From 1a4cedd412fb0fa04322f54ebf824562fb84b9de Mon Sep 17 00:00:00 2001 From: mwerezak Date: Mon, 2 Mar 2015 13:24:52 -0500 Subject: [PATCH] Fixes #7363 --- code/modules/mob/living/carbon/human/life.dm | 69 ++++++++++---------- 1 file changed, 36 insertions(+), 33 deletions(-) diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index 72c281a1f2..1aae456ae0 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -608,25 +608,28 @@ if(prob(20)) src << "You feel your face burning and a searing heat in your lungs!" - switch(breath.temperature) - if(-INFINITY to species.cold_level_3) - apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Cold") - fire_alert = max(fire_alert, 1) - if(species.cold_level_3 to species.cold_level_2) - apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Cold") - fire_alert = max(fire_alert, 1) - if(species.cold_level_2 to species.cold_level_1) - apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Cold") - fire_alert = max(fire_alert, 1) - if(species.heat_level_1 to species.heat_level_2) + if(breath.temperature > species.heat_level_1) + if(breath.temperature <= species.heat_level_2) apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Heat") fire_alert = max(fire_alert, 2) - if(species.heat_level_2 to species.heat_level_3) + else if(breath.temperature <= species.heat_level_3) apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Heat") fire_alert = max(fire_alert, 2) - if(species.heat_level_3 to INFINITY) + else apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Heat") fire_alert = max(fire_alert, 2) + + else if(breath.temperature < species.cold_level_1) + if(breath.temperature >= species.cold_level_2) + apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Cold") + fire_alert = max(fire_alert, 1) + else if(breath.temperature >= species.cold_level_3) + apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Cold") + fire_alert = max(fire_alert, 1) + else + apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Cold") + fire_alert = max(fire_alert, 1) + //breathing in hot/cold air also heats/cools you a bit var/temp_adj = breath.temperature - bodytemperature @@ -704,31 +707,31 @@ //Body temperature is too hot. fire_alert = max(fire_alert, 1) if(status_flags & GODMODE) return 1 //godmode - switch(bodytemperature) - if(species.heat_level_1 to species.heat_level_2) - take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature") - fire_alert = max(fire_alert, 2) - if(species.heat_level_2 to species.heat_level_3) - take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature") - fire_alert = max(fire_alert, 2) - if(species.heat_level_3 to INFINITY) - take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature") - fire_alert = max(fire_alert, 2) + + if(bodytemperature <= species.heat_level_2) + take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature") + fire_alert = max(fire_alert, 2) + else if(bodytemperature <= species.heat_level_3) + take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature") + fire_alert = max(fire_alert, 2) + else + take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature") + fire_alert = max(fire_alert, 2) else if(bodytemperature < species.cold_level_1) fire_alert = max(fire_alert, 1) if(status_flags & GODMODE) return 1 //godmode + if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) - switch(bodytemperature) - if(species.cold_level_2 to species.cold_level_1) - take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature") - fire_alert = max(fire_alert, 1) - if(species.cold_level_3 to species.cold_level_2) - take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature") - fire_alert = max(fire_alert, 1) - if(-INFINITY to species.cold_level_3) - take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature") - fire_alert = max(fire_alert, 1) + if(bodytemperature >= species.cold_level_2) + take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature") + fire_alert = max(fire_alert, 1) + else if(bodytemperature >= species.cold_level_3) + take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature") + fire_alert = max(fire_alert, 1) + else + take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature") + fire_alert = max(fire_alert, 1) // Account for massive pressure differences. Done by Polymorph // Made it possible to actually have something that can protect against high pressure... Done by Errorage. Polymorph now has an axe sticking from his head for his previous hardcoded nonsense!