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