Adds further checking and variable presets to ZAS, and made the contamination overlay actually work.

This commit is contained in:
SkyMarshal
2012-07-24 22:12:25 -07:00
parent e859d51601
commit 4fe2b585a7
13 changed files with 249 additions and 138 deletions

View File

@@ -562,6 +562,8 @@
var/ratio = breath.toxins/safe_toxins_max
adjustToxLoss(min(ratio, 10)) //Limit amount of damage toxin exposure can do per second
toxins_alert = max(toxins_alert, 1)
if(vsc.plc.PLASMA_HALLUCINATION && prob(20))
hallucination += 20
else
toxins_alert = 0
@@ -575,6 +577,8 @@
else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
if(prob(20) && isbreathing)
spawn(0) emote(pick("giggle", "laugh"))
if(vsc.plc.N2O_HALLUCINATION && prob(10) && isbreathing)
hallucination += 30
SA.moles = 0 //Hack to stop the damned surgeon from giggling.
@@ -814,6 +818,9 @@
handle_chemicals_in_body()
if(reagents && stat != 2) reagents.metabolize(src)
if(vessel && stat != 2) vessel.metabolize(src)
for(var/obj/item/I in src)
if(I.contaminated)
toxloss += vsc.plc.CONTAMINATION_LOSS
if(mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing