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Remove cursed, vending machine gibbing/squishing [NO GBP] (#21779)
no squish, no problem
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@@ -1193,6 +1193,8 @@
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cybernetics_level--
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update_mood()
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// SKYRAT EDIT REMOVAL BEGIN
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/*
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/datum/quirk/cursed
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name = "Cursed"
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desc = "You are cursed with bad luck. You are much more likely to suffer from accidents and mishaps. When it rains, it pours."
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@@ -1206,4 +1208,5 @@
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/datum/quirk/cursed/add(client/client_source)
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quirk_holder.AddComponent(/datum/component/omen/quirk)
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*/
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// SKYRAT EDIT REMOVAL END
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@@ -712,7 +712,7 @@
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buckle_mob(C, force=TRUE)
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C.visible_message(span_danger("[C] is pinned underneath [src]!"), \
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span_userdanger("You are pinned down by [src]!"))
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if(3) // glass candy
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if(3, 4) // glass candy // SKYRAT EDIT CHANGE - Original 3
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crit_rebate = 50
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for(var/i in 1 to num_shards)
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var/obj/item/shard/shard = new /obj/item/shard(get_turf(C))
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@@ -721,11 +721,11 @@
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C.hitby(shard, skipcatch = TRUE, hitpush = FALSE)
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shard.embedding = list()
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shard.updateEmbedding()
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if(4) // paralyze this binch
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if(4, 5) // paralyze this binch // SKYRAT EDIT CHANGE - Original 4
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// the new paraplegic gets like 4 lines of losing their legs so skip them
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visible_message(span_danger("[C]'s spinal cord is obliterated with a sickening crunch!"), ignored_mobs = list(C))
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C.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic)
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if(5) // limb squish!
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if(6) // limb squish! // SKYRAT EDIT CHANGE - Original 5
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for(var/i in C.bodyparts)
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var/obj/item/bodypart/squish_part = i
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if(IS_ORGANIC_LIMB(squish_part))
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@@ -735,6 +735,8 @@
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squish_part.receive_damage(brute=30)
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C.visible_message(span_danger("[C]'s body is maimed underneath the mass of [src]!"), \
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span_userdanger("Your body is maimed underneath the mass of [src]!"))
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// SKYRAT EDIT REMOVAL BEGIN
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/*
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if(6) // skull squish!
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var/obj/item/bodypart/head/O = C.get_bodypart(BODY_ZONE_HEAD)
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if(O)
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@@ -744,13 +746,15 @@
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O.drop_organs()
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qdel(O)
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new /obj/effect/gibspawner/human/bodypartless(get_turf(C))
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*/
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// SKYRAT EDIT REMOVAL END
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if(prob(30))
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C.apply_damage(max(0, squish_damage - crit_rebate), forced=TRUE, spread_damage=TRUE) // the 30% chance to spread the damage means you escape breaking any bones
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else
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C.take_bodypart_damage((squish_damage - crit_rebate)*0.5, wound_bonus = 5) // otherwise, deal it to 2 random limbs (or the same one) which will likely shatter something
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C.take_bodypart_damage((squish_damage - crit_rebate)*0.5, wound_bonus = 5)
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C.AddElement(/datum/element/squish, 80 SECONDS)
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// C.AddElement(/datum/element/squish, 80 SECONDS) // SKYRAT EDIT REMOVAL
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else
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L.visible_message(span_danger("[L] is crushed by [src]!"), \
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span_userdanger("You are crushed by [src]!"))
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