# code/__DEFINES/radiation.dm

RAD_MOB_HAIRLOSS | How much stored radiation to check for hair loss |
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RAD_MOB_HAIRLOSS_PROB | Chance of you hair starting to fall out every second when over threshold |

RAD_MOB_MUTATE | How much stored radiation to check for mutation |

RAD_MOB_MUTATE_PROB | Chance of randomly mutating every second when over threshold |

RAD_MOB_VOMIT | The time since irradiated before checking for vomitting |

RAD_MOB_VOMIT_PROB | Chance per second of vomitting |

RAD_MOB_KNOCKDOWN | How much stored radiation to check for stunning |

RAD_MOB_KNOCKDOWN_PROB | Chance of knockdown per second when over threshold |

RAD_MOB_KNOCKDOWN_AMOUNT | Amount of knockdown when it occurs |

DEFAULT_RADIATION_CHANCE | The default chance something can be irradiated |

URANIUM_IRRADIATION_CHANCE | The default chance for uranium structures to irradiate |

URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME | The minimum exposure time before uranium structures can irradiate |

NEBULA_RADIATION_MINIMUM_EXPOSURE_TIME | The minimum exposure time before the radioactive nebula can irradiate |

PERCEIVED_RADIATION_DANGER_LOW | Return values of [proc/get_perceived_radiation_danger] |

TIME_WITHOUT_RADIATION_BEFORE_RESET | The time before geiger counters reset back to normal without any radiation pulses |

RADIATION_EXPOSURE_NEBULA_BASE_CHANCE | Base chance the nebula has of applying irradiation |

RADIATION_EXPOSURE_NEBULA_CHANCE_INCREMENT | The chance we add to the base chance every time we fail to irradiate |

RADIATION_EXPOSURE_NEBULA_CHECK_INTERVAL | Time it takes for the next irradiation check |

## Define Details

### DEFAULT_RADIATION_CHANCE

The default chance something can be irradiated

### NEBULA_RADIATION_MINIMUM_EXPOSURE_TIME

The minimum exposure time before the radioactive nebula can irradiate

### PERCEIVED_RADIATION_DANGER_LOW

Return values of [proc/get_perceived_radiation_danger]

### RADIATION_EXPOSURE_NEBULA_BASE_CHANCE

Base chance the nebula has of applying irradiation

### RADIATION_EXPOSURE_NEBULA_CHANCE_INCREMENT

The chance we add to the base chance every time we fail to irradiate

### RADIATION_EXPOSURE_NEBULA_CHECK_INTERVAL

Time it takes for the next irradiation check

### RAD_MOB_HAIRLOSS

How much stored radiation to check for hair loss

### RAD_MOB_HAIRLOSS_PROB

Chance of you hair starting to fall out every second when over threshold

### RAD_MOB_KNOCKDOWN

How much stored radiation to check for stunning

### RAD_MOB_KNOCKDOWN_AMOUNT

Amount of knockdown when it occurs

### RAD_MOB_KNOCKDOWN_PROB

Chance of knockdown per second when over threshold

### RAD_MOB_MUTATE

How much stored radiation to check for mutation

### RAD_MOB_MUTATE_PROB

Chance of randomly mutating every second when over threshold

### RAD_MOB_VOMIT

The time since irradiated before checking for vomitting

### RAD_MOB_VOMIT_PROB

Chance per second of vomitting

### TIME_WITHOUT_RADIATION_BEFORE_RESET

The time before geiger counters reset back to normal without any radiation pulses

### URANIUM_IRRADIATION_CHANCE

The default chance for uranium structures to irradiate

### URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME

The minimum exposure time before uranium structures can irradiate