Rename Miasma to Ammonia (#22791)
* Rename Miasma to Ammonia * Namespace changes * Map change????? why
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@@ -242,14 +242,9 @@ namespace Content.Shared.Atmos
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public const float N2ODecompositionRate = 2f;
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/// <summary>
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/// How many mol of frezon can be converted into miasma in one cycle.
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/// Divisor for Ammonia Oxygen reaction so that it doesn't happen instantaneously.
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/// </summary>
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public const float MiasmicSubsumationMaxConversionRate = 5f;
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/// <summary>
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/// Divisor for Miasma Oxygen reaction so that it doesn't happen instantaneously.
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/// </summary>
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public const float MiasmaOxygenReactionRate = 10f;
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public const float AmmoniaOxygenReactionRate = 10f;
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/// <summary>
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/// Determines at what pressure the ultra-high pressure red icon is displayed.
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@@ -334,7 +329,7 @@ namespace Content.Shared.Atmos
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Plasma = 3,
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Tritium = 4,
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WaterVapor = 5,
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Miasma = 6,
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Ammonia = 6,
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NitrousOxide = 7,
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Frezon = 8
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}
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@@ -20,7 +20,7 @@ namespace Content.Shared.Atmos.Piping.Unary.Components
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Gas.Plasma,
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Gas.Tritium,
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Gas.WaterVapor,
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Gas.Miasma,
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Gas.Ammonia,
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Gas.NitrousOxide,
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Gas.Frezon
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};
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@@ -1,4 +1,4 @@
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namespace Content.Shared.Atmos.Miasma;
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namespace Content.Shared.Atmos.Rotting;
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/// <summary>
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/// Entities inside this container will not rot.
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@@ -1,6 +1,6 @@
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Atmos.Miasma;
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namespace Content.Shared.Atmos.Rotting;
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/// <summary>
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/// This makes mobs eventually start rotting when they die.
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@@ -2,7 +2,7 @@ using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Atmos.Miasma;
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namespace Content.Shared.Atmos.Rotting;
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/// <summary>
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/// Lets an entity rot into another entity.
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@@ -2,7 +2,7 @@ using Content.Shared.Damage;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Atmos.Miasma;
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namespace Content.Shared.Atmos.Rotting;
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/// <summary>
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/// Tracking component for stuff that has started to rot.
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@@ -17,7 +17,7 @@ public sealed partial class RottingComponent : Component
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public bool DealDamage = true;
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/// <summary>
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/// When the next check will happen for rot progression + effects like damage and miasma
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/// When the next check will happen for rot progression + effects like damage and ammonia
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/// </summary>
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[DataField("nextRotUpdate", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextRotUpdate = TimeSpan.Zero;
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