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Adds pressure protection bounds to clothing. #5776

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merged 5 commits into from Jan 13, 2019

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Atermonera commented Dec 12, 2018

Protection falls off when exceeding the pressure limits from 100% protection at the boundary to 0% at 10% in excess (above the max or below the min) boundary. Currently, only hat and suit slots are checked for this protection (No change from prior behaviour). In order for the protection to work, both the max and min pressure variables must be non-null.
Anomaly suits (The orange ones) now offer limited pressure protection in case anomalies start making or draining air. Firesuits are no longer spaceproof, but still offer protection against the high pressures of fire.
Tested.
Fixes #5739

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zekesulastin commented Dec 12, 2018

I'm not quite certain what the point of firesuits is anymore, considering engineering has access to the milieu of engineering voidsuits and that they will no longer protect you from a toxins breach/venting an area to stop a large fire/the fireblob hitting a welder tank, but at least they had a great run!

Also, while I see that you attempted to differentiate the CE rigsuit from the regular EVA rig by giving it 100x atmos protection compared to every other suit's 20x protection to make it "comparable to the atmos suit", you forgot to actually buff the atmos suit as far as I can tell. I would kind of figure that all the engi stuff in general might be a bit more resistant than a plain old softsuit since any engineer would likely be going into a fire instead of running away, but eh.

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Atermonera commented Dec 12, 2018

Forgetting to increase the resistance of the atmos suit was an oversight, and the uniform 20 atmosphere value is a testing value while other people with more to say about balance actually discuss what values each suit should get. I don't know what pressure a toxins fire can reach, so I don't actually know what the engi/atmos suits should be expected to protect against.
That said, I acknowledge that the upper bounds are quite overkill, and generally, the values could probably stand to fall by up 90%. I.e., softsuits can only protect against 1-2 atmospheres. Voidsuits should be noticeably higher, perhaps up to 10-15, so on and so forth, but these values do need discussion.

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Atermonera commented Jan 5, 2019

Box move ate part of the forum discussion, but I'm comfortable with these values. I know in the last batch of testing that a firesuit with internals in hard vacuum caused bruteloss-induced unconsciousness (as opposed to oxyloss) after 2m45s. I think without internals it should work out to roughly a minute.

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Neerti commented Jan 13, 2019

This has been sitting for around a month and I think the conversation died down. This looks fine to me, and if any issues arise we can always patch it again later.

@Neerti Neerti merged commit 274b3c3 into PolarisSS13:master Jan 13, 2019

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