diff --git a/code/__HELPERS/maths.dm b/code/__HELPERS/maths.dm index a0f4f9cb328..d9bbc18eceb 100644 --- a/code/__HELPERS/maths.dm +++ b/code/__HELPERS/maths.dm @@ -1,3 +1,5 @@ +#define RAND_F(L, H) (rand()*(H-L) + L) + // Credits to Nickr5 for the useful procs I've taken from his library resource. var/const/E = 2.71828183 diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm index 5561d9cfbd6..5ec4bc1e618 100644 --- a/code/game/turfs/simulated/walls.dm +++ b/code/game/turfs/simulated/walls.dm @@ -117,7 +117,7 @@ /turf/simulated/wall/adjacent_fire_act(turf/simulated/floor/adj_turf, datum/gas_mixture/adj_air, adj_temp, adj_volume) if(adj_temp > max_temperature) - take_damage(log(rand(0.9, 1.1) * (adj_temp - max_temperature))) + take_damage(log(RAND_F(0.9, 1.1) * (adj_temp - max_temperature))) return ..() diff --git a/code/game/turfs/simulated/walls_reinforced.dm b/code/game/turfs/simulated/walls_reinforced.dm index e06f9ba980a..9367df31c7c 100644 --- a/code/game/turfs/simulated/walls_reinforced.dm +++ b/code/game/turfs/simulated/walls_reinforced.dm @@ -5,7 +5,7 @@ opacity = 1 density = 1 - damage_cap = 1000 + damage_cap = 500 max_temperature = 6000 armor = 0.1 // Only 10% damage from gunfire, it's made from strong alloys and stuff. @@ -291,7 +291,7 @@ var/obj/item/light_fixture_frame/small/AH = W AH.try_build(src) return - + //Finally, CHECKING FOR FALSE WALLS if it isn't damaged else if(!d_state) return attack_hand(user)