* sprites and sounds * The code for the reactor itself * Update code/modules/power/reactor/rbmk.dm Co-authored-by: Putnam3145 <putnam3145@gmail.com> * Update code/modules/power/reactor/rbmk.dm Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com> * Map stuff * Removes Clamps. * Matrices separated, this was a mistake on my part. * Update tgstation.dme * removal as per putnam's review * redfines highest available as 1007 * possible soundloop fix? probably not. * temporary config thing to make engine load * changes to map template from splurt * Update code/modules/power/reactor/rbmk.dm Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com> * Update code/modules/power/reactor/rbmk.dm Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com> * actually somehow fixed the runtimes? * old maps from hyper, not needed.. * Revert "old maps from hyper, not needed.." This reverts commit 92ccd89952d360206926d8b57e82084994a6a0d6. * take two on removal * fixes power output * Update code/modules/power/reactor/rbmk.dm Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com> * Update code/modules/power/reactor/rbmk.dm Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com> * deals with the double turf * Revert "temporary config thing to make engine load" This reverts commit 7f52188d5261cd60024ef36cf7c33df0748d0c79. * was told to bring it back * don't need to change these * next time I'll just copy paste it instead of type it. * a * Flexi Seal crate so we can fix the reactor * set power to 0 so it can be fixed * nerfs power output Co-authored-by: Putnam3145 <putnam3145@gmail.com> Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com>
61 lines
2.0 KiB
Plaintext
61 lines
2.0 KiB
Plaintext
// A special GetAllContents that doesn't search past things with rad insulation
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// Components which return COMPONENT_BLOCK_RADIATION prevent further searching into that object's contents. The object itself will get returned still.
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// The ignore list makes those objects never return at all
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/proc/get_rad_contents(atom/location)
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var/static/list/ignored_things = typecacheof(list(
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/mob/dead,
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/mob/camera,
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/obj/effect,
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/obj/docking_port,
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/atom/movable/lighting_object,
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/obj/item/projectile,
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))
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var/list/processing_list = list(location)
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. = list()
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var/i = 0
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var/lim = 1
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while(i < lim)
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var/atom/thing = processing_list[++i]
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if(ignored_things[thing.type])
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continue
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. += thing
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if((thing.rad_flags & RAD_PROTECT_CONTENTS) || (SEND_SIGNAL(thing, COMSIG_ATOM_RAD_PROBE) & COMPONENT_BLOCK_RADIATION))
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continue
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processing_list += thing.contents
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lim = processing_list.len
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/proc/radiation_pulse(atom/source, intensity, range_modifier, log=FALSE, can_contaminate=TRUE)
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if(!SSradiation.can_fire)
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return
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var/turf/open/pool/PL = get_turf(source)
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if(istype(PL))
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if(PL.filled == TRUE)
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intensity *= 0.15
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var/area/A = get_area(source)
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var/atom/nested_loc = source.loc
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var/spawn_waves = TRUE
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while(nested_loc != A)
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if(nested_loc.rad_flags & RAD_PROTECT_CONTENTS)
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spawn_waves = FALSE
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break
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nested_loc = nested_loc.loc
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if(spawn_waves)
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for(var/dir in GLOB.cardinals)
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new /datum/radiation_wave(source, dir, intensity, range_modifier, can_contaminate)
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var/static/last_huge_pulse = 0
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if(intensity > 3000 && world.time > last_huge_pulse + 200)
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last_huge_pulse = world.time
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log = TRUE
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var/list/things = get_rad_contents(source) //copypasta because I don't want to put special code in waves to handle their origin
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for(var/k in 1 to things.len)
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var/atom/thing = things[k]
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if(!thing)
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continue
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thing.rad_act(intensity)
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if(log)
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log_game("Radiation pulse with intensity: [intensity] and range modifier: [range_modifier] in [loc_name(PL)][spawn_waves ? "" : " (contained by [nested_loc.name])"]")
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return TRUE
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