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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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@@ -137,7 +137,7 @@
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var/lums = T.get_lumcount()
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if(lums > 0.5)
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SEND_SIGNAL(affected_human, COMSIG_ADD_MOOD_EVENT, "too_bright", /datum/mood_event/bright_light)
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affected_human.dizziness = min(40, affected_human.dizziness + 3)
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affected_human.adjust_timed_status_effect(6 SECONDS, /datum/status_effect/dizziness, max_duration = 80 SECONDS)
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affected_human.set_confusion(min(affected_human.get_confusion() + (0.5 * delta_time), 20))
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else
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SEND_SIGNAL(affected_carbon, COMSIG_CLEAR_MOOD_EVENT, "too_bright")
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