06-29-2023, 09:19 AM
Right now, stuff inside lockers and crates will always be fully immune from an explosion, no matter how severe it is. This always seemed a bit silly to me, that an explosion strong enough to annihilate a reinforced wall and the turf under it would be unable to even dent the space people and the objects inside the locker it destroyed.
What if the contents of an exploded locker were affected with a lesser explosion severity than what the locker had. E.g. if a crate suffered an explosion of severity 1, the crate's content would suffer explosions of severities 2. If a locker was destroyed by an explosion of severity 3, then it's content would be unaffected as that's the least severe explosion.
We could also use prob() like much of the explosion code uses to, on a per object basis, either keep the severity the same, lower it by one, or even maybe much further down.
This would be a very simple change to code, just a few lines in large_storage_parent.dm's ex_act's method.
What if the contents of an exploded locker were affected with a lesser explosion severity than what the locker had. E.g. if a crate suffered an explosion of severity 1, the crate's content would suffer explosions of severities 2. If a locker was destroyed by an explosion of severity 3, then it's content would be unaffected as that's the least severe explosion.
We could also use prob() like much of the explosion code uses to, on a per object basis, either keep the severity the same, lower it by one, or even maybe much further down.
This would be a very simple change to code, just a few lines in large_storage_parent.dm's ex_act's method.