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https://github.com/Aurorastation/Aurora.3.git
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Ports the radiation subsystem and cleans up damage flags. (#15715)
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@@ -206,12 +206,12 @@
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rng = rand(0,8)
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switch(rng)
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if(0)
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apply_damage(instability * 0.3, PAIN)
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apply_damage(instability * 0.3, DAMAGE_PAIN)
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if(1)
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return
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if(2)
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if(can_feel_pain())
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apply_damage(instability * 0.3, PAIN)
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apply_damage(instability * 0.3, DAMAGE_PAIN)
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to_chat(src, "<span class='danger'>You feel a sharp pain!</span>")
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if(3)
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apply_effect(instability * 0.3, EYE_BLUR)
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@@ -234,12 +234,12 @@
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rng = rand(0,8)
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switch(rng)
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if(0)
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apply_damage(instability * 0.2, IRRADIATE)
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apply_damage(instability * 0.2, DAMAGE_RADIATION)
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if(1)
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return
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if(2)
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if(can_feel_pain())
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apply_damage(instability * 0.7, PAIN)
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apply_damage(instability * 0.7, DAMAGE_PAIN)
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to_chat(src, "<span class='danger'>You feel an extremely angonizing pain from all over your body!</span>")
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if(3)
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apply_effect(instability * 0.5, EYE_BLUR)
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@@ -257,14 +257,14 @@
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rng = rand(0,7)
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switch(rng)
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if(0)
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apply_effect(instability, IRRADIATE)
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apply_damage(instability, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
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if(1)
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visible_message("<span class='warning'>\The [src] suddenly collapses!</span>",
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"<span class='danger'>You suddenly feel very light-headed, and faint!</span>")
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Paralyse(instability * 0.1)
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if(2)
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if(can_feel_pain())
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apply_damage(instability, PAIN)
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apply_damage(instability, DAMAGE_PAIN)
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to_chat(src, "<span class='danger'>You feel an extremely angonizing pain from all over your body!</span>")
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if(3)
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apply_effect(instability, EYE_BLUR)
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@@ -295,7 +295,7 @@
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// This should only be used for EXTERNAL sources of instability, such as from someone or something glowing.
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/mob/living/proc/receive_radiated_instability(amount)
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// Energy armor like from the AMI RIG can protect from this.
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var/armor_ratio = get_blocked_ratio(BP_CHEST, BURN, damage = 40)
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var/armor_ratio = get_blocked_ratio(BP_CHEST, DAMAGE_BURN, damage = 40)
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amount = amount * armor_ratio
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if(amount && prob(10))
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if(isSynthetic())
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@@ -30,7 +30,7 @@
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var/damage_to_inflict = max(L.health / L.getMaxHealth(), 0) // Otherwise, those in crit would actually be healed.
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var/armor_factor = L.modify_damage_by_armor(BP_CHEST, 30, BURN, armor_pen = 40)
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var/armor_factor = L.modify_damage_by_armor(BP_CHEST, 30, DAMAGE_BURN, armor_pen = 40)
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damage_to_inflict = damage_to_inflict * armor_factor
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if(L.isSynthetic())
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@@ -25,4 +25,4 @@
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icon_state = "plasma_bolt"
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damage = 25
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armor_penetration = 15
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damage_type = BRUTE
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damage_type = DAMAGE_BRUTE
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@@ -26,7 +26,7 @@
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icon_state = "lightning"
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damage = 25
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armor_penetration = 25
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damage_type = BURN
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damage_type = DAMAGE_BURN
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muzzle_type = /obj/effect/projectile/muzzle/tesla
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tracer_type = /obj/effect/projectile/tracer/tesla
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@@ -25,7 +25,7 @@
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/obj/item/projectile/overload
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name = "overloaded bolt"
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icon_state = "bluespace"
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damage_type = BURN
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damage_type = DAMAGE_BURN
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armor_penetration = 100
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/obj/item/spell/projectile/overload/make_projectile(obj/item/projectile/projectile_type, mob/living/user)
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@@ -51,5 +51,5 @@
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continue
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var/radius = max(get_dist(L, src), 1)
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var/rads = (adjusted_power / 10) * ( 1 / (radius**2) )
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L.apply_effect(rads, IRRADIATE)
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L.apply_damage(rads, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
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adjust_instability(2)
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