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Fix synths vomitting from too much flip (#2547)
## About The Pull Request Dunno if this is the ideal fix or if the vomit proc needs an override for checking issynthetic. ## Why It's Good For The Game Synths are more agile at flipping and don't spew chunks ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 fix: Synths vomit nanites when flipping too many times /🆑 --------- Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
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@@ -88,7 +88,7 @@
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var/mob/living/carbon/flippy_mcgee = user
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flippy_mcgee.set_confusion_if_lower(FLIP_EMOTE_DURATION)
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if(flippy_mcgee.get_timed_status_effect_duration(/datum/status_effect/confusion) > BEYBLADE_PUKE_THRESHOLD)
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flippy_mcgee.vomit(VOMIT_CATEGORY_KNOCKDOWN, lost_nutrition = BEYBLADE_PUKE_NUTRIENT_LOSS, distance = 0)
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flippy_mcgee.vomit(VOMIT_CATEGORY_KNOCKDOWN, lost_nutrition = BEYBLADE_PUKE_NUTRIENT_LOSS, distance = 0, vomit_type = (issynthetic(flippy_mcgee) && /obj/effect/decal/cleanable/vomit/nanites || /obj/effect/decal/cleanable/vomit/toxic))
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return
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user.SpinAnimation(FLIP_EMOTE_DURATION, 1)
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@@ -161,7 +161,7 @@
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return
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if(user.get_timed_status_effect_duration(/datum/status_effect/confusion) > BEYBLADE_PUKE_THRESHOLD)
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user.vomit(VOMIT_CATEGORY_KNOCKDOWN, lost_nutrition = BEYBLADE_PUKE_NUTRIENT_LOSS, distance = 0)
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user.vomit(VOMIT_CATEGORY_KNOCKDOWN, lost_nutrition = BEYBLADE_PUKE_NUTRIENT_LOSS, distance = 0, vomit_type = (issynthetic(user) && /obj/effect/decal/cleanable/vomit/nanites || /obj/effect/decal/cleanable/vomit/toxic)) // BUBBER EDIT CHANGE - Original: user.vomit(VOMIT_CATEGORY_KNOCKDOWN, lost_nutrition = BEYBLADE_PUKE_NUTRIENT_LOSS, distance = 0)
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return
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if(prob(BEYBLADE_DIZZINESS_PROBABILITY))
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