mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-30 16:38:22 +01:00
@@ -495,4 +495,7 @@
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return ..()
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/mob/living/carbon/get_contained_external_atoms()
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. = contents - internal_organs
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. = contents - internal_organs
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/mob/living/carbon/proc/is_drowsy()
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return (drowsiness >= 5)
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@@ -303,6 +303,8 @@
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if(M.max_stamina > 0)
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disarm_cost = M.max_stamina / 6
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if(M.is_drowsy())
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disarm_cost *= 1.25
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usesStamina = TRUE
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else if(M.max_stamina <= 0)
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if(M.isSynthetic())
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@@ -65,7 +65,7 @@
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if(aiming && aiming.aiming_at)
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tally += 5 // Iron sights make you slower, it's a well-known fact.
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if (drowsyness)
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if (is_drowsy())
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tally += 6
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if (!(species.flags & IS_MECHANICAL)) // Machines don't move slower when cold.
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@@ -14,7 +14,7 @@
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slurring = 0
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confused = 0
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eye_blurry = 0
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drowsyness = 0
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drowsiness = 0
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paralysis = 0
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sleeping = 0
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//Many of these parameters normally tick down in life code, but some parts of that code don't run in godmode, so this prevents a BST being stuck with blurred vision
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@@ -778,6 +778,7 @@
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if(resting)
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dizziness = max(0, dizziness - 15)
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jitteriness = max(0, jitteriness - 15)
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drowsiness = max(0, drowsiness - 5)
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adjustHalLoss(-3)
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else
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dizziness = max(0, dizziness - 3)
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@@ -787,15 +788,21 @@
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//Other
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handle_statuses()
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if (drowsyness)
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if (drowsyness < 0)
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drowsyness = 0
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if (drowsiness)
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if (drowsiness < 0)
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drowsiness = 0
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else
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drowsyness--
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eye_blurry = max(2, eye_blurry)
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if (prob(5))
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sleeping += 1
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Paralyse(5)
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drowsiness--
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eye_blurry = max(drowsiness, eye_blurry)
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if(drowsiness > 5)
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if(prob(drowsiness/5))
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slurring += rand(1, 5)
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if(prob(3))
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make_dizzy(100 + drowsiness)
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if(!sleeping)
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emote("yawn")
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if(prob(drowsiness/10))
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eye_blind += 2
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// If you're dirty, your gloves will become dirty, too.
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if(gloves && germ_level > gloves.germ_level && prob(10))
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@@ -1376,6 +1383,8 @@
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//Any suffocation damage slows stamina regen.
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//This includes oxyloss from low blood levels
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var/regen = stamina_recovery * (1 - min(((getOxyLoss()) / exhaust_threshold) + ((get_shock()) / exhaust_threshold), 1))
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if(is_drowsy())
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regen *= 0.85
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if (regen > 0)
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stamina = min(max_stamina, stamina+regen)
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adjustNutritionLoss(stamina_recovery*0.09)
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@@ -1446,8 +1455,8 @@
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/mob/living/carbon/human/proc/do_fever_effects(var/fever)
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if(prob(20/3)) // every 30 seconds, roughly
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to_chat(src, SPAN_WARNING(pick("You feel cold and clammy...", "You shiver as if a breeze has passed through.", "Your muscles ache.", "You feel tired and fatigued.")))
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if(prob(20)) // once every 10 seconds, roughly
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drowsyness += 4
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if(prob(25)) // once every 8 seconds, roughly
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drowsiness += 5
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if(prob(20))
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adjustHalLoss(5 * min(fever, 5)) // muscle pain from fever
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if(fever >= 7 && prob(10)) // your organs are boiling, figuratively speaking
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@@ -555,6 +555,8 @@
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cost += H.getOxyLoss() * 0.1 //The less oxygen we get, the more we strain.
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cost *= H.sprint_cost_factor
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if(H.is_drowsy())
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cost *= 1.25
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if (H.stamina == -1)
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log_debug("Error: Species with special sprint mechanics has not overridden cost function.")
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return 0
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@@ -66,7 +66,7 @@
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if(EYE_BLUR)
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eye_blurry = max(eye_blurry, effect * BLOCKED_MULT(blocked))
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if(DROWSY)
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drowsyness = max(drowsyness, effect * BLOCKED_MULT(blocked))
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drowsiness = max(drowsiness, effect * BLOCKED_MULT(blocked))
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if(INCINERATE)
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IgniteMob(effect * BLOCKED_MULT(blocked))
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updatehealth()
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@@ -117,7 +117,7 @@
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var/bodytemperature = 310.055 //98.7 F
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var/old_x = 0
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var/old_y = 0
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var/drowsyness = 0.0//Carbon
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var/drowsiness = 0.0//Carbon
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var/charges = 0.0
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var/nutrition = BASE_MAX_NUTRITION * CREW_NUTRITION_SLIGHTLYHUNGRY //carbon
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var/nutrition_loss = HUNGER_FACTOR //How much hunger is lost per tick. This is modified by species
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