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Fixes stimulants not regenerating stamina in otherwise healthy people (#95764)
## About The Pull Request Stimulants only updated health if non-stamina damage was healed. ## Why It's Good For The Game fixes #95761 ## Changelog 🆑 fix: stimulants properly regenerate stamina in otherwise healthy people /🆑
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@@ -1381,17 +1381,18 @@
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/datum/reagent/medicine/stimulants/on_mob_life(mob/living/carbon/affected_mob, seconds_per_tick, metabolization_ratio)
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. = ..()
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var/need_mob_update
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if(affected_mob.health < 50 && affected_mob.health > 0)
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var/heal = -1 * metabolization_ratio * seconds_per_tick
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var/need_mob_update
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need_mob_update += affected_mob.adjust_oxy_loss(heal, updating_health = FALSE, required_biotype = affected_biotype, required_respiration_type = affected_respiration_type)
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need_mob_update += affected_mob.adjust_tox_loss(heal, updating_health = FALSE, required_biotype = affected_biotype)
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need_mob_update += affected_mob.adjust_brute_loss(heal, updating_health = FALSE, required_bodytype = affected_bodytype)
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need_mob_update += affected_mob.adjust_fire_loss(heal, updating_health = FALSE, required_bodytype = affected_bodytype)
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if(need_mob_update)
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. = UPDATE_MOB_HEALTH
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affected_mob.AdjustAllImmobility(-60 * metabolization_ratio * seconds_per_tick)
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affected_mob.adjust_stamina_loss(-12 * metabolization_ratio * seconds_per_tick, updating_stamina = FALSE, required_biotype = affected_biotype)
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need_mob_update += affected_mob.adjust_stamina_loss(-12 * metabolization_ratio * seconds_per_tick, updating_stamina = FALSE, required_biotype = affected_biotype)
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if(need_mob_update)
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return UPDATE_MOB_HEALTH
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/datum/reagent/medicine/stimulants/overdose_process(mob/living/affected_mob, seconds_per_tick, metabolization_ratio)
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. = ..()
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