diff --git a/code/_onclick/other_mobs.dm b/code/_onclick/other_mobs.dm
index 04612128ef..b84b9f467c 100644
--- a/code/_onclick/other_mobs.dm
+++ b/code/_onclick/other_mobs.dm
@@ -23,7 +23,7 @@
/mob/living/carbon/human/RangedAttack(var/atom/A)
if(!gloves && !mutations.len) return
var/obj/item/clothing/gloves/G = gloves
- if((LASER in mutations) && a_intent == "harm")
+ if((LASER in mutations) && a_intent == "hurt")
LaserEyes(A) // moved into a proc below
else if(istype(G) && G.Touch(A,0)) // for magic gloves
diff --git a/code/game/machinery/vending.dm b/code/game/machinery/vending.dm
index a5c4a631f0..2c2dd2f64b 100644
--- a/code/game/machinery/vending.dm
+++ b/code/game/machinery/vending.dm
@@ -315,7 +315,8 @@
if (src.product_records.len == 0)
dat += "No product loaded!"
else
- var/list/display_records = src.product_records
+ var/list/display_records = list()
+ display_records += src.product_records
if(src.extended_inventory)
display_records += src.hidden_records
diff --git a/code/game/objects/items/devices/suit_cooling.dm b/code/game/objects/items/devices/suit_cooling.dm
index 19d146b82c..6355fd26fd 100644
--- a/code/game/objects/items/devices/suit_cooling.dm
+++ b/code/game/objects/items/devices/suit_cooling.dm
@@ -42,7 +42,7 @@
var/mob/living/carbon/human/H = loc
- var/efficiency = H.get_pressure_protection() //you need to have a good seal for effective cooling
+ var/efficiency = 1 - H.get_pressure_weakness() //you need to have a good seal for effective cooling
var/env_temp = get_environment_temperature() //wont save you from a fire
var/temp_adj = min(H.bodytemperature - max(thermostat, env_temp), max_cooling)
diff --git a/code/game/objects/items/weapons/storage/fancy.dm b/code/game/objects/items/weapons/storage/fancy.dm
index 5766fd27e4..2d970f7193 100644
--- a/code/game/objects/items/weapons/storage/fancy.dm
+++ b/code/game/objects/items/weapons/storage/fancy.dm
@@ -68,6 +68,7 @@
icon_type = "egg"
name = "egg box"
storage_slots = 12
+ max_combined_w_class = 24
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/egg")
/obj/item/weapon/storage/fancy/egg_box/New()
diff --git a/code/modules/clothing/shoes/miscellaneous.dm b/code/modules/clothing/shoes/miscellaneous.dm
index 766cc96f05..069052fbfc 100644
--- a/code/modules/clothing/shoes/miscellaneous.dm
+++ b/code/modules/clothing/shoes/miscellaneous.dm
@@ -131,7 +131,7 @@
/obj/item/clothing/shoes/swimmingfins
desc = "Help you swim good."
name = "swimming fins"
- icon_state = "flipperfeet"
+ icon_state = "flippers"
flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
species_restricted = null
diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm
index 2245411483..106ba57a68 100644
--- a/code/modules/mob/living/carbon/human/life.dm
+++ b/code/modules/mob/living/carbon/human/life.dm
@@ -33,6 +33,8 @@
/mob/living/carbon/human/Life()
+
+
set invisibility = 0
set background = 1
@@ -128,38 +130,52 @@
for(var/obj/item/weapon/grab/G in src)
G.process()
+// Calculate how vulnerable the human is to under- and overpressure.
+// Returns 0 (equals 0 %) if sealed in an undamaged suit, 1 if unprotected (equals 100%).
+// Suitdamage can modifiy this in 10% steps.
+/mob/living/carbon/human/proc/get_pressure_weakness()
-//Much like get_heat_protection(), this returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
-/mob/living/carbon/human/proc/get_pressure_protection()
- var/pressure_adjustment_coefficient = 1 //Determins how much the clothing you are wearing protects you in percent.
+ var/pressure_adjustment_coefficient = 1 // Assume no protection at first.
- if(head && (head.flags & STOPSPRESSUREDMAGE))
- pressure_adjustment_coefficient -= PRESSURE_HEAD_REDUCTION_COEFFICIENT
+ if(wear_suit && (wear_suit.flags & STOPSPRESSUREDMAGE) && head && (head.flags & STOPSPRESSUREDMAGE)) // Complete set of pressure-proof suit worn, assume fully sealed.
+ pressure_adjustment_coefficient = 0
- if(wear_suit && (wear_suit.flags & STOPSPRESSUREDMAGE))
- pressure_adjustment_coefficient -= PRESSURE_SUIT_REDUCTION_COEFFICIENT
-
- //Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure reduction.
+ // Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure protection.
if(istype(wear_suit,/obj/item/clothing/suit/space))
var/obj/item/clothing/suit/space/S = wear_suit
if(S.can_breach && S.damage)
- var/pressure_loss = S.damage * 0.1
- pressure_adjustment_coefficient += pressure_loss
+ pressure_adjustment_coefficient += S.damage * 0.1
- pressure_adjustment_coefficient = min(1,max(pressure_adjustment_coefficient,0)) //So it isn't less than 0 or larger than 1.
+ pressure_adjustment_coefficient = min(1,max(pressure_adjustment_coefficient,0)) // So it isn't less than 0 or larger than 1.
- return 1 - pressure_adjustment_coefficient //want 0 to be bad protection, 1 to be good protection
+ return pressure_adjustment_coefficient
+// Calculate how much of the enviroment pressure-difference affects the human.
/mob/living/carbon/human/calculate_affecting_pressure(var/pressure)
- ..()
- var/pressure_difference = abs( pressure - ONE_ATMOSPHERE )
+ var/pressure_difference
- pressure_difference = pressure_difference * (1 - get_pressure_protection())
+ // First get the absolute pressure difference.
+ if(pressure < ONE_ATMOSPHERE) // We are in an underpressure.
+ pressure_difference = ONE_ATMOSPHERE - pressure
+
+ else //We are in an overpressure or standard atmosphere.
+ pressure_difference = pressure - ONE_ATMOSPHERE
+
+ if(pressure_difference < 5) // If the difference is small, don't bother calculating the fraction.
+ pressure_difference = 0
- if(pressure > ONE_ATMOSPHERE)
- return ONE_ATMOSPHERE + pressure_difference
else
+ // Otherwise calculate how much of that absolute pressure difference affects us, can be 0 to 1 (equals 0% to 100%).
+ // This is our relative difference.
+ pressure_difference *= get_pressure_weakness()
+
+ // The difference is always positive to avoid extra calculations.
+ // Apply the relative difference on a standard atmosphere to get the final result.
+ // The return value will be the adjusted_pressure of the human that is the basis of pressure warnings and damage.
+ if(pressure < ONE_ATMOSPHERE)
return ONE_ATMOSPHERE - pressure_difference
+ else
+ return ONE_ATMOSPHERE + pressure_difference
/mob/living/carbon/human
proc/handle_disabilities()
@@ -1686,26 +1702,19 @@
if(status_flags & FAKEDEATH)
temp = PULSE_NONE //pretend that we're dead. unlike actual death, can be inflienced by meds
+ //handles different chems' influence on pulse
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id in bradycardics)
if(temp <= PULSE_THREADY && temp >= PULSE_NORM)
temp--
- break //one reagent is enough
- //comment out the breaks to make med effects stack
- for(var/datum/reagent/R in reagents.reagent_list) //handles different chems' influence on pulse
if(R.id in tachycardics)
if(temp <= PULSE_FAST && temp >= PULSE_NONE)
temp++
- break
- for(var/datum/reagent/R in reagents.reagent_list) //To avoid using fakedeath
- if(R.id in heartstopper)
+ if(R.id in heartstopper) //To avoid using fakedeath
temp = PULSE_NONE
- break
- for(var/datum/reagent/R in reagents.reagent_list) //Conditional heart-stoppage
- if(R.id in cheartstopper)
+ if(R.id in cheartstopper) //Conditional heart-stoppage
if(R.volume >= R.overdose)
temp = PULSE_NONE
- break
return temp
diff --git a/code/modules/mob/living/carbon/monkey/life.dm b/code/modules/mob/living/carbon/monkey/life.dm
index 19cfe31686..ead7444671 100644
--- a/code/modules/mob/living/carbon/monkey/life.dm
+++ b/code/modules/mob/living/carbon/monkey/life.dm
@@ -80,11 +80,6 @@
emote(pick("scratch","jump","roll","tail"))
updatehealth()
-
-/mob/living/carbon/monkey/calculate_affecting_pressure(var/pressure)
- ..()
- return pressure
-
/mob/living/carbon/monkey
proc/handle_disabilities()
@@ -401,9 +396,7 @@
//Moved these vars here for use in the fuck-it-skip-processing check.
var/pressure = environment.return_pressure()
- var/adjusted_pressure = calculate_affecting_pressure(pressure) //Returns how much pressure actually affects the mob.
-
- if(adjusted_pressure < WARNING_HIGH_PRESSURE && adjusted_pressure > WARNING_LOW_PRESSURE && abs(environment.temperature - 293.15) < 20 && abs(bodytemperature - 310.14) < 0.5 && environment.phoron < MOLES_PHORON_VISIBLE)
+ if(pressure < WARNING_HIGH_PRESSURE && pressure > WARNING_LOW_PRESSURE && abs(environment.temperature - 293.15) < 20 && abs(bodytemperature - 310.14) < 0.5 && environment.phoron < MOLES_PHORON_VISIBLE)
//Hopefully should fix the walk-inside-still-pressure-warning issue.
if(pressure_alert)
@@ -425,9 +418,9 @@
bodytemperature += 0.1*(environment.temperature - bodytemperature)*environment_heat_capacity/(environment_heat_capacity + 270000)
//Account for massive pressure differences
- switch(adjusted_pressure)
+ switch(pressure)
if(HAZARD_HIGH_PRESSURE to INFINITY)
- adjustBruteLoss( min( ( (adjusted_pressure / HAZARD_HIGH_PRESSURE) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
+ adjustBruteLoss( min( ( (pressure / HAZARD_HIGH_PRESSURE) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
pressure_alert = 2
if(WARNING_HIGH_PRESSURE to HAZARD_HIGH_PRESSURE)
pressure_alert = 1
diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm
index e3de241980..e0733ce7b4 100644
--- a/code/modules/mob/living/living.dm
+++ b/code/modules/mob/living/living.dm
@@ -18,7 +18,7 @@
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
//affects them once clothing is factored in. ~Errorage
/mob/living/proc/calculate_affecting_pressure(var/pressure)
- return 0
+ return
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
diff --git a/code/modules/reagents/Chemistry-Machinery.dm b/code/modules/reagents/Chemistry-Machinery.dm
index 9c06be563b..8186c5197b 100644
--- a/code/modules/reagents/Chemistry-Machinery.dm
+++ b/code/modules/reagents/Chemistry-Machinery.dm
@@ -14,15 +14,13 @@
var/energy = 100
var/max_energy = 100
var/amount = 30
- var/accept_glass = 0
+ var/accept_glass = 0 //At 0 ONLY accepts glass containers. Kinda misleading varname.
var/beaker = null
var/recharged = 0
var/hackedcheck = 0
var/list/dispensable_reagents = list("hydrogen","lithium","carbon","nitrogen","oxygen","fluorine",
"sodium","aluminum","silicon","phosphorus","sulfur","chlorine","potassium","iron",
"copper","mercury","radium","water","ethanol","sugar","sacid","tungsten")
- var/list/broken_requirements = list()
- var/broken_on_spawn = 0
/obj/machinery/chem_dispenser/proc/recharge()
if(stat & (BROKEN|NOPOWER)) return
@@ -42,7 +40,6 @@
nanomanager.update_uis(src) // update all UIs attached to src
/obj/machinery/chem_dispenser/process()
-
if(recharged <= 0)
recharge()
recharged = 15
@@ -54,27 +51,6 @@
recharge()
dispensable_reagents = sortList(dispensable_reagents)
- if(broken_on_spawn)
- var/amount = pick(1,2,2,3,4)
- var/list/options = list()
- options[/obj/item/weapon/stock_parts/capacitor/adv] = "Add an advanced capacitor to fix it."
- options[/obj/item/weapon/stock_parts/console_screen] = "Replace the console screen to fix it."
- options[/obj/item/weapon/stock_parts/manipulator/pico] = "Upgrade to a pico manipulator to fix it."
- options[/obj/item/weapon/stock_parts/matter_bin/adv] = "Give it an advanced matter bin to fix it."
- options[/obj/item/stack/sheet/mineral/diamond] = "Line up a cut diamond with the nozzle to fix it."
- options[/obj/item/stack/sheet/mineral/uranium] = "Position a uranium sheet inside to fix it."
- options[/obj/item/stack/sheet/mineral/phoron] = "Enter a block of phoron to fix it."
- options[/obj/item/stack/sheet/mineral/silver] = "Cover the internals with a silver lining to fix it."
- options[/obj/item/stack/sheet/mineral/gold] = "Wire a golden filament to fix it."
- options[/obj/item/stack/sheet/plasteel] = "Surround the outside with a plasteel cover to fix it."
- options[/obj/item/stack/sheet/rglass] = "Insert a pane of reinforced glass to fix it."
- stat |= BROKEN
- while(amount > 0)
- amount -= 1
-
- var/index = pick(options)
- broken_requirements[index] = options[index]
- options -= index
/obj/machinery/chem_dispenser/ex_act(severity)
switch(severity)
@@ -105,9 +81,6 @@
* @return nothing
*/
/obj/machinery/chem_dispenser/ui_interact(mob/user, ui_key = "main",var/datum/nanoui/ui = null)
- if(broken_requirements.len)
- user << "[src] is broken. [broken_requirements[broken_requirements[1]]]"
- return
if(stat & (BROKEN|NOPOWER)) return
if(user.stat || user.restrained()) return
@@ -183,19 +156,6 @@
/obj/machinery/chem_dispenser/attackby(var/obj/item/weapon/reagent_containers/B as obj, var/mob/user as mob)
if(isrobot(user))
return
-
- if(broken_requirements.len && B.type == broken_requirements[1])
- broken_requirements -= broken_requirements[1]
- user << "You fix [src]."
- if(istype(B,/obj/item/stack))
- var/obj/item/stack/S = B
- S.use(1)
- else
- user.drop_item()
- del(B)
- if(broken_requirements.len==0)
- stat ^= BROKEN
- return
if(src.beaker)
user << "Something is already loaded into the machine."
return
@@ -218,7 +178,6 @@
/obj/machinery/chem_dispenser/attack_hand(mob/user as mob)
if(stat & BROKEN)
return
-
ui_interact(user)
/obj/machinery/chem_dispenser/soda
@@ -245,6 +204,7 @@
dispensable_reagents -= list("thirteenloko")
hackedcheck = 0
return
+
/obj/machinery/chem_dispenser/beer
icon_state = "booze_dispenser"
name = "booze dispenser"
diff --git a/code/modules/reagents/Chemistry-Reagents.dm b/code/modules/reagents/Chemistry-Reagents.dm
index d115faaf97..570f1fb84c 100644
--- a/code/modules/reagents/Chemistry-Reagents.dm
+++ b/code/modules/reagents/Chemistry-Reagents.dm
@@ -2064,7 +2064,7 @@ datum
description = "This is what makes chilis hot."
reagent_state = LIQUID
color = "#B31008" // rgb: 179, 16, 8
-
+
on_mob_life(var/mob/living/M as mob)
if(!M)
M = holder.my_atom
@@ -2078,7 +2078,7 @@ datum
H << "\red Your insides feel uncomfortably hot !"
if(2 to 20)
if(prob(5))
- H << "\red Your insides feel uncomfortably hot !"
+ H << "\red Your insides feel uncomfortably hot !"
if(20 to INFINITY)
H.apply_effect(2,AGONY,0)
if(prob(5))
@@ -2186,10 +2186,10 @@ datum
on_mob_life(var/mob/living/M as mob)
if(!M)
- M = holder.my_atom
- M.bodytemperature = max(M.bodytemperature - 10 * TEMPERATURE_DAMAGE_COEFFICIENT, 0)
+ M = holder.my_atom
+ M.bodytemperature = max(M.bodytemperature - 10 * TEMPERATURE_DAMAGE_COEFFICIENT, 0)
if(prob(1))
- M.emote("shiver")
+ M.emote("shiver")
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature = max(M.bodytemperature - rand(10,20), 0)
holder.remove_reagent("capsaicin", 5)
diff --git a/code/modules/reagents/Chemistry-Recipes.dm b/code/modules/reagents/Chemistry-Recipes.dm
index fbc3488d91..b0f9427000 100644
--- a/code/modules/reagents/Chemistry-Recipes.dm
+++ b/code/modules/reagents/Chemistry-Recipes.dm
@@ -130,7 +130,7 @@ datum
water //I can't believe we never had this.
name = "Water"
id = "water"
- result = null
+ result = "water"
required_reagents = list("oxygen" = 2, "hydrogen" = 1)
result_amount = 1
diff --git a/code/setup.dm b/code/setup.dm
index 13974e022e..f26f05780e 100644
--- a/code/setup.dm
+++ b/code/setup.dm
@@ -66,9 +66,6 @@
#define MAX_HIGH_PRESSURE_DAMAGE 4 //This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :(
#define LOW_PRESSURE_DAMAGE 2 //The amounb of damage someone takes when in a low pressure area (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
-#define PRESSURE_SUIT_REDUCTION_COEFFICIENT 0.8 //This is how much (percentual) a suit with the flag STOPSPRESSUREDMAGE reduces pressure.
-#define PRESSURE_HEAD_REDUCTION_COEFFICIENT 0.4 //This is how much (percentual) a helmet/hat with the flag STOPSPRESSUREDMAGE reduces pressure.
-
// Doors!
#define DOOR_CRUSH_DAMAGE 10