Conflicts galore
This commit is contained in:
@@ -67,6 +67,7 @@
|
||||
desc = "A machine that monitors atmosphere levels. Goes off if the area is dangerous."
|
||||
icon = 'icons/obj/monitors.dmi'
|
||||
icon_state = "alarm0"
|
||||
plane = ABOVE_WALL_PLANE
|
||||
use_power = IDLE_POWER_USE
|
||||
idle_power_usage = 4
|
||||
active_power_usage = 8
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
active_power_usage = 0
|
||||
power_channel = ENVIRON
|
||||
layer = GAS_PIPE_HIDDEN_LAYER //under wires
|
||||
plane = ABOVE_WALL_PLANE
|
||||
resistance_flags = FIRE_PROOF
|
||||
max_integrity = 200
|
||||
obj_flags = CAN_BE_HIT | ON_BLUEPRINTS
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
name = "circulator/heat exchanger"
|
||||
desc = "A gas circulator pump and heat exchanger."
|
||||
icon_state = "circ-off-0"
|
||||
plane = GAME_PLANE
|
||||
|
||||
var/active = FALSE
|
||||
|
||||
|
||||
@@ -32,7 +32,7 @@
|
||||
var/turf/T = loc
|
||||
if(level == 2 || (istype(T) && !T.intact))
|
||||
showpipe = TRUE
|
||||
plane = GAME_PLANE
|
||||
plane = ABOVE_WALL_PLANE
|
||||
else
|
||||
showpipe = FALSE
|
||||
plane = FLOOR_PLANE
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
max_integrity = 350
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 30, "acid" = 30)
|
||||
layer = ABOVE_WINDOW_LAYER
|
||||
plane = GAME_PLANE
|
||||
state_open = FALSE
|
||||
circuit = /obj/item/circuitboard/machine/cryo_tube
|
||||
pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
|
||||
@@ -15,8 +16,8 @@
|
||||
var/volume = 100
|
||||
|
||||
var/efficiency = 1
|
||||
var/sleep_factor = 0.00125
|
||||
var/unconscious_factor = 0.001
|
||||
var/base_knockout = 30 SECONDS
|
||||
var/knockout_factor = 1
|
||||
var/heat_capacity = 20000
|
||||
var/conduction_coefficient = 0.3
|
||||
|
||||
@@ -53,10 +54,9 @@
|
||||
var/C
|
||||
for(var/obj/item/stock_parts/matter_bin/M in component_parts)
|
||||
C += M.rating
|
||||
|
||||
// 2 bins total, so C ranges from 2 to 8.
|
||||
efficiency = initial(efficiency) * C
|
||||
sleep_factor = initial(sleep_factor) * C
|
||||
unconscious_factor = initial(unconscious_factor) * C
|
||||
knockout_factor = initial(knockout_factor) / max(1, (C * 0.33))
|
||||
heat_capacity = initial(heat_capacity) / C
|
||||
conduction_coefficient = initial(conduction_coefficient) * C
|
||||
|
||||
@@ -188,8 +188,10 @@
|
||||
|
||||
if(air1.gases.len)
|
||||
if(mob_occupant.bodytemperature < T0C) // Sleepytime. Why? More cryo magic.
|
||||
mob_occupant.Sleeping((mob_occupant.bodytemperature * sleep_factor) * 2000)
|
||||
mob_occupant.Unconscious((mob_occupant.bodytemperature * unconscious_factor) * 2000)
|
||||
// temperature factor goes from 1 to about 2.5
|
||||
var/amount = max(1, (4 * log(T0C - mob_occupant.bodytemperature)) - 20) * knockout_factor * base_knockout
|
||||
mob_occupant.Sleeping(amount)
|
||||
mob_occupant.Unconscious(amount)
|
||||
if(beaker)
|
||||
if(reagent_transfer == 0) // Magically transfer reagents. Because cryo magic.
|
||||
beaker.reagents.trans_to(occupant, 1, efficiency * 0.25) // Transfer reagents.
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
max_integrity = 800
|
||||
density = TRUE
|
||||
layer = ABOVE_WINDOW_LAYER
|
||||
plane = GAME_PLANE
|
||||
pipe_flags = PIPING_ONE_PER_TURF
|
||||
var/volume = 10000 //in liters
|
||||
var/gas_type = 0
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
max_integrity = 300
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 30)
|
||||
layer = OBJ_LAYER
|
||||
plane = GAME_PLANE
|
||||
circuit = /obj/item/circuitboard/machine/thermomachine
|
||||
ui_x = 300
|
||||
ui_y = 230
|
||||
|
||||
Reference in New Issue
Block a user