<commit_before>//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32

//NOTE: Breathing happens once per FOUR TICKS, unless the last breath fails. In which case it happens once per ONE TICK! So oxyloss healing is done once per 4 ticks while oxyloss damage is applied once per tick!
#define HUMAN_MAX_OXYLOSS 3 //Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it.
#define HUMAN_CRIT_MAX_OXYLOSS ( (last_tick_duration) /3) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 100HP to get through, so (1/3)*last_tick_duration per second. Breaths however only happen every 4 ticks.

#define HEAT_DAMAGE_LEVEL_1 2 //Amount of damage applied when your body temperature just passes the 360.15k safety point
#define HEAT_DAMAGE_LEVEL_2 4 //Amount of damage applied when your body temperature passes the 400K point
#define HEAT_DAMAGE_LEVEL_3 8 //Amount of damage applied when your body temperature passes the 1000K point

#define COLD_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when your body temperature just passes the 260.15k safety point
#define COLD_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when your body temperature passes the 200K point
#define COLD_DAMAGE_LEVEL_3 3 //Amount of damage applied when your body temperature passes the 120K point

//Note that gas heat damage is only applied once every FOUR ticks.
#define HEAT_GAS_DAMAGE_LEVEL_1 2 //Amount of damage applied when the current breath's temperature just passes the 360.15k safety point
#define HEAT_GAS_DAMAGE_LEVEL_2 4 //Amount of damage applied when the current breath's temperature passes the 400K point
#define HEAT_GAS_DAMAGE_LEVEL_3 8 //Amount of damage applied when the current breath's temperature passes the 1000K point

#define COLD_GAS_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when the current breath's temperature just passes the 260.15k safety point
#define COLD_GAS_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when the current breath's temperature passes the 200K point
#define COLD_GAS_DAMAGE_LEVEL_3 3 //Amount of damage applied when the current breath's temperature passes the 120K point

#define TINT_IMPAIR 2			//Threshold of tint level to apply weld mask overlay
#define TINT_BLIND 3			//Threshold of tint level to obscure vision fully

/mob/living/carbon/human
	var/oxygen_alert = 0
	var/toxins_alert = 0
	var/fire_alert = 0
	var/pressure_alert = 0
	var/prev_gender = null // Debug for plural genders
	var/temperature_alert = 0
	var/tinttotal = 0				// Total level of visualy impairing items



/mob/living/carbon/human/Life()
	set invisibility = 0
	set background = 1

	if (monkeyizing)	return
	if(!loc)			return	// Fixing a null error that occurs when the mob isn't found in the world -- TLE

	..()

	//Apparently, the person who wrote this code designed it so that
	//blinded get reset each cycle and then get activated later in the
	//code. Very ugly. I dont care. Moving this stuff here so its easy
	//to find it.
	blinded = null
	fire_alert = 0 //Reset this here, because both breathe() and handle_environment() have a chance to set it.
	tinttotal = tintcheck() //here as both hud updates and status updates call it


	//TODO: seperate this out
	var/datum/gas_mixture/environment = loc.return_air()

	//No need to update all of these procs if the guy is dead.
	if(stat != DEAD)
		if(air_master.current_cycle%4==2 || failed_last_breath) 	//First, resolve location and get a breath
			breathe() 				//Only try to take a breath every 4 ticks, unless suffocating<commit_msg> * Removed a useless variable (prev_gender).<commit_after>//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32

//NOTE: Breathing happens once per FOUR TICKS, unless the last breath fails. In which case it happens once per ONE TICK! So oxyloss healing is done once per 4 ticks while oxyloss damage is applied once per tick!
#define HUMAN_MAX_OXYLOSS 3 //Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it.
#define HUMAN_CRIT_MAX_OXYLOSS ( (last_tick_duration) /3) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 100HP to get through, so (1/3)*last_tick_duration per second. Breaths however only happen every 4 ticks.

#define HEAT_DAMAGE_LEVEL_1 2 //Amount of damage applied when your body temperature just passes the 360.15k safety point
#define HEAT_DAMAGE_LEVEL_2 4 //Amount of damage applied when your body temperature passes the 400K point
#define HEAT_DAMAGE_LEVEL_3 8 //Amount of damage applied when your body temperature passes the 1000K point

#define COLD_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when your body temperature just passes the 260.15k safety point
#define COLD_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when your body temperature passes the 200K point
#define COLD_DAMAGE_LEVEL_3 3 //Amount of damage applied when your body temperature passes the 120K point

//Note that gas heat damage is only applied once every FOUR ticks.
#define HEAT_GAS_DAMAGE_LEVEL_1 2 //Amount of damage applied when the current breath's temperature just passes the 360.15k safety point
#define HEAT_GAS_DAMAGE_LEVEL_2 4 //Amount of damage applied when the current breath's temperature passes the 400K point
#define HEAT_GAS_DAMAGE_LEVEL_3 8 //Amount of damage applied when the current breath's temperature passes the 1000K point

#define COLD_GAS_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when the current breath's temperature just passes the 260.15k safety point
#define COLD_GAS_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when the current breath's temperature passes the 200K point
#define COLD_GAS_DAMAGE_LEVEL_3 3 //Amount of damage applied when the current breath's temperature passes the 120K point

#define TINT_IMPAIR 2			//Threshold of tint level to apply weld mask overlay
#define TINT_BLIND 3			//Threshold of tint level to obscure vision fully

/mob/living/carbon/human
	var/oxygen_alert = 0
	var/toxins_alert = 0
	var/fire_alert = 0
	var/pressure_alert = 0
	var/temperature_alert = 0
	var/tinttotal = 0				// Total level of visualy impairing items



/mob/living/carbon/human/Life()
	set invisibility = 0
	set background = 1

	if (monkeyizing)	return
	if(!loc)			return	// Fixing a null error that occurs when the mob isn't found in the world -- TLE

	..()

	//Apparently, the person who wrote this code designed it so that
	//blinded get reset each cycle and then get activated later in the
	//code. Very ugly. I dont care. Moving this stuff here so its easy
	//to find it.
	blinded = null
	fire_alert = 0 //Reset this here, because both breathe() and handle_environment() have a chance to set it.
	tinttotal = tintcheck() //here as both hud updates and status updates call it


	//TODO: seperate this out
	var/datum/gas_mixture/environment = loc.return_air()

	//No need to update all of these procs if the guy is dead.
	if(stat != DEAD)
		if(air_master.current_cycle%4==2 || failed_last_breath) 	//First, resolve location and get a breath
			breathe() 				//Only try to take a breath every 4 ticks, unless suffocating
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