Severely nerf fires and severely buff fire protection (#5396)
* Make fires do less damage * Severely nerf fires and severely buff temperature protection * fuck it, i'll nerf it so hard and we can buff it later if we decide * new scaling func * fix * unused * reviews + balance metabolism heat + reduce atmos air temp transfer efficiency * little more balance * just a wee bit more * slight adjustment
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@@ -2,8 +2,6 @@ using System;
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using Content.Server.Alert;
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using Content.Server.Atmos.Components;
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using Content.Server.Stunnable;
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using Content.Server.Stunnable.Components;
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using Content.Server.Temperature.Components;
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using Content.Server.Temperature.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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@@ -11,7 +9,6 @@ using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Stunnable;
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using Content.Shared.Temperature;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -25,7 +22,6 @@ namespace Content.Server.Atmos.EntitySystems
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internal sealed class FlammableSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly TemperatureSystem _temperatureSystem = default!;
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@@ -209,11 +205,7 @@ namespace Content.Server.Atmos.EntitySystems
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if (flammable.FireStacks > 0)
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{
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_temperatureSystem.ReceiveHeat(uid, 200 * flammable.FireStacks);
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// TODO ATMOS Fire resistance from armor
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var damageScale = Math.Min((int) (flammable.FireStacks * 2.5f), 10);
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_damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale);
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_temperatureSystem.ChangeHeat(uid, 80000 * flammable.FireStacks);
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AdjustFireStacks(uid, -0.1f * (flammable.Resisting ? 10f : 1f), flammable);
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}
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else
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