Files
vgstation13/code/modules/fissionreactor/cleanup.dm
CrazyAmphibian 5a4f4d75e7 fission rectors but with less goto (#37435)
* mm code

* size detection and setup

* it actually compiles now

* smore changes

* fixes, additions

* making things buildable pt 1

* buildability pt2

* grammar, because i was making this at 3 in the morning

* file seperation and fixes

* adds a new reagent

* placeholder sprites pt1

* conflict resolution (i hope)

* more icons, reactor assembly works on spawned obj

need to add things to material construction menus, as well as make datum code a bit better.

* rework to fuel mechanics, constructability additions

* fixes, changes, stuff

* cargo orders, construciton, bugs

* runtime fixes, errors and isues. it just werks.

* Update datums.dm

* ENGAGE HYPERSHITCODE THRUSTERS!!!1!111!!

* suggested changes pt1

* changes pt2

goto goto goto while true

* SCRAM actually works now. better controller examine text.

* FIX IT FIX IT FIX IT FIX IT

* the candle the burns twice as long burns half as bright (fuel number change)

* nerf starter

* new cargo order

* reactor UI

* UI refactor

* reactor UI functional

* construction fixes

* fuel creation UI

* deconstruction

* adjustable units

* new fuelrod subtype

* fuel recycling

* rads

* meltdown framework

* rads, guide

* finishing touches

* UI autoclose, explosion changes

* oops wrong side

* nevermind i'm dumb

* explosion tweak

* ex_act

* seconds are 2 digits

* more rod icons

* more heatcap

* TWO SECONDS

* file rename

* updated control rod code for 2 secs

* sprite changes, system changes, ui changes

* reactor controller sounds

* scram sound manually

* post-review code fixes

* BEGONE SUBSYSTEM, CURSE YE TO THE SHADOWS

* movment fix

* UI recolred to look more similar

* case icon updates

* enhanced detection of reactor construction, fixed runtimes

* fixes lmao

* changed sprites, overlay reworks

* changed controller sprites

* nu reactor ui

* new fuel machine UI

* more ui, expanded funcs, changed radium's role

* regenerate calcium nerf

* meltdowns are slower

* nu sprites

* areas, runtimes, guides, oh my!

* new reagent! runtime fix!

* removed old files

* updated corium, tweaked meltdowns

* removed gotos

---------

Co-authored-by: west3436 <66280799+west3436@users.noreply.github.com>
2025-02-19 15:01:40 -05:00

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/*
In this file:
objects used when a reactor goes boomy boom so there's some nasty rads and things to clean up.
*/
//l.apply_radiation(rads, RAD_EXTERNAL)
/obj/machinery/corium
name="corium"
desc="An amalgam of fissile material and reactor structures, melted together after a meltdown."
icon='icons/obj/fissionreactor/corium.dmi'
icon_state="corium"
density=1
anchored=0
var/rads=0
/obj/machinery/corium/New(var/turf/location, var/radiation=0)
..()
icon_state="corium_[rand(1,3)]"
rads=radiation
/obj/machinery/corium/attackby(var/obj/item/I,var/mob/user)
if(iswelder(I))
var/obj/item/tool/weldingtool/WT = I
user.visible_message("<span class='notice'>[user] begins trying to salvage anything useful from \the [src].</span>", "<span class='notice'>You begin trying to salvage anything useful from \the [src].</span>")
if(WT.do_weld(user,src,80,0))
if(rand()<0.5)
new /obj/item/stack/rods(src.loc,rand(1,3))
if(rand()<0.5)
new /obj/item/stack/sheet/plasteel(src.loc,rand(1,5))
qdel(src)
/obj/machinery/corium/process()
for(var/mob/living/l in range(src.loc, 5))
l.apply_radiation(rads, RAD_EXTERNAL)