Airflow now prevents doors being bumped open.

Plasma settings changed as per Cacophony
Airflow defaults changed as per Cacophony
Plasma now has an effect other than what happens when breathed. (contamination readded)
Washing machines now clean off contamination.
This commit is contained in:
SkyMarshal
2013-04-17 01:36:05 -07:00
parent 8c39c0ffb0
commit b3f13d4dca
7 changed files with 59 additions and 40 deletions

View File

@@ -303,7 +303,6 @@ atom/movable
if(airflow_speed) if(airflow_speed)
airflow_speed = n/max(get_dist(src,airflow_dest),1) airflow_speed = n/max(get_dist(src,airflow_dest),1)
return return
last_airflow = world.time
if(airflow_dest == loc) if(airflow_dest == loc)
step_away(src,loc) step_away(src,loc)
if(ismob(src)) if(ismob(src))
@@ -317,6 +316,7 @@ atom/movable
if(src:shoes.flags & NOSLIP) if(src:shoes.flags & NOSLIP)
return return
src << "\red You are pushed away by airflow!" src << "\red You are pushed away by airflow!"
last_airflow = world.time
var/airflow_falloff = 9 - ul_FalloffAmount(airflow_dest) //It's a fast falloff calc. Very useful. var/airflow_falloff = 9 - ul_FalloffAmount(airflow_dest) //It's a fast falloff calc. Very useful.
if(airflow_falloff < 1) if(airflow_falloff < 1)
airflow_dest = null airflow_dest = null

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@@ -5,7 +5,7 @@ pl_control/var
PLASMA_DMG_NAME = "Plasma Damage Amount" PLASMA_DMG_NAME = "Plasma Damage Amount"
PLASMA_DMG_DESC = "Self Descriptive" PLASMA_DMG_DESC = "Self Descriptive"
CLOTH_CONTAMINATION = 0 CLOTH_CONTAMINATION = 1
CLOTH_CONTAMINATION_NAME = "Cloth Contamination" CLOTH_CONTAMINATION_NAME = "Cloth Contamination"
CLOTH_CONTAMINATION_DESC = "If this is on, plasma does damage by getting into cloth." CLOTH_CONTAMINATION_DESC = "If this is on, plasma does damage by getting into cloth."
@@ -17,7 +17,7 @@ pl_control/var
GENETIC_CORRUPTION_NAME = "Genetic Corruption Chance" GENETIC_CORRUPTION_NAME = "Genetic Corruption Chance"
GENETIC_CORRUPTION_DESC = "Chance of genetic corruption as well as toxic damage, X in 10,000." GENETIC_CORRUPTION_DESC = "Chance of genetic corruption as well as toxic damage, X in 10,000."
SKIN_BURNS = 1 SKIN_BURNS = 0
SKIN_BURNS_DESC = "Plasma has an effect similar to mustard gas on the un-suited." SKIN_BURNS_DESC = "Plasma has an effect similar to mustard gas on the un-suited."
SKIN_BURNS_NAME = "Skin Burns" SKIN_BURNS_NAME = "Skin Burns"
@@ -25,7 +25,7 @@ pl_control/var
EYE_BURNS_NAME = "Eye Burns" EYE_BURNS_NAME = "Eye Burns"
EYE_BURNS_DESC = "Plasma burns the eyes of anyone not wearing eye protection." EYE_BURNS_DESC = "Plasma burns the eyes of anyone not wearing eye protection."
CONTAMINATION_LOSS = 0.01 CONTAMINATION_LOSS = 0.02
CONTAMINATION_LOSS_NAME = "Contamination Loss" CONTAMINATION_LOSS_NAME = "Contamination Loss"
CONTAMINATION_LOSS_DESC = "How much toxin damage is dealt from contaminated clothing" //Per tick? ASK ARYN CONTAMINATION_LOSS_DESC = "How much toxin damage is dealt from contaminated clothing" //Per tick? ASK ARYN
@@ -45,7 +45,7 @@ obj/item/proc
//Clothing and backpacks can be contaminated. //Clothing and backpacks can be contaminated.
if(flags & PLASMAGUARD) return 0 if(flags & PLASMAGUARD) return 0
else if(istype(src,/obj/item/clothing)) return 1 else if(istype(src,/obj/item/clothing)) return 1
else if(istype(src,/obj/item/weapon/storage/backpack)) return 1 // else if(istype(src,/obj/item/weapon/storage/backpack)) return 1 Cannot be washed :(
contaminate() contaminate()
//Do a contamination overlay? Temporary measure to keep contamination less deadly than it was. //Do a contamination overlay? Temporary measure to keep contamination less deadly than it was.

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@@ -21,27 +21,27 @@ vs_control/var
fire_gas_combustion_ratio_DESC = "The rate at which oxygen and plasma are converted to CO2, expressed in terms of the firelevel." fire_gas_combustion_ratio_DESC = "The rate at which oxygen and plasma are converted to CO2, expressed in terms of the firelevel."
airflow_lightest_pressure = 30 airflow_lightest_pressure = 20
airflow_lightest_pressure_NAME = "Airflow - Small Movement Threshold %" airflow_lightest_pressure_NAME = "Airflow - Small Movement Threshold %"
airflow_lightest_pressure_DESC = "Percent of 1 Atm. at which items with the small weight classes will move." airflow_lightest_pressure_DESC = "Percent of 1 Atm. at which items with the small weight classes will move."
airflow_light_pressure = 45 airflow_light_pressure = 35
airflow_light_pressure_NAME = "Airflow - Medium Movement Threshold %" airflow_light_pressure_NAME = "Airflow - Medium Movement Threshold %"
airflow_light_pressure_DESC = "Percent of 1 Atm. at which items with the medium weight classes will move." airflow_light_pressure_DESC = "Percent of 1 Atm. at which items with the medium weight classes will move."
airflow_medium_pressure = 90 airflow_medium_pressure = 50
airflow_medium_pressure_NAME = "Airflow - Heavy Movement Threshold %" airflow_medium_pressure_NAME = "Airflow - Heavy Movement Threshold %"
airflow_medium_pressure_DESC = "Percent of 1 Atm. at which items with the largest weight classes will move." airflow_medium_pressure_DESC = "Percent of 1 Atm. at which items with the largest weight classes will move."
airflow_heavy_pressure = 95 airflow_heavy_pressure = 65
airflow_heavy_pressure_NAME = "Airflow - Mob Movement Threshold %" airflow_heavy_pressure_NAME = "Airflow - Mob Movement Threshold %"
airflow_heavy_pressure_DESC = "Percent of 1 Atm. at which mobs will move." airflow_heavy_pressure_DESC = "Percent of 1 Atm. at which mobs will move."
airflow_dense_pressure = 120 airflow_dense_pressure = 85
airflow_dense_pressure_NAME = "Airflow - Dense Movement Threshold %" airflow_dense_pressure_NAME = "Airflow - Dense Movement Threshold %"
airflow_dense_pressure_DESC = "Percent of 1 Atm. at which items with canisters and closets will move." airflow_dense_pressure_DESC = "Percent of 1 Atm. at which items with canisters and closets will move."
airflow_stun_pressure = 100 airflow_stun_pressure = 60
airflow_stun_pressure_NAME = "Airflow - Mob Stunning Threshold %" airflow_stun_pressure_NAME = "Airflow - Mob Stunning Threshold %"
airflow_stun_pressure_DESC = "Percent of 1 Atm. at which mobs will be stunned by airflow." airflow_stun_pressure_DESC = "Percent of 1 Atm. at which mobs will be stunned by airflow."
@@ -49,11 +49,11 @@ vs_control/var
airflow_stun_cooldown_NAME = "Aiflow Stunning - Cooldown" airflow_stun_cooldown_NAME = "Aiflow Stunning - Cooldown"
airflow_stun_cooldown_DESC = "How long, in tenths of a second, to wait before stunning them again." airflow_stun_cooldown_DESC = "How long, in tenths of a second, to wait before stunning them again."
airflow_stun = 0.15 airflow_stun = 1
airflow_stun_NAME = "Airflow Impact - Stunning" airflow_stun_NAME = "Airflow Impact - Stunning"
airflow_stun_DESC = "How much a mob is stunned when hit by an object." airflow_stun_DESC = "How much a mob is stunned when hit by an object."
airflow_damage = 0.3 airflow_damage = 2
airflow_damage_NAME = "Airflow Impact - Damage" airflow_damage_NAME = "Airflow Impact - Damage"
airflow_damage_DESC = "Damage from airflow impacts." airflow_damage_DESC = "Damage from airflow impacts."
@@ -193,21 +193,22 @@ vs_control
return return
switch(def) switch(def)
if("Plasma - Standard") if("Plasma - Standard")
plc.CLOTH_CONTAMINATION = 0 //If this is on, plasma does damage by getting into cloth. plc.CLOTH_CONTAMINATION = 1 //If this is on, plasma does damage by getting into cloth.
plc.PLASMAGUARD_ONLY = 0 plc.PLASMAGUARD_ONLY = 0
plc.GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 1000. plc.GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 1000.
plc.SKIN_BURNS = 0 //Plasma has an effect similar to mustard gas on the un-suited. plc.SKIN_BURNS = 0 //Plasma has an effect similar to mustard gas on the un-suited.
plc.EYE_BURNS = 0 //Plasma burns the eyes of anyone not wearing eye protection. plc.EYE_BURNS = 1 //Plasma burns the eyes of anyone not wearing eye protection.
plc.PLASMA_HALLUCINATION = 0 plc.PLASMA_HALLUCINATION = 0
plc.CONTAMINATION_LOSS = 0 plc.CONTAMINATION_LOSS = 0.02
if("Plasma - Low Hazard") if("Plasma - Low Hazard")
plc.CLOTH_CONTAMINATION = 0 //If this is on, plasma does damage by getting into cloth. plc.CLOTH_CONTAMINATION = 0 //If this is on, plasma does damage by getting into cloth.
plc.PLASMAGUARD_ONLY = 0 plc.PLASMAGUARD_ONLY = 0
plc.GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 1000 plc.GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 1000
plc.SKIN_BURNS = 1 //Plasma has an effect similar to mustard gas on the un-suited. plc.SKIN_BURNS = 0 //Plasma has an effect similar to mustard gas on the un-suited.
plc.EYE_BURNS = 0 //Plasma burns the eyes of anyone not wearing eye protection. plc.EYE_BURNS = 1 //Plasma burns the eyes of anyone not wearing eye protection.
plc.CONTAMINATION_LOSS = 0 plc.PLASMA_HALLUCINATION = 0
plc.CONTAMINATION_LOSS = 0.01
if("Plasma - High Hazard") if("Plasma - High Hazard")
plc.CLOTH_CONTAMINATION = 1 //If this is on, plasma does damage by getting into cloth. plc.CLOTH_CONTAMINATION = 1 //If this is on, plasma does damage by getting into cloth.
@@ -215,6 +216,8 @@ vs_control
plc.GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 1000. plc.GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 1000.
plc.SKIN_BURNS = 1 //Plasma has an effect similar to mustard gas on the un-suited. plc.SKIN_BURNS = 1 //Plasma has an effect similar to mustard gas on the un-suited.
plc.EYE_BURNS = 1 //Plasma burns the eyes of anyone not wearing eye protection. plc.EYE_BURNS = 1 //Plasma burns the eyes of anyone not wearing eye protection.
plc.PLASMA_HALLUCINATION = 1
plc.CONTAMINATION_LOSS = 0.05
if("Plasma - Oh Shit!") if("Plasma - Oh Shit!")
plc.CLOTH_CONTAMINATION = 1 //If this is on, plasma does damage by getting into cloth. plc.CLOTH_CONTAMINATION = 1 //If this is on, plasma does damage by getting into cloth.
@@ -222,18 +225,20 @@ vs_control
plc.GENETIC_CORRUPTION = 5 //Chance of genetic corruption as well as toxic damage, X in 1000. plc.GENETIC_CORRUPTION = 5 //Chance of genetic corruption as well as toxic damage, X in 1000.
plc.SKIN_BURNS = 1 //Plasma has an effect similar to mustard gas on the un-suited. plc.SKIN_BURNS = 1 //Plasma has an effect similar to mustard gas on the un-suited.
plc.EYE_BURNS = 1 //Plasma burns the eyes of anyone not wearing eye protection. plc.EYE_BURNS = 1 //Plasma burns the eyes of anyone not wearing eye protection.
plc.PLASMA_HALLUCINATION = 1
plc.CONTAMINATION_LOSS = 0.075
if("ZAS - Normal") if("ZAS - Normal")
IgnitionLevel = 0.5 IgnitionLevel = 0.5
airflow_lightest_pressure = 30 airflow_lightest_pressure = 20
airflow_light_pressure = 45 airflow_light_pressure = 35
airflow_medium_pressure = 90 airflow_medium_pressure = 50
airflow_heavy_pressure = 95 airflow_heavy_pressure = 65
airflow_dense_pressure = 120 airflow_dense_pressure = 85
airflow_stun_pressure = 100 airflow_stun_pressure = 60
airflow_stun_cooldown = 60 airflow_stun_cooldown = 60
airflow_stun = 0.15 airflow_stun = 1
airflow_damage = 0.3 airflow_damage = 2
airflow_speed_decay = 1.5 airflow_speed_decay = 1.5
airflow_delay = 30 airflow_delay = 30
airflow_mob_slowdown = 1 airflow_mob_slowdown = 1
@@ -255,15 +260,15 @@ vs_control
if("ZAS - Dangerous") if("ZAS - Dangerous")
IgnitionLevel = 0.4 IgnitionLevel = 0.4
airflow_lightest_pressure = 25 airflow_lightest_pressure = 15
airflow_light_pressure = 35 airflow_light_pressure = 30
airflow_medium_pressure = 75 airflow_medium_pressure = 45
airflow_heavy_pressure = 80 airflow_heavy_pressure = 55
airflow_dense_pressure = 100 airflow_dense_pressure = 70
airflow_stun_pressure = 90 airflow_stun_pressure = 50
airflow_stun_cooldown = 50 airflow_stun_cooldown = 50
airflow_stun = 2 airflow_stun = 2
airflow_damage = 1 airflow_damage = 3
airflow_speed_decay = 1.2 airflow_speed_decay = 1.2
airflow_delay = 25 airflow_delay = 25
airflow_mob_slowdown = 2 airflow_mob_slowdown = 2
@@ -272,13 +277,13 @@ vs_control
IgnitionLevel = 0.3 IgnitionLevel = 0.3
airflow_lightest_pressure = 20 airflow_lightest_pressure = 20
airflow_light_pressure = 30 airflow_light_pressure = 30
airflow_medium_pressure = 70 airflow_medium_pressure = 40
airflow_heavy_pressure = 75 airflow_heavy_pressure = 50
airflow_dense_pressure = 80 airflow_dense_pressure = 60
airflow_stun_pressure = 70 airflow_stun_pressure = 40
airflow_stun_cooldown = 40 airflow_stun_cooldown = 40
airflow_stun = 3 airflow_stun = 3
airflow_damage = 2 airflow_damage = 4
airflow_speed_decay = 1 airflow_speed_decay = 1
airflow_delay = 20 airflow_delay = 20
airflow_mob_slowdown = 3 airflow_mob_slowdown = 3

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@@ -47,7 +47,7 @@
var/mob/M = AM var/mob/M = AM
if(world.time - M.last_bumped <= 10) return //Can bump-open one airlock per second. This is to prevent shock spam. if(world.time - M.last_bumped <= 10) return //Can bump-open one airlock per second. This is to prevent shock spam.
M.last_bumped = world.time M.last_bumped = world.time
if(!M.restrained() && !M.small && !M.airflow_speed) if(!M.restrained() && !M.small)
bumpopen(M) bumpopen(M)
return return
@@ -78,6 +78,8 @@
/obj/machinery/door/proc/bumpopen(mob/user as mob) /obj/machinery/door/proc/bumpopen(mob/user as mob)
if(operating) return if(operating) return
if(user.last_airflow > world.time - vsc.airflow_delay) //Fakkit
return
src.add_fingerprint(user) src.add_fingerprint(user)
if(!src.requiresID()) if(!src.requiresID())
user = null user = null

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@@ -40,6 +40,9 @@
for(var/atom/A in contents) for(var/atom/A in contents)
A.clean_blood() A.clean_blood()
for(var/obj/item/I in contents)
I.decontaminate()
//Tanning! //Tanning!
for(var/obj/item/stack/sheet/hairlesshide/HH in contents) for(var/obj/item/stack/sheet/hairlesshide/HH in contents)
var/obj/item/stack/sheet/wetleather/WL = new(src) var/obj/item/stack/sheet/wetleather/WL = new(src)

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@@ -564,6 +564,9 @@
pressure_alert = -2 pressure_alert = -2
else else
pressure_alert = -1 pressure_alert = -1
if(environment.toxins > MOLES_PLASMA_VISIBLE)
pl_effects()
return return
/* /*
@@ -777,6 +780,12 @@
proc/handle_chemicals_in_body() proc/handle_chemicals_in_body()
if(reagents) reagents.metabolize(src) if(reagents) reagents.metabolize(src)
var/total_plasmaloss = 0
for(var/obj/item/I in src)
if(I.contaminated)
total_plasmaloss += vsc.plc.CONTAMINATION_LOSS
adjustToxLoss(total_plasmaloss)
// if(dna && dna.mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist // if(dna && dna.mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
if(PLANT in mutations) if(PLANT in mutations)

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