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@@ -345,24 +345,25 @@ im
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//beaker check proc,
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/datum/reagents/proc/beaker_check(atom/A)
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message_admins("beaker check proc'd")
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if(istype(A, /obj/item/reagent_containers/glass/beaker/meta))
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return
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if(istype(A, /obj/item/reagent_containers/glass/beaker/plastic))
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else if(istype(A, /obj/item/reagent_containers/glass/beaker/plastic))
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if(chem_temp > 444)//assuming polypropylene
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var/list/seen = viewers(5, get_turf(my_atom))
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var/list/seen = viewers(5, get_turf(A))
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var/iconhtml = icon2html(A, seen)
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for(var/mob/M in seen)
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to_chat(M, "<span class='notice'>[iconhtml] \The [my_atom]'s beak melts from the temperature!</span>")
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to_chat(M, "<span class='notice'>[iconhtml] \The [my_atom]'s melts from the temperature!</span>")
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playsound(get_turf(A), 'sound/effects/bubbles.ogg', 80, 1)
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qdel(A)
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return
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if ((pH < 0.5) || (pH > 13.5))//maybe make it higher? Though..Hmm!
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var/list/seen = viewers(5, get_turf(my_atom))
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else if(istype(A, /obj/item/reagent_containers/glass) && ((pH < 0.5) || (pH > 13.5)))//maybe make it higher? Though..Hmm!
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var/list/seen = viewers(5, get_turf(A))
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var/iconhtml = icon2html(A, seen)
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for(var/mob/M in seen)
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to_chat(M, "<span class='notice'>[iconhtml] \The [my_atom]'s beak melts from the extreme pH!</span>")
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to_chat(M, "<span class='notice'>[iconhtml] \The [my_atom]'s melts from the extreme pH!</span>")
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playsound(get_turf(A), 'sound/effects/bubbles.ogg', 80, 1)
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qdel(A)
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return
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return
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@@ -379,8 +380,6 @@ im
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var/reaction_occurred = 0 // checks if reaction, binary variable
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var/continue_reacting = FALSE //Helps keep track what kind of reaction is occuring; standard or fermi.
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beaker_check(my_atom) //Beaker resilience test
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do //What does do do in byond? It sounds very redundant? is it a while loop?
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var/list/possible_reactions = list() //init list
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reaction_occurred = 0 // sets it back to 0?
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@@ -650,9 +649,9 @@ im
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//message_admins("Loop beginning")
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//Begin Parse
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message_admins("Purity precalc: [overallPurity]")
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WARNING("Purity precalc: [overallPurity]")
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update_holder_purity(C)//updates holder's purity
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message_admins("Purity postcalc: [overallPurity]")
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WARNING("Purity postcalc: [overallPurity]")
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//Check extremes first
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if (cached_temp > C.ExplodeTemp)
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@@ -765,14 +764,15 @@ im
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return (reactedVol)
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/datum/reagents/proc/update_holder_purity(var/datum/chemical_reaction/fermi/C)
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/datum/reagents/proc/update_holder_purity(var/datum/chemical_reaction/fermi/C, holder)
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var/list/cached_reagents = reagent_list
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var/i
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var/cachedPurity
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//var/fermiChem
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for(var/reagent in C.required_reagents)
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cachedPurity += cached_reagents[reagent].purity
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i++
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for(var/datum/reagent/R in my_atom.reagents.reagent_list)
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if (R in cached_reagents)
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cachedPurity += R.purity
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i++
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overallPurity = cachedPurity/i
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/datum/reagents/proc/isolate_reagent(reagent)
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@@ -879,17 +879,19 @@ im
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if (D.id == "water") //Do like an otter, add acid to water.
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if (pH <= 2)
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var/datum/effect_system/smoke_spread/chem/smoke_machine/s = new
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var/datum/effect_system/smoke_spread/chem/s = new
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var/turf/T = get_turf(my_atom)
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var/datum/reagents/R = new/datum/reagents(3000)//I don't want to hold it back..!
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var/datum/reagents/R = new/datum/re agents(3000)//I don't want to hold it back..!
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R.add_reagent("fermiAcid", amount)
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for (var/datum/reagent/reagentgas in reagent_list)
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R.add_reagent(reagentgas, amount/5)
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remove_reagent(reagentgas, amount/5)
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s.set_up(R, amount, T)
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s.set_up(R, CLAMP(amount/10, 0, 3), T)
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s.start()
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return FALSE
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beaker_check(my_atom) //Beaker resilience test
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if(!pH)
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other_pH = D.pH
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@@ -35,8 +35,7 @@
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var/self_consuming = FALSE
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//Fermichem vars:
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var/purity = 1
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var/addProc = FALSE //When this reagent is added to a new beaker, it does something.
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//var/ImpureChem = "toxin"
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var/addProc = FALSE
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var/loc = null //Should be the creation location!
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var/pH = 7
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@@ -1022,7 +1022,7 @@
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var/datum/status_effect/chem/enthrall/E = C.has_status_effect(/datum/status_effect/chem/enthrall)
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switch(E.phase)
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if(2 to INFINITY)
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C.Sleeping(30 * power_multiplier)
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C.Sleeping(40 * power_multiplier)
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E.cooldown += 10
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//STRIP
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@@ -1032,7 +1032,6 @@
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var/datum/status_effect/chem/enthrall/E = H.has_status_effect(/datum/status_effect/chem/enthrall)
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switch(E.phase)
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if(2 to INFINITY)//Tier 2 only
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E.phase = 1
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var/items = H.get_contents()
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for(var/obj/item/W in items)
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if(W == H.w_uniform || W == H.wear_suit)
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