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Converts drunkness and dizziness to status effects. Refactors status effect examine text (and, subsequently, stabilized black extracts). (#66340)
* Refactors dizziness into a status effect * Refactors the dizziness setter to use the new kind * Drunkness. - Should drunk continue to work off of a magic value or be swapped to duration? I've not yet decided: For understandability it's preferabale for "drunk" to use a timer (they are drunk for 3 more minutes), but both adding drunk and decreasing drunk currently use weird calculations which would be difficult to carry over. - Ballmer is a liver trait * Dizzy was a setter, not an adjuster * Does all the drunk effects over - refactors examine text fully - refactors stabilized blacks because of this * Removed * repaths, fixes some issues * Minor fixes * Some erroneous changes * Fixes some dizziness errors * Consistency thing * Warning * Undoes this change, I dont like its implementation * max_duration * Max amount * Should be a negative * max duration * drunk doesn't tick on death * Rework dizziness strength * Erroneous dizzy change * Fixes return type
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@@ -493,7 +493,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
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if(prob(50))
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spawned_carbon.adjust_timed_status_effect(rand(30 SECONDS, 40 SECONDS), /datum/status_effect/drugginess)
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else
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spawned_carbon.drunkenness += rand(15, 25)
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spawned_carbon.adjust_drunk_effect(rand(15, 25))
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spawned_carbon.adjust_disgust(rand(5, 55)) //How hungover are you?
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if(spawned_carbon.head)
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return
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