diff --git a/code/game/objects/effects/effect_system.dm b/code/game/objects/effects/effect_system.dm index 238cb575b32..c2302a6b404 100644 --- a/code/game/objects/effects/effect_system.dm +++ b/code/game/objects/effects/effect_system.dm @@ -487,28 +487,34 @@ steam.start() -- spawns the effect M.Weaken(rand(1,5)) return else - var/devastation = -1 + var/devst = -1 var/heavy = -1 var/light = -1 var/flash = -1 - // Clamp all values to max_explosion_range + // Clamp all values to fractions of max_explosion_range, following the same pattern as for tank transfer bombs if (round(amount/12) > 0) - devastation = min (max_explosion_range, devastation + round(amount/12)) + devst = devst + amount/12 if (round(amount/6) > 0) - heavy = min (max_explosion_range, heavy + round(amount/6)) + heavy = heavy + amount/6 if (round(amount/3) > 0) - light = min (max_explosion_range, light + round(amount/3)) + light = light + amount/3 - if (flash && flashing_factor) - flash += (round(amount/4) * flashing_factor) + if (flashing && flashing_factor) + flash = (amount/4) * flashing_factor for(var/mob/M in viewers(8, location)) M << "\red The solution violently explodes." - explosion(location, devastation, heavy, light, flash) + explosion( + location, + round(min(devst, BOMBCAP_DVSTN_RADIUS)), + round(min(heavy, BOMBCAP_HEAVY_RADIUS)), + round(min(light, BOMBCAP_LIGHT_RADIUS)), + round(min(flash, BOMBCAP_FLASH_RADIUS)) + ) proc/holder_damage(var/atom/holder) if(holder) diff --git a/code/game/objects/explosion.dm b/code/game/objects/explosion.dm index 58c053aa669..6ad69f099b6 100644 --- a/code/game/objects/explosion.dm +++ b/code/game/objects/explosion.dm @@ -16,16 +16,16 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa explosion_rec(epicenter, power) return + var/start = world.timeofday + epicenter = get_turf(epicenter) + if(!epicenter) return + ///// Z-Level Stuff if(z_transfer && (devastation_range > 0 || heavy_impact_range > 0)) //transfer the explosion in both directions explosion_z_transfer(epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range) ///// Z-Level Stuff - var/start = world.timeofday - epicenter = get_turf(epicenter) - if(!epicenter) return - var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range) //playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(devastation_range*2,1) ) //playsound(epicenter, "explosion", 100, 1, round(devastation_range,1) ) diff --git a/code/game/objects/items/weapons/tanks/tanks.dm b/code/game/objects/items/weapons/tanks/tanks.dm index f1cd0286baa..59627bad116 100644 --- a/code/game/objects/items/weapons/tanks/tanks.dm +++ b/code/game/objects/items/weapons/tanks/tanks.dm @@ -261,19 +261,22 @@ if(!istype(src.loc,/obj/item/device/transfer_valve)) message_admins("Explosive tank rupture! last key to touch the tank was [src.fingerprintslast].") log_game("Explosive tank rupture! last key to touch the tank was [src.fingerprintslast].") - //world << "\blue[x],[y] tank is exploding: [pressure] kPa" + //Give the gas a chance to build up more pressure through reacting air_contents.react() air_contents.react() air_contents.react() + pressure = air_contents.return_pressure() var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE - range = min(range, max_explosion_range) // was 8 - - - Changed to a configurable define -- TLE - var/turf/epicenter = get_turf(loc) - //world << "\blue Exploding Pressure: [pressure] kPa, intensity: [range]" - - explosion(epicenter, round(range*0.25), round(range*0.5), round(range), round(range*1.5)) + explosion( + get_turf(loc), + round(min(BOMBCAP_DVSTN_RADIUS, range*0.25)), + round(min(BOMBCAP_HEAVY_RADIUS, range*0.50)), + round(min(BOMBCAP_LIGHT_RADIUS, range*1.00)), + round(min(BOMBCAP_FLASH_RADIUS, range*1.50)), + ) qdel(src) else if(pressure > TANK_RUPTURE_PRESSURE) diff --git a/code/modules/mob/dead/observer/observer.dm b/code/modules/mob/dead/observer/observer.dm index c8d5651b299..2c338bcfe7a 100644 --- a/code/modules/mob/dead/observer/observer.dm +++ b/code/modules/mob/dead/observer/observer.dm @@ -670,9 +670,9 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp client.images -= ghostimage //remove ourself mob/dead/observer/MayRespawn(var/feedback = 0) - if(!client || !mind) + if(!client) return 0 - if(mind.current && mind.current.stat != DEAD) + if(mind && mind.current && mind.current.stat != DEAD) if(feedback) src << "Your non-dead body prevent you from respawning." return 0 diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index 709ab2bfb85..f07351c7055 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -1469,7 +1469,7 @@ return if(shock_stage == 10) - src << ""+pick("It hurts so much!", "You really need some painkillers..", "Dear god, the pain!") + src << "[pick("It hurts so much", "You really need some painkillers", "Dear god, the pain")]!" if(shock_stage >= 30) if(shock_stage == 30) emote("me",1,"is having trouble keeping their eyes open.") @@ -1477,22 +1477,22 @@ stuttering = max(stuttering, 5) if(shock_stage == 40) - src << ""+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!") + src << "[pick("The pain is excruciating", "Please, just end the pain", "Your whole body is going numb")]!" if (shock_stage >= 60) if(shock_stage == 60) emote("me",1,"'s body becomes limp.") if (prob(2)) - src << ""+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!") + src << "[pick("The pain is excruciating", "Please, just end the pain", "Your whole body is going numb")]!" Weaken(20) if(shock_stage >= 80) if (prob(5)) - src << ""+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!") + src << "[pick("The pain is excruciating", "Please, just end the pain", "Your whole body is going numb")]!" Weaken(20) if(shock_stage >= 120) if (prob(2)) - src << ""+pick("You black out!", "You feel like you could die any moment now.", "You're about to lose consciousness.") + src << "[pick("You black out", "You feel like you could die any moment now", "You're about to lose consciousness")]!" Paralyse(5) if(shock_stage == 150) diff --git a/code/modules/supermatter/supermatter.dm b/code/modules/supermatter/supermatter.dm index bf5d6957a6a..771d1855d4e 100644 --- a/code/modules/supermatter/supermatter.dm +++ b/code/modules/supermatter/supermatter.dm @@ -103,7 +103,8 @@ grav_pulling = 1 exploded = 1 for(var/mob/living/mob in living_mob_list) - if(loc.z == mob.loc.z) + var/turf/T = get_turf(mob) + if(T && (loc.z == T.z)) if(istype(mob, /mob/living/carbon/human)) //Hilariously enough, running into a closet should make you get hit the hardest. var/mob/living/carbon/human/H = mob diff --git a/code/setup.dm b/code/setup.dm index 815f5b52f3f..26ce7e3c1ce 100644 --- a/code/setup.dm +++ b/code/setup.dm @@ -795,6 +795,11 @@ var/list/be_special_flags = list( #define ROBOT_NOTIFICATION_NEW_MODULE 3 #define ROBOT_NOTIFICATION_MODULE_RESET 4 +#define BOMBCAP_DVSTN_RADIUS (max_explosion_range/4) +#define BOMBCAP_HEAVY_RADIUS (max_explosion_range/2) +#define BOMBCAP_LIGHT_RADIUS max_explosion_range +#define BOMBCAP_FLASH_RADIUS (max_explosion_range*1.5) + #define DEFAULT_JOB_TYPE /datum/job/assistant // Appearance change flags