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Fix species radiation multipliers (#1325)
Fixes radiation so species' radiation_mod values are actually applied. Refactored radiation application to use proc apply_radiation() instead of directly modifying the variable.
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@@ -54,7 +54,7 @@
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adjustHalLoss(effect) //Changed this to use the wrapper function, it shouldn't directly alter the value
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if(IRRADIATE)
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var/rad_protection = check_protection ? getarmor(null, "rad")/100 : 0
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radiation += max((1-rad_protection)*effect/(blocked+1),0)//Rads auto check armor
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apply_radiation(max((1-rad_protection)*effect/(blocked+1),0))//Rads auto check armor
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if(STUTTER)
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if(status_flags & CANSTUN) // stun is usually associated with stutter
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stuttering = max(stuttering,(effect/(blocked+1)))
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@@ -81,3 +81,9 @@
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if(agony) apply_effect(agony, AGONY, blocked)
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if(incinerate) apply_effect(incinerate, INCINERATE, blocked)
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return 1
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// overridden by human
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/mob/living/proc/apply_radiation(var/rads)
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total_radiation += rads
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if (total_radiation < 0)
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total_radiation = 0
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