void weather_effect::light_acid(game *g) { generic_wet(g, true); if (int(g->turn) % 10 == 0 && PLAYER_OUTSIDE) { if (g->u.weapon.has_flag("RAIN_PROTECT") && one_in(2)) { g->add_msg(_("Your %s protects you from the acidic drizzle."), g->u.weapon.name.c_str()); } else { if (g->u.is_wearing("coat_rain") && !one_in(3)) { g->add_msg(_("Your raincoat protects you from the acidic drizzle.")); } else { bool has_helmet = false; if (g->u.is_wearing_power_armor(&has_helmet) && (has_helmet || !one_in(4))) { g->add_msg(_("Your power armor protects you from the acidic drizzle.")); } else { g->add_msg(_("The acid rain stings, but is mostly harmless for now...")); if (one_in(10) && (g->u.pain < 10)) {g->u.pain++;} } } } } }
/** * Acid drizzle. * Causes minor pain only. */ void weather_effect::light_acid() { generic_wet(true); if( calendar::once_every(MINUTES(1)) && PLAYER_OUTSIDE ) { if (g->u.weapon.has_flag("RAIN_PROTECT") && !one_in(3)) { add_msg(_("Your %s protects you from the acidic drizzle."), g->u.weapon.tname().c_str()); } else { if (g->u.worn_with_flag("RAINPROOF") && !one_in(4)) { add_msg(_("Your clothing protects you from the acidic drizzle.")); } else { bool has_helmet = false; if (g->u.is_wearing_power_armor(&has_helmet) && (has_helmet || !one_in(4))) { add_msg(_("Your power armor protects you from the acidic drizzle.")); } else { add_msg(m_warning, _("The acid rain stings, but is mostly harmless for now...")); if (one_in(10) && (g->u.pain < 10)) { g->u.mod_pain(1); } } } } } }
void weather_effect::light_acid(game *g) { generic_wet(g, true); if (int(g->turn) % 10 == 0 && PLAYER_OUTSIDE) { if (g->u.weapon.has_flag("RAIN_PROTECT") && one_in(2)) { g->add_msg(_("Your umbrella protects you from the acidic drizzle.")); } else { if (g->u.is_wearing("coat_rain") && !one_in(3)) { g->add_msg(_("Your raincoat protects you from the acidic drizzle.")); } else { g->add_msg(_("The acid rain stings, but is mostly harmless for now...")); if (one_in(10) && (g->u.pain < 10)) {g->u.pain++;} } } } }
/** * Wet. * @see generic_wet */ void weather_effect::wet() { generic_wet(false); }
void weather_effect::wet(game *g) { generic_wet(g, false); }