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fix wall burning runtime, balance rwalls
rwalls are half as strong again because they took way too long to burn down Signed-off-by: Mloc-Argent <colmohici@gmail.com>
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@@ -1,3 +1,5 @@
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#define RAND_F(L, H) (rand()*(H-L) + L)
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// Credits to Nickr5 for the useful procs I've taken from his library resource.
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var/const/E = 2.71828183
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@@ -117,7 +117,7 @@
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/turf/simulated/wall/adjacent_fire_act(turf/simulated/floor/adj_turf, datum/gas_mixture/adj_air, adj_temp, adj_volume)
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if(adj_temp > max_temperature)
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take_damage(log(rand(0.9, 1.1) * (adj_temp - max_temperature)))
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take_damage(log(RAND_F(0.9, 1.1) * (adj_temp - max_temperature)))
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return ..()
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@@ -5,7 +5,7 @@
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opacity = 1
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density = 1
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damage_cap = 1000
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damage_cap = 500
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max_temperature = 6000
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armor = 0.1 // Only 10% damage from gunfire, it's made from strong alloys and stuff.
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@@ -291,7 +291,7 @@
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var/obj/item/light_fixture_frame/small/AH = W
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AH.try_build(src)
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return
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//Finally, CHECKING FOR FALSE WALLS if it isn't damaged
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else if(!d_state)
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return attack_hand(user)
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