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https://github.com/PolarisSS13/Polaris.git
synced 2026-01-03 14:03:25 +00:00
@@ -776,13 +776,13 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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fire_alert = max(fire_alert, 1)
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switch(bodytemperature)
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if(360 to 400)
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apply_damage(HEAT_DAMAGE_LEVEL_1, BURN)
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apply_damage(HEAT_DAMAGE_LEVEL_1, BURN, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(400 to 1000)
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apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
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apply_damage(HEAT_DAMAGE_LEVEL_2, BURN, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(1000 to INFINITY)
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apply_damage(HEAT_DAMAGE_LEVEL_3, BURN)
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apply_damage(HEAT_DAMAGE_LEVEL_3, BURN, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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else if(bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT)
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@@ -790,13 +790,13 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
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switch(bodytemperature)
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if(200 to 260)
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apply_damage(COLD_DAMAGE_LEVEL_1, BURN)
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apply_damage(COLD_DAMAGE_LEVEL_1, BURN, used_weapon = "Low Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(120 to 200)
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apply_damage(COLD_DAMAGE_LEVEL_2, BURN)
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apply_damage(COLD_DAMAGE_LEVEL_2, BURN, used_weapon = "Low Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(-INFINITY to 120)
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apply_damage(COLD_DAMAGE_LEVEL_3, BURN)
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apply_damage(COLD_DAMAGE_LEVEL_3, BURN, used_weapon = "Low Body Temperature")
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fire_alert = max(fire_alert, 1)
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// Account for massive pressure differences. Done by Polymorph
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@@ -8,7 +8,7 @@
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Returns
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standard 0 if fail
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*/
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/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0)
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/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/used_weapon = null)
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if(!damage || (blocked >= 2)) return 0
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switch(damagetype)
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if(BRUTE)
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@@ -72,4 +72,4 @@
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if(stutter) apply_effect(stutter, STUTTER, blocked)
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if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked)
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if(drowsy) apply_effect(drowsy, DROWSY, blocked)
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return 1
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return 1
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@@ -57,7 +57,7 @@
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P.on_hit(src,2)
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return 2
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if(!P.nodamage)
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apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone)
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apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone, used_weapon = "Projectile([P.name])")
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P.on_hit(src, absorb)
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return absorb
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