/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/atmospherics/atmos_mob_interaction.dm

BREATH_VOLUME
BREATH_PERCENTAGEAmount of air to take a from a tile
HAZARD_HIGH_PRESSUREThis determins at what pressure the ultra-high pressure red icon is displayed. (This one is set as a constant)
WARNING_HIGH_PRESSUREThis determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE)
WARNING_LOW_PRESSUREThis is when the gray low pressure icon is displayed. (it is 2.5 * HAZARD_LOW_PRESSURE)
HAZARD_LOW_PRESSUREThis is when the black ultra-low pressure icon is displayed. (This one is set as a constant)
TEMPERATURE_DAMAGE_COEFFICIENTThis is used in handle_temperature_damage() for humans, and in reagents that affect body temperature. Temperature damage is multiplied by this amount.
BODYTEMP_NORMALThe natural temperature for a body
BODYTEMP_AUTORECOVERY_DIVISORThis is the divisor which handles how much of the temperature difference between the current body temperature and 310.15K (optimal temperature) humans auto-regenerate each tick. The higher the number, the slower the recovery. This is applied each tick, so long as the mob is alive.
BODYTEMP_AUTORECOVERY_MINIMUMMinimum amount of kelvin moved toward 310K per tick. So long as abs(310.15 - bodytemp) is more than 50.
BODYTEMP_COLD_DIVISORSimilar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is lower than their body temperature. Make it lower to lose bodytemp faster.
BODYTEMP_HEAT_DIVISORSimilar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is higher than their body temperature. Make it lower to gain bodytemp faster.
BODYTEMP_COOLING_MAXThe maximum number of degrees that your body can cool in 1 tick, due to the environment, when in a cold area.
BODYTEMP_HEATING_MAXThe maximum number of degrees that your body can heat up in 1 tick, due to the environment, when in a hot area.
BODYTEMP_HEAT_DAMAGE_LIMITThe body temperature limit the human body can take before it starts taking damage from heat. This also affects how fast the body normalises it's temperature when hot. 340k is about 66c, and rather high for a human.
BODYTEMP_COLD_DAMAGE_LIMITThe body temperature limit the human body can take before it starts taking damage from cold. This also affects how fast the body normalises it's temperature when cold. 270k is about -3c, that is below freezing and would hurt over time.
BODYTEMP_HEAT_WOUND_LIMITThe body temperature limit the human body can take before it will take wound damage.
BODYTEMP_HULK_COLD_DAMAGE_LIMIT_MODIFIERThe modifier on cold damage limit hulks get ontop of their regular limit
HULK_COLD_DAMAGE_MODThe modifier on cold damage hulks get.
BODYTEMP_HEAT_WARNING_3The temperature the red icon is displayed.
BODYTEMP_HEAT_WARNING_2The temperature the orange icon is displayed.
BODYTEMP_HEAT_WARNING_1The temperature the yellow icon is displayed.
BODYTEMP_COLD_WARNING_1The temperature the light green icon is displayed.
BODYTEMP_COLD_WARNING_2The temperature the cyan icon is displayed.
BODYTEMP_COLD_WARNING_3The temperature the blue icon is displayed.
PRESSURE_DAMAGE_COEFFICIENTThe amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE
LOW_PRESSURE_DAMAGEThe amount of damage someone takes when in a low pressure area (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
COLD_SLOWDOWN_FACTORHumans are slowed by the difference between bodytemp and BODYTEMP_COLD_DAMAGE_LIMIT divided by this
SPACE_HELM_MIN_TEMP_PROTECTwhat min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0.
SPACE_HELM_MAX_TEMP_PROTECTThermal insulation works both ways /Malkevin
SPACE_SUIT_MIN_TEMP_PROTECTwhat min_cold_protection_temperature is set to for space-suit quality jumpsuits or suits. MUST NOT BE 0.
SPACE_SUIT_MIN_TEMP_PROTECT_OFFThe min cold protection of a space suit without the heater active
FIRE_SUIT_MIN_TEMP_PROTECTCold protection for firesuits
FIRE_SUIT_MAX_TEMP_PROTECTwhat max_heat_protection_temperature is set to for firesuit quality suits. MUST NOT BE 0.
FIRE_HELM_MIN_TEMP_PROTECTCold protection for fire helmets
FIRE_HELM_MAX_TEMP_PROTECTfor fire helmet quality items (red and white hardhats)
FIRE_IMMUNITY_MAX_TEMP_PROTECTwhat max_heat_protection_temperature is set to for firesuit quality suits and helmets. MUST NOT BE 0.
HELMET_MIN_TEMP_PROTECTFor normal helmets
HELMET_MAX_TEMP_PROTECTFor normal helmets
ARMOR_MIN_TEMP_PROTECTFor armor
ARMOR_MAX_TEMP_PROTECTFor armor
GLOVES_MIN_TEMP_PROTECTFor some gloves (black and)
GLOVES_MAX_TEMP_PROTECTFor some gloves
SHOES_MIN_TEMP_PROTECTFor gloves
SHOES_MAX_TEMP_PROTECTFor gloves

Define Details

ARMOR_MAX_TEMP_PROTECT

For armor

ARMOR_MIN_TEMP_PROTECT

For armor

BODYTEMP_AUTORECOVERY_DIVISOR

This is the divisor which handles how much of the temperature difference between the current body temperature and 310.15K (optimal temperature) humans auto-regenerate each tick. The higher the number, the slower the recovery. This is applied each tick, so long as the mob is alive.

BODYTEMP_AUTORECOVERY_MINIMUM

Minimum amount of kelvin moved toward 310K per tick. So long as abs(310.15 - bodytemp) is more than 50.

BODYTEMP_COLD_DAMAGE_LIMIT

The body temperature limit the human body can take before it starts taking damage from cold. This also affects how fast the body normalises it's temperature when cold. 270k is about -3c, that is below freezing and would hurt over time.

BODYTEMP_COLD_DIVISOR

Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is lower than their body temperature. Make it lower to lose bodytemp faster.

BODYTEMP_COLD_WARNING_1

The temperature the light green icon is displayed.

BODYTEMP_COLD_WARNING_2

The temperature the cyan icon is displayed.

BODYTEMP_COLD_WARNING_3

The temperature the blue icon is displayed.

BODYTEMP_COOLING_MAX

The maximum number of degrees that your body can cool in 1 tick, due to the environment, when in a cold area.

BODYTEMP_HEATING_MAX

The maximum number of degrees that your body can heat up in 1 tick, due to the environment, when in a hot area.

BODYTEMP_HEAT_DAMAGE_LIMIT

The body temperature limit the human body can take before it starts taking damage from heat. This also affects how fast the body normalises it's temperature when hot. 340k is about 66c, and rather high for a human.

BODYTEMP_HEAT_DIVISOR

Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is higher than their body temperature. Make it lower to gain bodytemp faster.

BODYTEMP_HEAT_WARNING_1

The temperature the yellow icon is displayed.

BODYTEMP_HEAT_WARNING_2

The temperature the orange icon is displayed.

BODYTEMP_HEAT_WARNING_3

The temperature the red icon is displayed.

BODYTEMP_HEAT_WOUND_LIMIT

The body temperature limit the human body can take before it will take wound damage.

BODYTEMP_HULK_COLD_DAMAGE_LIMIT_MODIFIER

The modifier on cold damage limit hulks get ontop of their regular limit

BODYTEMP_NORMAL

The natural temperature for a body

BREATH_PERCENTAGE

Amount of air to take a from a tile

BREATH_VOLUME

COLD_SLOWDOWN_FACTOR

Humans are slowed by the difference between bodytemp and BODYTEMP_COLD_DAMAGE_LIMIT divided by this

FIRE_HELM_MAX_TEMP_PROTECT

for fire helmet quality items (red and white hardhats)

FIRE_HELM_MIN_TEMP_PROTECT

Cold protection for fire helmets

FIRE_IMMUNITY_MAX_TEMP_PROTECT

what max_heat_protection_temperature is set to for firesuit quality suits and helmets. MUST NOT BE 0.

FIRE_SUIT_MAX_TEMP_PROTECT

what max_heat_protection_temperature is set to for firesuit quality suits. MUST NOT BE 0.

FIRE_SUIT_MIN_TEMP_PROTECT

Cold protection for firesuits

GLOVES_MAX_TEMP_PROTECT

For some gloves

GLOVES_MIN_TEMP_PROTECT

For some gloves (black and)

HAZARD_HIGH_PRESSURE

This determins at what pressure the ultra-high pressure red icon is displayed. (This one is set as a constant)

HAZARD_LOW_PRESSURE

This is when the black ultra-low pressure icon is displayed. (This one is set as a constant)

HELMET_MAX_TEMP_PROTECT

For normal helmets

HELMET_MIN_TEMP_PROTECT

For normal helmets

HULK_COLD_DAMAGE_MOD

The modifier on cold damage hulks get.

LOW_PRESSURE_DAMAGE

The amount of damage someone takes when in a low pressure area (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).

PRESSURE_DAMAGE_COEFFICIENT

The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE

SHOES_MAX_TEMP_PROTECT

For gloves

SHOES_MIN_TEMP_PROTECT

For gloves

SPACE_HELM_MAX_TEMP_PROTECT

Thermal insulation works both ways /Malkevin

SPACE_HELM_MIN_TEMP_PROTECT

what min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0.

SPACE_SUIT_MIN_TEMP_PROTECT

what min_cold_protection_temperature is set to for space-suit quality jumpsuits or suits. MUST NOT BE 0.

SPACE_SUIT_MIN_TEMP_PROTECT_OFF

The min cold protection of a space suit without the heater active

TEMPERATURE_DAMAGE_COEFFICIENT

This is used in handle_temperature_damage() for humans, and in reagents that affect body temperature. Temperature damage is multiplied by this amount.

WARNING_HIGH_PRESSURE

This determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE)

WARNING_LOW_PRESSURE

This is when the gray low pressure icon is displayed. (it is 2.5 * HAZARD_LOW_PRESSURE)