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https://github.com/Bubberstation/Bubberstation.git
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Stacking Status Effects (#44964)
* magic numbers in saw_bleed moved to class definition * more saw bleed abstraction refactors p2 various stacking effect refactors saw bleed refactors again moves stacking status class to status_effect.dm misc stacking changes and documentation reverts saw_bleed functionality to original better var names, var name fix removes extra proc more sane handling of application removes unused define changes saw bleed back to original form * another proc that can be ovverriden for falling stacks * fixes path * simpifies some checks * feedback fixes * spelling
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@@ -74,7 +74,7 @@
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#define STATUS_EFFECT_CRUSHERMARK /datum/status_effect/crusher_mark //if struck with a proto-kinetic crusher, takes a ton of damage
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#define STATUS_EFFECT_SAWBLEED /datum/status_effect/saw_bleed //if the bleed builds up enough, takes a ton of damage
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#define STATUS_EFFECT_SAWBLEED /datum/status_effect/stacking/saw_bleed //if the bleed builds up enough, takes a ton of damage
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#define STATUS_EFFECT_NECROPOLIS_CURSE /datum/status_effect/necropolis_curse
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#define STATUS_EFFECT_HIVEMIND_CURSE /datum/status_effect/necropolis_curse/hivemind
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@@ -390,78 +390,29 @@
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owner.underlays -= marked_underlay //if this is being called, we should have an owner at this point.
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..()
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/datum/status_effect/saw_bleed
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/datum/status_effect/stacking/saw_bleed
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id = "saw_bleed"
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duration = -1 //removed under specific conditions
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tick_interval = 6
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alert_type = null
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var/mutable_appearance/bleed_overlay
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var/mutable_appearance/bleed_underlay
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var/bleed_amount = 3
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var/bleed_buildup = 3
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var/delay_before_decay = 5
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delay_before_decay = 5
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stack_threshold = 10
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max_stacks = 10
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overlay_file = 'icons/effects/bleed.dmi'
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underlay_file = 'icons/effects/bleed.dmi'
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overlay_state = "bleed"
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underlay_state = "bleed"
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var/bleed_damage = 200
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var/needs_to_bleed = FALSE
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/datum/status_effect/saw_bleed/Destroy()
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if(owner)
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owner.cut_overlay(bleed_overlay)
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owner.underlays -= bleed_underlay
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QDEL_NULL(bleed_overlay)
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return ..()
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/datum/status_effect/saw_bleed/on_apply()
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if(owner.stat == DEAD)
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return FALSE
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bleed_overlay = mutable_appearance('icons/effects/bleed.dmi', "bleed[bleed_amount]")
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bleed_underlay = mutable_appearance('icons/effects/bleed.dmi', "bleed[bleed_amount]")
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var/icon/I = icon(owner.icon, owner.icon_state, owner.dir)
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var/icon_height = I.Height()
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bleed_overlay.pixel_x = -owner.pixel_x
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bleed_overlay.pixel_y = FLOOR(icon_height * 0.25, 1)
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bleed_overlay.transform = matrix() * (icon_height/world.icon_size) //scale the bleed overlay's size based on the target's icon size
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bleed_underlay.pixel_x = -owner.pixel_x
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bleed_underlay.transform = matrix() * (icon_height/world.icon_size) * 3
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bleed_underlay.alpha = 40
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owner.add_overlay(bleed_overlay)
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owner.underlays += bleed_underlay
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return ..()
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/datum/status_effect/saw_bleed/tick()
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if(owner.stat == DEAD)
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qdel(src)
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else
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add_bleed(-1)
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/datum/status_effect/saw_bleed/proc/add_bleed(amount)
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owner.cut_overlay(bleed_overlay)
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owner.underlays -= bleed_underlay
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bleed_amount += amount
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if(bleed_amount)
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if(bleed_amount >= 10)
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needs_to_bleed = TRUE
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qdel(src)
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else
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if(amount > 0)
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tick_interval += delay_before_decay
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bleed_overlay.icon_state = "bleed[bleed_amount]"
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bleed_underlay.icon_state = "bleed[bleed_amount]"
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owner.add_overlay(bleed_overlay)
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owner.underlays += bleed_underlay
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else
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qdel(src)
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/datum/status_effect/saw_bleed/on_remove()
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if(needs_to_bleed)
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var/turf/T = get_turf(owner)
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new /obj/effect/temp_visual/bleed/explode(T)
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for(var/d in GLOB.alldirs)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
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playsound(T, "desceration", 200, 1, -1)
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owner.adjustBruteLoss(bleed_damage)
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else
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new /obj/effect/temp_visual/bleed(get_turf(owner))
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/datum/status_effect/stacking/saw_bleed/fadeout_effect()
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new /obj/effect/temp_visual/bleed(get_turf(owner))
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/datum/status_effect/stacking/saw_bleed/threshold_cross_effect()
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owner.adjustBruteLoss(bleed_damage)
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var/turf/T = get_turf(owner)
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new /obj/effect/temp_visual/bleed/explode(T)
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for(var/d in GLOB.alldirs)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
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playsound(T, "desceration", 200, 1, -1)
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/mob/living/proc/apply_necropolis_curse(set_curse)
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var/datum/status_effect/necropolis_curse/C = has_status_effect(STATUS_EFFECT_NECROPOLIS_CURSE)
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if(!set_curse)
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@@ -131,3 +131,107 @@
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for(var/datum/status_effect/S in status_effects)
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if(initial(S1.id) == S.id)
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. += S
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//////////////////////
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// STACKING EFFECTS //
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//////////////////////
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/datum/status_effect/stacking
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id = "stacking_base"
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duration = -1 //removed under specific conditions
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alert_type = null
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var/stacks = 0 //how many stacks are accumulated, also is # of stacks that target will have when first applied
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var/delay_before_decay //deciseconds until ticks start occuring, which removes stacks (first stack will be removed at this time plus tick_interval)
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tick_interval = 10 //deciseconds between decays once decay starts
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var/stack_decay = 1 //how many stacks are lost per tick (decay trigger)
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var/stack_threshold //special effects trigger when stacks reach this amount
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var/max_stacks //stacks cannot exceed this amount
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var/consumed_on_threshold = TRUE //if status should be removed once threshold is crossed
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var/threshold_crossed = FALSE //set to true once the threshold is crossed, false once it falls back below
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var/overlay_file
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var/underlay_file
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var/overlay_state // states in .dmi must be given a name followed by a number which corresponds to a number of stacks. put the state name without the number in these state vars
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var/underlay_state // the number is concatonated onto the string based on the number of stacks to get the correct state name
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var/mutable_appearance/status_overlay
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var/mutable_appearance/status_underlay
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/datum/status_effect/stacking/proc/threshold_cross_effect() //what happens when threshold is crossed
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/datum/status_effect/stacking/proc/stacks_consumed_effect() //runs if status is deleted due to threshold being crossed
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/datum/status_effect/stacking/proc/fadeout_effect() //runs if status is deleted due to being under one stack
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/datum/status_effect/stacking/proc/stack_decay_effect() //runs every time tick() causes stacks to decay
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/datum/status_effect/stacking/proc/on_threshold_cross()
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threshold_cross_effect()
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if(consumed_on_threshold)
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stacks_consumed_effect()
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qdel(src)
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/datum/status_effect/stacking/proc/on_threshold_drop()
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/datum/status_effect/stacking/proc/can_have_status()
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return owner.stat != DEAD
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/datum/status_effect/stacking/proc/can_gain_stacks()
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return owner.stat != DEAD
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/datum/status_effect/stacking/tick()
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if(!can_have_status())
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qdel(src)
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else
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add_stacks(-stack_decay)
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stack_decay_effect()
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/datum/status_effect/stacking/proc/add_stacks(stacks_added)
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if(stacks_added > 0 && !can_gain_stacks())
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return FALSE
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owner.cut_overlay(status_overlay)
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owner.underlays -= status_underlay
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stacks += stacks_added
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if(stacks > 0)
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if(stacks >= stack_threshold && !threshold_crossed) //threshold_crossed check prevents threshold effect from occuring if changing from above threshold to still above threshold
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threshold_crossed = TRUE
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on_threshold_cross()
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else if(stacks < stack_threshold && threshold_crossed)
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threshold_crossed = FALSE //resets threshold effect if we fall below threshold so threshold effect can trigger again
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on_threshold_drop()
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if(stacks_added > 0)
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tick_interval += delay_before_decay //refreshes time until decay
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stacks = min(stacks, max_stacks)
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status_overlay.icon_state = "[overlay_state][stacks]"
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status_underlay.icon_state = "[underlay_state][stacks]"
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owner.add_overlay(status_overlay)
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owner.underlays += status_underlay
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else
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fadeout_effect()
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qdel(src) //deletes status if stacks fall under one
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/datum/status_effect/stacking/on_creation(mob/living/new_owner, stacks_to_apply)
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..()
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src.add_stacks(stacks_to_apply)
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/datum/status_effect/stacking/on_apply()
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if(!can_have_status())
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return FALSE
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status_overlay = mutable_appearance(overlay_file, "[overlay_state][stacks]")
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status_underlay = mutable_appearance(underlay_file, "[underlay_state][stacks]")
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var/icon/I = icon(owner.icon, owner.icon_state, owner.dir)
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var/icon_height = I.Height()
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status_overlay.pixel_x = -owner.pixel_x
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status_overlay.pixel_y = FLOOR(icon_height * 0.25, 1)
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status_overlay.transform = matrix() * (icon_height/world.icon_size) //scale the status's overlay size based on the target's icon size
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status_underlay.pixel_x = -owner.pixel_x
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status_underlay.transform = matrix() * (icon_height/world.icon_size) * 3
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status_underlay.alpha = 40
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owner.add_overlay(status_overlay)
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owner.underlays += status_underlay
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return ..()
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/datum/status_effect/stacking/Destroy()
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if(owner)
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owner.cut_overlay(status_overlay)
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owner.underlays -= status_underlay
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QDEL_NULL(status_overlay)
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return ..()
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@@ -661,6 +661,7 @@
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nemesis_factions = list("mining", "boss")
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var/transform_cooldown
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var/swiping = FALSE
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var/bleed_stacks_per_hit = 3
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/obj/item/melee/transforming/cleaving_saw/examine(mob/user)
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. = ..()
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@@ -701,12 +702,11 @@
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user.changeNext_move(CLICK_CD_MELEE * 0.5) //when closed, it attacks very rapidly
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/obj/item/melee/transforming/cleaving_saw/nemesis_effects(mob/living/user, mob/living/target)
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var/datum/status_effect/saw_bleed/B = target.has_status_effect(STATUS_EFFECT_SAWBLEED)
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var/datum/status_effect/stacking/saw_bleed/B = target.has_status_effect(STATUS_EFFECT_SAWBLEED)
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if(!B)
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if(!active) //This isn't in the above if-check so that the else doesn't care about active
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target.apply_status_effect(STATUS_EFFECT_SAWBLEED)
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target.apply_status_effect(STATUS_EFFECT_SAWBLEED,bleed_stacks_per_hit)
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else
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B.add_bleed(B.bleed_buildup)
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B.add_stacks(bleed_stacks_per_hit)
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/obj/item/melee/transforming/cleaving_saw/attack(mob/living/target, mob/living/carbon/human/user)
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if(!active || swiping || !target.density || get_turf(target) == get_turf(user))
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