Update defines, and vars, and created new procs
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@@ -34,13 +34,14 @@
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var/overdosed = 0 // You fucked up and this is now triggering its overdose effects, purge that shit quick.
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var/self_consuming = FALSE //I think this uhhh, makes weird stuff happen when metabolising, but... doesn't seem to do what I think, so I'm gonna leave it.
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//Fermichem vars:
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var/purity = 1 //How pure a chemical is from 0 - 1.
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var/purity = 1 //How pure a chemical is from 0 - 1.
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var/cached_purity = 1
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var/turf/loc = null //Should be the creation location!
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var/pH = 7 //pH of the specific reagent, used for calculating the sum pH of a holder.
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var/SplitChem = FALSE //If the chem splits on metabolism
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var/ImpureChem = "fermiTox"// What chemical is metabolised with an inpure reaction
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var/InverseChemVal = 0.25 // If the impurity is below 0.5, replace ALL of the chem with InverseChem upon metabolising
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var/InverseChem = "fermiTox"// What chem is metabolised when purity is below InverseChemVal, this shouldn't be made, but if it does, well, I guess I'll know about it.
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//var/SplitChem = FALSE //If the chem splits on metabolism
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var/ImpureChem // What chemical is metabolised with an inpure reaction
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var/InverseChemVal = 0 // If the impurity is below 0.5, replace ALL of the chem with InverseChem upon metabolising
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var/InverseChem // What chem is metabolised when purity is below InverseChemVal, this shouldn't be made, but if it does, well, I guess I'll know about it.
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var/metabolizing = FALSE
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var/reagentFlags //REAGENT_DEAD_PROCESS, REAGENT_DONOTSPLIT, REAGENT_ONLYINVERSE, REAGENT_ONMOBMERGE, REAGENT_INVISIBLE, REAGENT_FORCEONNEW, REAGENT_SNEAKYNAME
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//REAGENT_DEAD_PROCESS Calls on_mob_dead() if present in a dead body
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@@ -80,7 +81,7 @@
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return
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//called when a mob processes chems when dead.
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/datum/reagent/proc/on_mob_death(mob/living/carbon/M)
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/datum/reagent/proc/on_mob_dead(mob/living/carbon/M)
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if(!(reagentFlags & REAGENT_DEAD_PROCESS)) //justincase
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return
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current_cycle++
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@@ -90,29 +91,29 @@
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// Called when this reagent is first added to a mob
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/datum/reagent/proc/on_mob_add(mob/living/L, amount)
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if(SplitChem)
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if(!(reagentFlags & REAGENT_DONOTSPLIT))
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var/mob/living/carbon/M = L
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if(!M)
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return
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if (purity == 1)
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log_game("FERMICHEM: [M] ckey: [M.key] has ingested [volume]u of [id]")
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return
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if(cached_purity == 1)
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cached_purity = purity
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if(cached_purity < 0)
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CRASH("Purity below 0 for chem: [id], Please let Fermis Know!")
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if (purity == 1 || DoNotSplit == TRUE)
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log_game("FERMICHEM: [M] ckey: [M.key] has ingested [volume]u of [id]")
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return
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else if (InverseChemVal > purity)//Turns all of a added reagent into the inverse chem
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if(!(reagentFlags & REAGENT_SPLITRETAINVOL))
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M.reagents.remove_reagent(id, amount, FALSE)
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else if ((InverseChemVal > purity) && (InverseChem))//Turns all of a added reagent into the inverse chem
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M.reagents.remove_reagent(id, amount, FALSE)
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M.reagents.add_reagent(InverseChem, amount, FALSE, other_purity = 1-cached_purity)
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log_game("FERMICHEM: [M] ckey: [M.key] has ingested [volume]u of [InverseChem]")
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return
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else
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else if (ImpureChem)
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var/impureVol = amount * (1 - purity) //turns impure ratio into impure chem
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M.reagents.remove_reagent(id, (impureVol), FALSE)
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if(!(reagentFlags & REAGENT_SPLITRETAINVOL))
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M.reagents.remove_reagent(id, (impureVol), FALSE)
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M.reagents.add_reagent(ImpureChem, impureVol, FALSE, other_purity = 1-cached_purity)
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if(reagentFlags & REAGENT_SNEAKYNAME)
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var/datum/reagent/R = has_reagent("[InverseChem]")
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var/datum/reagent/R = M.reagents.has_reagent("[InverseChem]")
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R.name = name//Negative effects are hidden
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log_game("FERMICHEM: [M] ckey: [M.key] has ingested [volume - impureVol]u of [id]")
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@@ -140,31 +141,31 @@
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// Called when two reagents of the same are mixing.
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/datum/reagent/proc/on_merge(data, amount, mob/living/carbon/M, purity)
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if(SplitChem)
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if(!ishuman(M))
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if(!(reagentFlags & REAGENT_DONOTSPLIT))
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if(!iscarbon(M))
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return
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if (purity == 1)
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log_game("FERMICHEM: [M] ckey: [M.key] has ingested [volume]u of [id]")
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return
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if(cached_purity == 1)
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cached_purity = purity
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if (purity < 0)
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CRASH("Purity below 0 for chem: [id], Please let Fermis Know!")
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if (purity == 1 || DoNotSplit == TRUE)
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log_game("FERMICHEM: [M] ckey: [M.key] has merged [volume]u of [id] in themselves")
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return
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else if (InverseChemVal > purity)
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if(!(reagentFlags & REAGENT_SPLITRETAINVOL))
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M.reagents.remove_reagent(id, amount, FALSE)
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M.reagents.add_reagent(InverseChem, amount, FALSE, other_purity = 1)
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else if ((InverseChemVal > purity) && (InverseChem))
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M.reagents.remove_reagent(id, amount, FALSE)
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M.reagents.add_reagent(InverseChem, amount, FALSE, other_purity = 1-cached_purity)
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for(var/datum/reagent/fermi/R in M.reagents.reagent_list)
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if(R.name == "")
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R.name = name//Negative effects are hidden
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log_game("FERMICHEM: [M] ckey: [M.key] has merged [volume]u of [InverseChem]")
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return
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else
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else if (ImpureChem)
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var/impureVol = amount * (1 - purity)
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M.reagents.remove_reagent(id, impureVol, FALSE)
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M.reagents.add_reagent(ImpureChem, impureVol, FALSE, other_purity = 1)
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if(!(reagentFlags & REAGENT_SPLITRETAINVOL))
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M.reagents.remove_reagent(id, impureVol, FALSE)
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M.reagents.add_reagent(ImpureChem, impureVol, FALSE, other_purity = 1-cached_purity)
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if(reagentFlags & REAGENT_SNEAKYNAME)
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var/datum/reagent/R = has_reagent("[InverseChem]")
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var/datum/reagent/R = M.reagents.has_reagent("[InverseChem]")
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R.name = name//Negative effects are hidden
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log_game("FERMICHEM: [M] ckey: [M.key] has merged [volume - impureVol]u of [id]")
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@@ -1383,7 +1383,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
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glass_icon_state = "neurotoxinglass"
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glass_name = "Neurotoxin"
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glass_desc = "A drink that is guaranteed to knock you silly."
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SplitChem = TRUE
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//SplitChem = TRUE
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ImpureChem = "neuroweak"
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InverseChemVal = 0 //Clear conversion
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InverseChem = "neuroweak"
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@@ -32,6 +32,7 @@
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var/RateUpLim = 10 // Optimal/max rate possible if all conditions are perfect
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var/FermiChem = FALSE // If the chemical uses the Fermichem reaction mechanics//If the chemical uses the Fermichem reaction mechanics
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var/FermiExplode = FALSE // If the chemical explodes in a special way
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var/ClearConversion //bitflags for clear conversions; REACTION_CLEAR_IMPURE or REACTION_CLEAR_INVERSE
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var/PurityMin = 0.15 //If purity is below 0.15, it explodes too. Set to 0 to disable this.
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