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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.
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@@ -337,9 +337,15 @@
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/obj/item/organ/brain/check_damage_thresholds(mob/M)
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. = ..()
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//if we're not more injured than before, return without gambling for a trauma
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// If we crossed blinking brain damage thresholds either way, update our blinking
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if ((prev_damage > BRAIN_DAMAGE_ASYNC_BLINKING && damage < BRAIN_DAMAGE_ASYNC_BLINKING) || (prev_damage < BRAIN_DAMAGE_ASYNC_BLINKING && damage > BRAIN_DAMAGE_ASYNC_BLINKING))
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var/obj/item/organ/eyes/eyes = owner.get_organ_slot(ORGAN_SLOT_EYES)
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eyes?.animate_eyelids(owner)
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// If we're not more injured than before, return without gambling for a trauma
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if(damage <= prev_damage)
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return
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damage_delta = damage - prev_damage
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if(damage > BRAIN_DAMAGE_MILD)
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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
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@@ -353,20 +359,22 @@
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else
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gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
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if (owner)
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if(owner.stat < UNCONSCIOUS) //conscious or soft-crit
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var/brain_message
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if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
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brain_message = span_warning("You feel lightheaded.")
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else if(prev_damage < BRAIN_DAMAGE_SEVERE && damage >= BRAIN_DAMAGE_SEVERE)
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brain_message = span_warning("You feel less in control of your thoughts.")
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else if(prev_damage < (BRAIN_DAMAGE_DEATH - 20) && damage >= (BRAIN_DAMAGE_DEATH - 20))
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brain_message = span_warning("You can feel your mind flickering on and off...")
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if (!owner || owner.stat > UNCONSCIOUS)
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return
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if(.)
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. += "\n[brain_message]"
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else
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return brain_message
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// Conscious or soft-crit
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var/brain_message
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if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
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brain_message = span_warning("You feel lightheaded.")
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else if(prev_damage < BRAIN_DAMAGE_SEVERE && damage >= BRAIN_DAMAGE_SEVERE)
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brain_message = span_warning("You feel less in control of your thoughts.")
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else if(prev_damage < (BRAIN_DAMAGE_DEATH - 20) && damage >= (BRAIN_DAMAGE_DEATH - 20))
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brain_message = span_warning("You can feel your mind flickering on and off...")
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if(.)
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. += "\n[brain_message]"
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else
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return brain_message
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/obj/item/organ/brain/before_organ_replacement(obj/item/organ/replacement)
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. = ..()
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