Makes Fluoride Stare less of a meme, fixes lizard blinking (#92426)

## About The Pull Request

Buffs fluoride stare to not be completely unplayable, increasing warning
delay from 30 seconds to 3 minutes, and post-warning grace to 30 seconds
from 10, as well as halving damage per second.
Also fixes lizard blinking being horribly broken, made brain damage
properly update eye blinking instead of you having to wait until an
update_body call to get your brain-damaged blinks.
Additionally, fixes a bug where only roundstart eyes would blink, as
#88300's removal of update_body in eye insertion prevents them from
properly updating their overlays when inserted, thus not granting their
owner passive blinking until forced by another source.

- Closes #90269

## Why It's Good For The Game

Fluoride stare was somewhat of a joke quirk, but people liked the
concept, so it should probably not make you blind in the first five
minutes of the round. Original numbers are extremely detrimental and
require constant micromanaging to the point where you can't do any job
whatsoever.
This commit is contained in:
SmArtKar
2025-08-07 12:46:54 -05:00
committed by GitHub
parent 4d74bc950a
commit 3fdc42ba23
5 changed files with 41 additions and 34 deletions
+22 -14
View File
@@ -337,9 +337,15 @@
/obj/item/organ/brain/check_damage_thresholds(mob/M)
. = ..()
//if we're not more injured than before, return without gambling for a trauma
// If we crossed blinking brain damage thresholds either way, update our blinking
if ((prev_damage > BRAIN_DAMAGE_ASYNC_BLINKING && damage < BRAIN_DAMAGE_ASYNC_BLINKING) || (prev_damage < BRAIN_DAMAGE_ASYNC_BLINKING && damage > BRAIN_DAMAGE_ASYNC_BLINKING))
var/obj/item/organ/eyes/eyes = owner.get_organ_slot(ORGAN_SLOT_EYES)
eyes?.animate_eyelids(owner)
// If we're not more injured than before, return without gambling for a trauma
if(damage <= prev_damage)
return
damage_delta = damage - prev_damage
if(damage > BRAIN_DAMAGE_MILD)
if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
@@ -353,20 +359,22 @@
else
gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
if (owner)
if(owner.stat < UNCONSCIOUS) //conscious or soft-crit
var/brain_message
if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
brain_message = span_warning("You feel lightheaded.")
else if(prev_damage < BRAIN_DAMAGE_SEVERE && damage >= BRAIN_DAMAGE_SEVERE)
brain_message = span_warning("You feel less in control of your thoughts.")
else if(prev_damage < (BRAIN_DAMAGE_DEATH - 20) && damage >= (BRAIN_DAMAGE_DEATH - 20))
brain_message = span_warning("You can feel your mind flickering on and off...")
if (!owner || owner.stat > UNCONSCIOUS)
return
if(.)
. += "\n[brain_message]"
else
return brain_message
// Conscious or soft-crit
var/brain_message
if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
brain_message = span_warning("You feel lightheaded.")
else if(prev_damage < BRAIN_DAMAGE_SEVERE && damage >= BRAIN_DAMAGE_SEVERE)
brain_message = span_warning("You feel less in control of your thoughts.")
else if(prev_damage < (BRAIN_DAMAGE_DEATH - 20) && damage >= (BRAIN_DAMAGE_DEATH - 20))
brain_message = span_warning("You can feel your mind flickering on and off...")
if(.)
. += "\n[brain_message]"
else
return brain_message
/obj/item/organ/brain/before_organ_replacement(obj/item/organ/replacement)
. = ..()