Radiation Refactor (#19270)

* Part 1

* WIP

* The rest of these

* More stuff

* Whoops, did that wrong

* typo

* gweeen

* This all works

* SHOWER

* Rads

* awa

* rad

* Update life.dm

* edits

* Makes lvl 3 rads give you a warning.

You should already know by this point, but this makes it EXTRA clear you're getting fucked

* Update vorestation.dme

* aaa

* propagate

* gwah

* more fixes

* AAA

* Update radiation.dm

* Update radiation.dm

* mobs rads

* rads

* fix this

* Update _reagents.dm

* these

* Get rid of these

* rad

* Update config.txt

* fixed

* Update radiation_effects.dm
This commit is contained in:
Cameron Lennox
2026-03-22 12:29:09 -04:00
committed by GitHub
parent d91baf9c9f
commit cbc4151bfb
113 changed files with 2044 additions and 551 deletions
@@ -23,10 +23,40 @@
qdel(src)
/obj/effect/decal/cleanable/greenglow
var/last_event = 0
/// Mutex to prevent infinite recursion when propagating radiation pulses
var/active = null
/obj/effect/decal/cleanable/greenglow/Initialize(mapload, _age)
. = ..()
QDEL_IN(src, 2 MINUTES)
START_PROCESSING(SSobj, src)
/obj/effect/decal/cleanable/greenglow/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/effect/decal/cleanable/greenglow/process()
radiate()
..()
/obj/effect/decal/cleanable/greenglow/proc/radiate()
SIGNAL_HANDLER
if(active)
return
if(world.time <= last_event + 1.5 SECONDS)
return
active = TRUE
radiation_pulse(
src,
max_range = 5,
threshold = RAD_LIGHT_INSULATION,
chance = URANIUM_IRRADIATION_CHANCE,
strength = 2
)
last_event = world.time
active = FALSE
/obj/effect/decal/cleanable/dirt
name = "dirt"
@@ -2,7 +2,35 @@
/obj/effect/map_effect/radiation_emitter
name = "radiation emitter"
icon_state = "radiation_emitter"
var/range = 3
var/radiation_power = 30 // Bigger numbers means more radiation.
var/last_event = 0
/// Mutex to prevent infinite recursion when propagating radiation pulses
var/active = null
var/strength = 50
/obj/effect/map_effect/radiation_emitter/process()
radiate()
..()
/obj/effect/map_effect/radiation_emitter/proc/radiate()
SIGNAL_HANDLER
if(active)
return
if(world.time <= last_event + 1.5 SECONDS)
return
active = TRUE
radiation_pulse(
src,
max_range = range,
threshold = RAD_LIGHT_INSULATION,
chance = radiation_power,
minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
strength = strength
)
last_event = world.time
active = FALSE
/obj/effect/map_effect/radiation_emitter/Initialize(mapload)
START_PROCESSING(SSobj, src)
@@ -12,8 +40,7 @@
STOP_PROCESSING(SSobj, src)
return ..()
/obj/effect/map_effect/radiation_emitter/process()
SSradiation.radiate(src, radiation_power)
/obj/effect/map_effect/radiation_emitter/strong
range = 7
radiation_power = 100
strength = 250
+2
View File
@@ -195,6 +195,7 @@
syringe = null
/obj/structure/closet/body_bag/cryobag/Entered(atom/movable/AM)
ADD_TRAIT(AM, TRAIT_STASIS, REF(src))
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
H.Stasis(stasis_level)
@@ -209,6 +210,7 @@
..()
/obj/structure/closet/body_bag/cryobag/Exited(atom/movable/AM)
REMOVE_TRAIT(AM, TRAIT_STASIS, REF(src))
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
H.Stasis(0)
+18 -2
View File
@@ -575,6 +575,9 @@
/obj/item/shockpaddles/standalone
desc = "A pair of shockpaddles powered by an experimental miniaturized reactor" //Inspired by the advanced e-gun
var/fail_counter = 0
var/last_event = 0
/// Mutex to prevent infinite recursion when propagating radiation pulses
var/active = null
/obj/item/shockpaddles/standalone/Destroy()
. = ..()
@@ -585,12 +588,25 @@
return 1
/obj/item/shockpaddles/standalone/checked_use(var/charge_amt)
SSradiation.radiate(src, charge_amt/12) //just a little bit of radiation. It's the price you pay for being powered by magic I guess
radiation_pulse(
src,
max_range = 5,
threshold = RAD_MEDIUM_INSULATION,
chance = URANIUM_IRRADIATION_CHANCE,
strength = 50
)
return 1
/obj/item/shockpaddles/standalone/process()
if(fail_counter > 0)
SSradiation.radiate(src, fail_counter--)
radiation_pulse(
src,
max_range = 5,
threshold = RAD_MEDIUM_INSULATION,
chance = URANIUM_IRRADIATION_CHANCE,
strength = 15
)
fail_counter--
else
STOP_PROCESSING(SSobj, src)
+118 -101
View File
@@ -1,102 +1,136 @@
//Geiger counter
//Rewritten version of TG's geiger counter
//I opted to show exact radiation levels
/obj/item/geiger
name = "geiger counter"
desc = "A handheld device used for detecting and measuring radiation in an area."
icon = 'icons/obj/device.dmi'
/obj/item/geiger //DISCLAIMER: I know nothing about how real-life Geiger counters work. This will not be realistic. ~Xhuis
name = "\improper Geiger counter"
desc = "A handheld device used for detecting and measuring radiation pulses."
icon = 'icons/obj/devices/scanner.dmi'
icon_state = "geiger_off"
item_state = "multitool"
item_icons = list(
slot_l_hand_str = 'icons/mob/inhands/equipment/tools_lefthand.dmi',
slot_r_hand_str = 'icons/mob/inhands/equipment/tools_righthand.dmi',
)
w_class = ITEMSIZE_SMALL
var/scanning = 0
var/radiation_count = 0
var/datum/looping_sound/geiger/soundloop
slot_flags = SLOT_BELT
item_flags = NOBLUDGEON
matter = list(/datum/material/steel = SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.5)
var/last_perceived_radiation_danger = null
var/scanning = FALSE
var/mounted = FALSE
pickup_sound = 'sound/items/pickup/device.ogg'
drop_sound = 'sound/items/drop/device.ogg'
/obj/item/geiger/Initialize(mapload)
soundloop = new(list(src), FALSE)
return ..()
. = ..()
/obj/item/geiger/Destroy()
STOP_PROCESSING(SSobj, src)
QDEL_NULL(soundloop)
return ..()
/obj/item/geiger/process()
get_radiation()
/obj/item/geiger/proc/get_radiation()
if(!scanning)
return
radiation_count = SSradiation.get_rads_at_turf(get_turf(src))
update_icon()
update_sound()
RegisterSignal(src, COMSIG_IN_RANGE_OF_IRRADIATION, PROC_REF(on_pre_potential_irradiation))
/obj/item/geiger/examine(mob/user)
. = ..()
get_radiation()
. += span_warning("[scanning ? "Ambient" : "Stored"] radiation level: [radiation_count ? radiation_count : "0"]Bq.")
/obj/item/geiger/rad_act(amount)
if(!amount || !scanning)
return FALSE
if(amount > radiation_count)
radiation_count = amount
update_icon()
update_sound()
/obj/item/geiger/proc/update_sound()
var/datum/looping_sound/geiger/loop = soundloop
if(!scanning)
loop.stop()
return
if(!radiation_count)
loop.stop()
return
loop.last_radiation = radiation_count
loop.start()
/obj/item/geiger/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
if(mounted)
return
scanning = !scanning
if(scanning)
START_PROCESSING(SSobj, src)
else
STOP_PROCESSING(SSobj, src)
update_icon()
update_sound()
to_chat(user, span_notice("[icon2html(src, user.client)] You switch [scanning ? "on" : "off"] \the [src]."))
. += span_info("Alt-click it to clear stored radiation levels.")
switch(last_perceived_radiation_danger)
if(null)
. += span_notice("Ambient radiation level count reports that all is well.")
if(PERCEIVED_RADIATION_DANGER_LOW)
. += span_alert("Ambient radiation levels slightly above average.")
if(PERCEIVED_RADIATION_DANGER_MEDIUM)
. += span_warning("Ambient radiation levels above average.")
if(PERCEIVED_RADIATION_DANGER_HIGH)
. += span_danger("Ambient radiation levels highly above average.")
if(PERCEIVED_RADIATION_DANGER_EXTREME)
. += span_suicide("Ambient radiation levels reaching critical level!")
/obj/item/geiger/update_icon()
if(!scanning)
icon_state = "geiger_off"
return 1
return ..()
switch(radiation_count)
switch(last_perceived_radiation_danger)
if(null)
icon_state = "geiger_on_1"
if(-INFINITY to RAD_LEVEL_LOW)
icon_state = "geiger_on_1"
if(RAD_LEVEL_LOW to RAD_LEVEL_MODERATE)
if(PERCEIVED_RADIATION_DANGER_LOW)
icon_state = "geiger_on_2"
if(RAD_LEVEL_MODERATE to RAD_LEVEL_HIGH)
if(PERCEIVED_RADIATION_DANGER_MEDIUM)
icon_state = "geiger_on_3"
if(RAD_LEVEL_HIGH to RAD_LEVEL_VERY_HIGH)
if(PERCEIVED_RADIATION_DANGER_HIGH)
icon_state = "geiger_on_4"
if(RAD_LEVEL_VERY_HIGH to INFINITY)
if(PERCEIVED_RADIATION_DANGER_EXTREME)
icon_state = "geiger_on_5"
return ..()
///////////////////////
/obj/item/geiger/attack_self(mob/user)
. = ..()
if(.)
return TRUE
scanning = !scanning
if (scanning)
AddComponent(/datum/component/geiger_sound)
else
qdel(GetComponent(/datum/component/geiger_sound))
update_icon()
balloon_alert(user, "switch [scanning ? "on" : "off"]")
/obj/item/geiger/afterattack(atom/interacting_with, mob/user, proximity_flag, click_parameters)
. = ..()
if(SHOULD_SKIP_INTERACTION(interacting_with, src, user))
return NONE
return attack_at_range(interacting_with, user, proximity_flag, click_parameters)
/obj/item/geiger/proc/attack_at_range(atom/interacting_with, mob/living/user, proximity_flag, click_parameters) //This is ranged_interact_with_atom on TG but we don't have that yet.
if(!CAN_IRRADIATE(interacting_with))
return NONE
user.visible_message(span_notice("[user] scans [interacting_with] with [src]."), span_notice("You scan [interacting_with]'s radiation levels with [src]..."))
addtimer(CALLBACK(src, PROC_REF(scan), interacting_with, user), 20, TIMER_UNIQUE) // Let's not have spamming GetAllContents
return ITEM_INTERACT_SUCCESS
/obj/item/geiger/equipped(mob/user, slot, initial)
. = ..()
RegisterSignal(user, COMSIG_IN_RANGE_OF_IRRADIATION, PROC_REF(on_pre_potential_irradiation))
/obj/item/geiger/dropped(mob/user, silent = FALSE)
. = ..()
UnregisterSignal(user, COMSIG_IN_RANGE_OF_IRRADIATION)
/obj/item/geiger/proc/on_pre_potential_irradiation(datum/source, datum/radiation_pulse_information/pulse_information, insulation_to_target)
SIGNAL_HANDLER
last_perceived_radiation_danger = get_perceived_radiation_danger(pulse_information, insulation_to_target)
addtimer(CALLBACK(src, PROC_REF(reset_perceived_danger)), TIME_WITHOUT_RADIATION_BEFORE_RESET, TIMER_UNIQUE | TIMER_OVERRIDE)
if (scanning)
update_icon()
/obj/item/geiger/proc/reset_perceived_danger()
last_perceived_radiation_danger = null
if (scanning)
update_icon()
/obj/item/geiger/proc/scan(atom/target, mob/user)
if (SEND_SIGNAL(target, COMSIG_GEIGER_COUNTER_SCAN, user, src) & COMSIG_GEIGER_COUNTER_SCAN_SUCCESSFUL)
return
if(isliving(target))
var/mob/living/living_target = target
if(living_target.radiation)
to_chat(user, span_notice("[icon2html(src, user)] [living_target] is reporting a radiation level of [living_target.radiation]."))
return
to_chat(user, span_notice("[icon2html(src, user)] [isliving(target) ? "Subject" : "Target"] is free of radioactive contamination."))
/obj/item/geiger/click_alt(mob/living/user)
if(!scanning)
to_chat(user, span_warning("[src] must be on to reset its radiation level!"))
return CLICK_ACTION_BLOCKING
to_chat(user, span_notice("You flush [src]'s radiation counts, resetting it to normal."))
last_perceived_radiation_danger = null
update_icon()
return CLICK_ACTION_SUCCESS
/obj/item/geiger/wall
name = "mounted geiger counter"
@@ -105,8 +139,7 @@
icon_state = "geiger_wall"
item_state = "geiger_wall"
anchored = TRUE
scanning = 1
radiation_count = 0
scanning = TRUE
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
w_class = ITEMSIZE_LARGE
@@ -118,41 +151,25 @@
mounted = TRUE
/obj/item/geiger/wall/Initialize(mapload)
START_PROCESSING(SSobj, src)
soundloop = new(list(src), FALSE)
return ..()
. = ..()
if(scanning)
AddComponent(/datum/component/geiger_sound)
/obj/item/geiger/wall/Destroy()
STOP_PROCESSING(SSobj, src)
QDEL_NULL(soundloop)
return ..()
/obj/item/geiger/wall/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
scanning = !scanning
update_icon()
update_sound()
to_chat(user, span_notice("[icon2html(src, user.client)] You switch [scanning ? "on" : "off"] \the [src]."))
/obj/item/geiger/wall/update_icon()
if(!scanning)
icon_state = "geiger_wall-p"
return 1
switch(radiation_count)
switch(last_perceived_radiation_danger)
if(null)
icon_state = "geiger_level_1"
if(-INFINITY to RAD_LEVEL_LOW)
icon_state = "geiger_level_1"
if(RAD_LEVEL_LOW to RAD_LEVEL_MODERATE)
if(PERCEIVED_RADIATION_DANGER_LOW)
icon_state = "geiger_level_2"
if(RAD_LEVEL_MODERATE to RAD_LEVEL_HIGH)
if(PERCEIVED_RADIATION_DANGER_MEDIUM)
icon_state = "geiger_level_3"
if(RAD_LEVEL_HIGH to RAD_LEVEL_VERY_HIGH)
if(PERCEIVED_RADIATION_DANGER_HIGH)
icon_state = "geiger_level_4"
if(RAD_LEVEL_VERY_HIGH to INFINITY)
if(PERCEIVED_RADIATION_DANGER_EXTREME)
icon_state = "geiger_level_5"
/obj/item/geiger/wall/attack_ai(mob/user as mob)
+65 -2
View File
@@ -27,18 +27,58 @@
name = "misshapen manhole cover"
desc = "The top of this twisted chunk of metal is faintly stamped with a five pointed star. 'Property of US Army, Pascal B - 1957'."
catalogue_data = list(/datum/category_item/catalogue/information/objects/pascalb)
var/last_event = 0
/// Mutex to prevent infinite recursion when propagating radiation pulses
var/active = null
/obj/item/poi/pascalb/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/poi/pascalb/process()
SSradiation.radiate(src, 5)
radiate()
..()
/obj/item/poi/pascalb/proc/radiate()
SIGNAL_HANDLER
if(active)
return
if(world.time <= last_event + 1.5 SECONDS)
return
active = TRUE
radiation_pulse(
src,
max_range = 3,
threshold = RAD_MEDIUM_INSULATION,
chance = URANIUM_IRRADIATION_CHANCE,
minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
strength = 25
)
last_event = world.time
active = FALSE
/obj/item/poi/pascalb/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/poi/pascalb/deadly //For testing purposes, mainly.
/obj/item/poi/pascalb/deadly/radiate()
if(active)
return
if(world.time <= last_event + 1.5 SECONDS)
return
active = TRUE
radiation_pulse(
src,
max_range = 3,
threshold = RAD_MEDIUM_INSULATION,
chance = 100,
strength = 250
)
last_event = world.time
active = FALSE
/datum/category_item/catalogue/information/objects/oldreactor
name = "Object - Zorren Fission Reactor Rack"
desc = "Prior to Humanity's arrival in the virgo-erigone space, introducing advanced phoron technologies, \
@@ -78,15 +118,38 @@
name = "ruptured fission reactor rack"
desc = "This broken hunk of machinery looks extremely dangerous."
catalogue_data = list(/datum/category_item/catalogue/information/objects/oldreactor)
var/last_event = 0
/// Mutex to prevent infinite recursion when propagating radiation pulses
var/active = null
/obj/item/poi/brokenoldreactor/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/poi/brokenoldreactor/process()
SSradiation.radiate(src, 25)
radiate()
..()
/obj/item/poi/brokenoldreactor/proc/radiate()
SIGNAL_HANDLER
if(active)
return
if(world.time <= last_event + 1.5 SECONDS)
return
active = TRUE
radiation_pulse(
src,
max_range = 5,
threshold = RAD_MEDIUM_INSULATION,
chance = URANIUM_IRRADIATION_CHANCE,
minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
strength = 50
)
last_event = world.time
active = FALSE
/obj/item/poi/brokenoldreactor/Destroy()
UnregisterSignal(src, COMSIG_ATOM_PROPAGATE_RAD_PULSE)
STOP_PROCESSING(SSobj, src)
return ..()
@@ -1100,9 +1100,13 @@ CIGARETTE PACKETS ARE IN FANCY.DM
user.drop_from_inventory(e)
log_and_message_admins("[user] dusted themselves and caused massive radiation with [src]!",user)
user.dust()
var/rads = 500
SSradiation.radiate(src, rads)
radiation_pulse(
src,
max_range = 12,
threshold = RAD_HEAVY_INSULATION,
chance = URANIUM_IRRADIATION_CHANCE * 2,
strength = 300
)
set_light(5)
START_PROCESSING(SSobj, src)
else
+10 -2
View File
@@ -18,6 +18,7 @@
var/upgrading = FALSE
var/applies_material_colour = 1
var/wall_type = /turf/simulated/wall
rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/girder/Initialize(mapload, var/material_key)
. = ..()
@@ -42,9 +43,16 @@
/obj/structure/girder/proc/radiate()
var/total_radiation = girder_material.radioactivity + (reinf_material ? reinf_material.radioactivity / 2 : 0)
if(!total_radiation)
return
return FALSE
SSradiation.radiate(src, total_radiation)
radiation_pulse(
src,
max_range = 5,
threshold = RAD_MEDIUM_INSULATION,
chance = URANIUM_IRRADIATION_CHANCE,
minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
strength = total_radiation
)
return total_radiation
+2
View File
@@ -59,6 +59,7 @@
density = FALSE
layer = ABOVE_TURF_LAYER
can_atmos_pass = ATMOS_PASS_NO
rad_insulation = RAD_LIGHT_INSULATION
alpha = 150
/obj/structure/holosign/barrier/combifan/Destroy()
@@ -75,6 +76,7 @@
icon_state = "holo_medical"
alpha = 125
var/buzzed = 0
rad_insulation = RAD_NO_INSULATION
/obj/structure/holosign/barrier/medical/CanPass(atom/movable/mover, border_dir)
. = ..()
+44 -1
View File
@@ -23,6 +23,7 @@
var/can_pick = TRUE //can it be picked/bypassed?
var/lock_difficulty = 1 //multiplier to picking/bypassing time
var/keysound = 'sound/items/toolbelt_equip.ogg'
rad_insulation = RAD_MEDIUM_INSULATION
/obj/structure/simple_door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
TemperatureAct(exposed_temperature)
@@ -240,19 +241,57 @@
/obj/structure/simple_door/process()
if(!material.radioactivity)
return
SSradiation.radiate(src, round(material.radioactivity/3))
radiation_pulse(
src,
max_range = 5,
threshold = RAD_MEDIUM_INSULATION,
chance = round((material.radioactivity * 0.33), 0.1),
minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
strength = material.radioactivity
)
/obj/structure/simple_door/iron/Initialize(mapload,var/material_name)
. = ..(mapload, material_name || MAT_IRON)
/obj/structure/simple_door/silver
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/simple_door/silver/Initialize(mapload,var/material_name)
. = ..(mapload, material_name || MAT_SILVER)
/obj/structure/simple_door/gold
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/simple_door/gold/Initialize(mapload,var/material_name)
. = ..(mapload, material_name || MAT_GOLD)
/obj/structure/simple_door/uranium
rad_insulation = RAD_NO_INSULATION
var/last_event = 0
/// Mutex to prevent infinite recursion when propagating radiation pulses
var/active = null
/obj/structure/simple_door/uranium/Initialize(mapload,var/material_name)
. = ..(mapload, material_name || MAT_URANIUM)
START_PROCESSING(SSobj, src)
/obj/structure/simple_door/uranium/proc/radiate()
SIGNAL_HANDLER
if(active)
return
if(world.time <= last_event + 1.5 SECONDS)
return
active = TRUE
radiation_pulse(
src,
max_range = 3,
threshold = RAD_LIGHT_INSULATION,
chance = URANIUM_IRRADIATION_CHANCE,
minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
strength = 5
)
last_event = world.time
active = FALSE
/obj/structure/simple_door/sandstone/Initialize(mapload,var/material_name)
. = ..(mapload, material_name || MAT_SANDSTONE)
@@ -260,9 +299,13 @@
/obj/structure/simple_door/phoron/Initialize(mapload,var/material_name)
. = ..(mapload, material_name || MAT_PHORON)
/obj/structure/simple_door/diamond
rad_insulation = RAD_EXTREME_INSULATION
/obj/structure/simple_door/diamond/Initialize(mapload,var/material_name)
. = ..(mapload, material_name || MAT_DIAMOND)
//I was going to give wooden doors RAD_VERY_LIGHT_INSULATION but they need a proper parent instead of this garbage.
/obj/structure/simple_door/wood/Initialize(mapload,var/material_name)
. = ..(mapload, material_name || MAT_WOOD)
knock_sound = 'sound/machines/door/knock_wood.wav'
+1 -2
View File
@@ -261,10 +261,8 @@
//Yes, showers are super powerful as far as washing goes.
/obj/machinery/shower/proc/wash_atom(atom/A)
/* //TG cleans rads and only does CLEAN_WASH, not sure if that's wanted here.
A.wash(CLEAN_RAD | CLEAN_TYPE_WEAK) // Clean radiation non-instantly
A.wash(CLEAN_WASH)
*/
A.wash(CLEAN_SCRUB)
reagents.splash(A, reaction_volume / 20, 1, TRUE, min_spill = 0, max_spill = 0) //Reaction volume needs to be divided by 20 due to a larger internal volume
@@ -274,6 +272,7 @@
check_heat(L)
L.extinguish_mob()
L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
L.radiation = CLAMP(L.radiation - 5, 0, RADIATION_CAP)
if(!iscarbon(A))
return
+5
View File
@@ -23,6 +23,7 @@
var/glasstype = null // Set this in subtypes. Null is assumed strange or otherwise impossible to dismantle, such as for shuttle glass.
var/silicate = 0 // number of units of silicate
var/fulltile = FALSE // Set to true on full-tile variants.
rad_insulation = RAD_VERY_LIGHT_INSULATION //Windows can have multiple placed on one tile, meaning you have to account for the potential that someone could just build a bunch of windows on one tile to prevent rads entirely.
/obj/structure/window/examine(mob/user)
. = ..()
@@ -514,6 +515,7 @@
maxhealth = 80
fulltile = TRUE
flags = NONE
rad_insulation = RAD_LIGHT_INSULATION
/obj/structure/window/phoronreinforced
name = "reinforced borosilicate window"
@@ -527,12 +529,14 @@
damage_per_fire_tick = 1.0 // This should last for 80 fire ticks if the window is not damaged at all. The idea is that borosilicate windows have something like ablative layer that protects them for a while.
maxhealth = 80.0
force_threshold = 10
rad_insulation = RAD_LIGHT_INSULATION
/obj/structure/window/phoronreinforced/full
icon_state = "phoronrwindow-full"
maxhealth = 160
fulltile = TRUE
flags = NONE
rad_insulation = RAD_MEDIUM_INSULATION
/obj/structure/window/reinforced
name = "reinforced window"
@@ -578,6 +582,7 @@
basestate = "w"
dir = 5
force_threshold = 7
rad_insulation = RAD_MEDIUM_INSULATION
/obj/structure/window/reinforced/polarized
name = "electrochromic window"
@@ -11,6 +11,7 @@
damage_per_fire_tick = 1.0
maxhealth = 100.0
force_threshold = 10
rad_insulation = RAD_EXTREME_INSULATION
/obj/structure/window/titanium/full
icon_state = "window-full"
@@ -30,6 +31,7 @@
damage_per_fire_tick = 1.0
maxhealth = 120.0
force_threshold = 10
rad_insulation = RAD_EXTREME_INSULATION
/obj/structure/window/plastitanium/full
icon_state = "window-full"