dm
code/modules/organs/organ.dm
Body temperature regulation is now based on species, and environmental
temperature now respects the air density when affecting living/humans.
This also fixes some bugs with heat/cold protection handling and
improves the way synthetic species body temperatures are handled to be
much more logical.
IPCs always gain temperature but cool down because of their environment.
When the heat transfer to the environment is reduced because of the lack
of air, this will cause IPCs to heat up.
As well, having an infection will increase your body temperature, and
body scanners now detect infections.
Conflicts:
code/modules/mob/living/carbon/human/life.dm
code/modules/mob/living/carbon/species.dm
Stealth is overtime instead of instantaneous
Cryokinesis is less OP, deals less damage to unclothed targets and respects hardsuits and internals.
Leap is nerfed, cooldown doubled as well as not being able to leap while restrained.
T-ray scanners and flashes will reveal 'invisible' mobs for a short period of time. this is a work in progress and possibly buggy!
Conflicts:
html/changelog.html