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Fixes the revblight virus setting it's mob reference to a colour (#20486)
* Fixes the revblight virus setting it's mob reference to a colour * Refactor revblight cure step Replaces a spawn with a world time cooldown since we are already processing disease datums in the disease subsystem * Refactor revblight cure step again This time to use a timer, also define the color vars properly * Adjust timing to match previous code
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@@ -14,9 +14,11 @@
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severity = BIOHAZARD
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var/stagedamage = 0 //Highest stage reached.
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var/finalstage = 0 //Because we're spawning off the cure in the final stage, we need to check if we've done the final stage's effects.
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var/old_color = ""
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/datum/disease/revblight/cure()
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if(affected_mob)
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affected_mob.color = old_color
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affected_mob << "<span class='notice'>You feel better.</span>"
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if(affected_mob.dna && affected_mob.dna.species)
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affected_mob.dna.species.handle_mutant_bodyparts(affected_mob)
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@@ -58,11 +60,8 @@
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affected_mob.dna.species.handle_mutant_bodyparts(affected_mob,"#1d2953")
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affected_mob.dna.species.handle_hair(affected_mob,"#1d2953")
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affected_mob.visible_message("<span class='warning'>[affected_mob] looks terrifyingly gaunt...</span>", "<span class='revennotice'>You suddenly feel like your skin is <i>wrong</i>...</span>")
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var/old_color = affected_mob.color
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old_color = affected_mob.color
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affected_mob.color = "#1d2953"
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spawn(100)
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if(affected_mob)
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affected_mob = old_color
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cure()
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addtimer(src, "cure", 100, FALSE)
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else
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return
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return
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