diff --git a/code/__DEFINES/atmospherics/atmos_mob_interaction.dm b/code/__DEFINES/atmospherics/atmos_mob_interaction.dm index 1f0c3a0669e..898afa56387 100644 --- a/code/__DEFINES/atmospherics/atmos_mob_interaction.dm +++ b/code/__DEFINES/atmospherics/atmos_mob_interaction.dm @@ -78,6 +78,9 @@ /// The temperature the blue icon is displayed. #define BODYTEMP_COLD_WARNING_3 (BODYTEMP_COLD_DAMAGE_LIMIT - 150) //120k +/// Beyond this temperature, being on fire will increase body temperature by less and less +#define BODYTEMP_FIRE_TEMP_SOFTCAP 1200 + /// The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE #define PRESSURE_DAMAGE_COEFFICIENT 2 #define MAX_HIGH_PRESSURE_DAMAGE 2 diff --git a/code/datums/status_effects/debuffs/fire_stacks.dm b/code/datums/status_effects/debuffs/fire_stacks.dm index 2ea67ba615f..5c29572b0fe 100644 --- a/code/datums/status_effects/debuffs/fire_stacks.dm +++ b/code/datums/status_effects/debuffs/fire_stacks.dm @@ -197,14 +197,19 @@ var/mob/living/carbon/human/victim = owner var/thermal_protection = victim.get_thermal_protection() - if(thermal_protection >= FIRE_IMMUNITY_MAX_TEMP_PROTECT && !no_protection) - return + if(!no_protection) + if(thermal_protection >= FIRE_IMMUNITY_MAX_TEMP_PROTECT) + return + if(thermal_protection >= FIRE_SUIT_MAX_TEMP_PROTECT) + victim.adjust_bodytemperature(5.5 * delta_time) + return - if(thermal_protection >= FIRE_SUIT_MAX_TEMP_PROTECT && !no_protection) - victim.adjust_bodytemperature(5.5 * delta_time) - return + var/amount_to_heat = (BODYTEMP_HEATING_MAX + (stacks * 12)) * 0.5 * delta_time + if(owner.bodytemperature > BODYTEMP_FIRE_TEMP_SOFTCAP) + // Apply dimishing returns upon temp beyond the soft cap + amount_to_heat = amount_to_heat ** (BODYTEMP_FIRE_TEMP_SOFTCAP / owner.bodytemperature) - victim.adjust_bodytemperature((BODYTEMP_HEATING_MAX + (stacks * 12)) * 0.5 * delta_time) + victim.adjust_bodytemperature(amount_to_heat) victim.add_mood_event("on_fire", /datum/mood_event/on_fire) victim.mind?.add_memory(MEMORY_FIRE, list(DETAIL_PROTAGONIST = victim), story_value = STORY_VALUE_OKAY)