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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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@@ -57,6 +57,6 @@
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var/mob/living/L = target
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if(L.mob_biotypes & MOB_PLANT)
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L.show_message(span_notice("The radiation beam leaves you feeling disoriented!"))
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L.Dizzy(15)
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L.set_timed_status_effect(30 SECONDS, /datum/status_effect/dizziness, only_if_higher = TRUE)
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L.emote("flip")
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L.emote("spin")
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