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Removes a bunch of sleeps/spawns and makes a few booleans defines (#31553)
* spawn/sleep removal part 1 * sleep/spawn/src. removal * fixes type paths in timers * Fixes some variable passing * Why do I have to do this 20 times to get it right..? * Why do I have to do this 21 times to get it right..? * Update suicide.dm * Update software.dm * Update paper.dm * Update cable.dm * Update ninjaDrainAct.dm * Update hypospray.dm * Update vocal_cords.dm * Update touch_attacks.dm * Update revenant_abilities.dm * woops * Update revenant_abilities.dm
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@@ -11,7 +11,7 @@
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if(!canSuicide())
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return
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if(confirm == "Yes")
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suiciding = 1
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suiciding = TRUE
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log_game("[key_name(src)] (job: [job ? "[job]" : "None"]) committed suicide at [get_area(src)].")
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var/obj/item/held_item = get_active_held_item()
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if(held_item)
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@@ -19,7 +19,7 @@
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if(damagetype)
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if(damagetype & SHAME)
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adjustStaminaLoss(200)
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suiciding = 0
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suiciding = FALSE
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return
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var/damage_mod = 0
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for(var/T in list(BRUTELOSS, FIRELOSS, TOXLOSS, OXYLOSS))
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@@ -39,11 +39,14 @@
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if(damagetype & OXYLOSS)
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adjustOxyLoss(200/damage_mod)
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if(damagetype & MANUAL_SUICIDE) //Assume the object will handle the death.
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return
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//If something went wrong, just do normal oxyloss
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if(!(damagetype & (BRUTELOSS | FIRELOSS | TOXLOSS | OXYLOSS) ))
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adjustOxyLoss(max(200 - getToxLoss() - getFireLoss() - getBruteLoss() - getOxyLoss(), 0))
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death(0)
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death(FALSE)
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return
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var/suicide_message = pick("[src] is attempting to bite [p_their()] tongue off! It looks like [p_theyre()] trying to commit suicide.", \
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