* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
53 lines
1.5 KiB
Plaintext
53 lines
1.5 KiB
Plaintext
/proc/radiation_pulse(turf/epicenter, heavy_range, light_range, severity, log=0)
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if(!epicenter || !severity) return
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if(!isturf(epicenter))
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epicenter = get_turf(epicenter.loc)
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if(heavy_range > light_range)
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light_range = heavy_range
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var/light_severity = severity * 0.5
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for(var/atom/T in range(light_range, epicenter))
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var/distance = get_dist(epicenter, T)
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if(distance < 0)
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distance = 0
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if(distance < heavy_range)
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T.rad_act(severity)
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else if(distance == heavy_range)
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if(prob(50))
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T.rad_act(severity)
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else
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T.rad_act(light_severity)
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else if(distance <= light_range)
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T.rad_act(light_severity)
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if(log)
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log_game("Radiation pulse with size ([heavy_range], [light_range]) and severity [severity] in area [epicenter.loc.name] ")
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return 1
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/atom/proc/rad_act(var/severity)
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return 1
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/mob/living/rad_act(amount, silent = 0)
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if(amount)
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var/blocked = getarmor(null, "rad")
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if(!silent)
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src << "Your skin feels warm."
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apply_effect(amount, IRRADIATE, blocked)
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for(var/obj/I in src) //Radiation is also applied to items held by the mob
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I.rad_act(amount)
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/mob/living/carbon/rad_act(amount, silent = 0)
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if(dna && (RADIMMUNE in dna.species.species_traits))
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silent = TRUE
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..()
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//Silicons will inherently not get irradiated due to having an empty handle_mutations_and_radiation, but they need to not hear this
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/mob/living/silicon/rad_act(amount)
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. = ..(amount, TRUE)
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/mob/living/simple_animal/bot/rad_act(amount)
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. = ..(amount, TRUE) |