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# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py
270 lines
10 KiB
Plaintext
270 lines
10 KiB
Plaintext
/// The threshld which determine if someone is tipsy vs drunk
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#define TIPSY_THRESHOLD 23.4 // Original 6
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// SKYRAT EDIT CHANGE END - ALCOHOL_PROCESSING
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/**
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* The drunk status effect.
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* Slowly decreases in drunk_value over time, causing effects based on that value.
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*/
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/datum/status_effect/inebriated
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id = "drunk"
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tick_interval = 2 SECONDS
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status_type = STATUS_EFFECT_REPLACE
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remove_on_fullheal = TRUE
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alert_type = null
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/// The level of drunkness we are currently at.
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var/drunk_value = 0
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/// If TRUE, drunk_value will be capped at 51, preventing serious damage
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var/iron_liver = FALSE
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/datum/status_effect/inebriated/on_creation(mob/living/new_owner, drunk_value = 0)
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. = ..()
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set_drunk_value(drunk_value)
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/datum/status_effect/inebriated/get_examine_text()
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// Dead people don't look drunk
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if(owner.stat == DEAD || HAS_TRAIT(owner, TRAIT_FAKEDEATH))
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return null
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// Having your face covered conceals your drunkness
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if(iscarbon(owner))
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var/mob/living/carbon/carbon_owner = owner
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if(carbon_owner.obscured_slots & HIDEFACE)
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return null
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// .01s are used in case the drunk value ends up to be a small decimal.
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switch(drunk_value)
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if(11 to 21)
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return span_warning("[owner.p_They()] [owner.p_are()] slightly flushed.")
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if(21.01 to 41)
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return span_warning("[owner.p_They()] [owner.p_are()] flushed.")
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if(41.01 to 51)
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return span_warning("[owner.p_They()] [owner.p_are()] quite flushed and [owner.p_their()] breath smells of alcohol.")
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if(51.01 to 61)
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return span_warning("[owner.p_They()] [owner.p_are()] very flushed and [owner.p_their()] movements jerky, with breath reeking of alcohol.")
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if(61.01 to 91)
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return span_warning("[owner.p_They()] look[owner.p_s()] like a drunken mess.")
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if(91.01 to INFINITY)
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return span_warning("[owner.p_They()] [owner.p_are()] a shitfaced, slobbering wreck.")
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return null
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/// Sets the drunk value to set_to, deleting if the value drops to 0 or lower
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/datum/status_effect/inebriated/proc/set_drunk_value(set_to)
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if(!isnum(set_to))
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CRASH("[type] - invalid value passed to set_drunk_value. (Got: [set_to])")
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if(iron_liver)
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set_to = min(51, set_to)
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drunk_value = set_to
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if(drunk_value <= 0)
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qdel(src)
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/datum/status_effect/inebriated/tick(seconds_between_ticks)
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// Drunk value does not decrease while dead or in stasis
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if(owner.stat == DEAD || HAS_TRAIT(owner, TRAIT_STASIS))
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return
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// Every tick, the drunk value decrases by
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// 4% the current drunk_value + 0.01
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// (until it reaches 0 and terminates)
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set_drunk_value(drunk_value - (drunk_value * 0.0015)) // SKYRAT EDIT CHANGE - ALCOHOL_PROCESSING - ORIGINAL: set_drunk_value(drunk_value - (0.01 + drunk_value * 0.04)
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if(QDELETED(src))
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return
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on_tick_effects()
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/// Side effects done by this level of drunkness on tick.
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/datum/status_effect/inebriated/proc/on_tick_effects()
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return
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/**
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* Stage 1 of drunk, applied at drunk values between 0 and 6.
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* Basically is the "drunk but no side effects" stage.
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*/
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/datum/status_effect/inebriated/tipsy
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alert_type = null
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/datum/status_effect/inebriated/tipsy/set_drunk_value(set_to)
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. = ..()
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if(QDELETED(src))
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return
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// Become fully drunk at over than 6 drunk value
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if(drunk_value >= TIPSY_THRESHOLD)
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owner.apply_status_effect(/datum/status_effect/inebriated/drunk, drunk_value)
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/**
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* Stage 2 of being drunk, applied at drunk values between 6 and onward.
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* Has all the main side effects of being drunk, scaling up as they get more drunk.
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*/
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/datum/status_effect/inebriated/drunk
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alert_type = /atom/movable/screen/alert/status_effect/drunk
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/datum/status_effect/inebriated/drunk/on_apply()
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. = ..()
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owner.sound_environment_override = SOUND_ENVIRONMENT_PSYCHOTIC
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owner.add_mood_event(id, /datum/mood_event/drunk, drunk_value)
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owner.clear_mood_event("[id]_after")
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RegisterSignal(owner, COMSIG_MOB_FIRED_GUN, PROC_REF(drunk_gun_fired))
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/datum/status_effect/inebriated/drunk/on_remove()
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clear_effects()
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return ..()
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// Going from "drunk" to "tipsy" should remove effects like on_remove
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/datum/status_effect/inebriated/drunk/be_replaced()
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clear_effects()
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return ..()
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/// Clears any side effects we set due to being drunk.
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/datum/status_effect/inebriated/drunk/proc/clear_effects()
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owner.clear_mood_event(id)
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if(!QDELING(owner) && HAS_PERSONALITY(owner, /datum/personality/bibulous))
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owner.add_mood_event("[id]_after", /datum/mood_event/drunk_after)
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if(owner.sound_environment_override == SOUND_ENVIRONMENT_PSYCHOTIC)
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owner.sound_environment_override = SOUND_ENVIRONMENT_NONE
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UnregisterSignal(owner, COMSIG_MOB_FIRED_GUN)
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REMOVE_TRAIT(owner, TRAIT_FEARLESS, TRAIT_STATUS_EFFECT(id))
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/datum/status_effect/inebriated/drunk/proc/drunk_gun_fired(datum/source, obj/item/gun/gun, atom/firing_at, params, zone, bonus_spread_values)
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SIGNAL_HANDLER
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// excusing the bartender, because shotgun
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if(HAS_TRAIT(owner, TRAIT_DRUNKEN_BRAWLER))
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return
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// what makes me a good demoman?
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if(istype(gun, /obj/item/gun/grenadelauncher) || istype(gun, /obj/item/gun/ballistic/revolver/grenadelauncher))
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return
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bonus_spread_values[MAX_BONUS_SPREAD_INDEX] += (drunk_value * 0.5)
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/datum/status_effect/inebriated/drunk/set_drunk_value(set_to)
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. = ..()
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if(QDELETED(src))
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return
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// Return to "tipsyness" when we're below 6.
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if(drunk_value < TIPSY_THRESHOLD)
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owner.apply_status_effect(/datum/status_effect/inebriated/tipsy, drunk_value)
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return
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var/datum/mood_event/drunk/moodlet = owner.mob_mood.mood_events[id]
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if(istype(moodlet))
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moodlet.update_change(drunk_value)
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/datum/status_effect/inebriated/drunk/on_tick_effects()
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// Handle the Ballmer Peak.
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// If our owner is a scientist (has the trait "TRAIT_SCIENTIST_LIVER"), there's a 5% chance
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// that they'll say one of the special "ballmer message" lines, depending their drunk-ness level.
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var/obj/item/organ/liver/liver_organ = owner.get_organ_slot(ORGAN_SLOT_LIVER)
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if(liver_organ && HAS_TRAIT(liver_organ, TRAIT_SCIENTIST_LIVER) && prob(5) && HAS_PERSONALITY(owner, /datum/personality/whimsical))
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if(drunk_value >= BALLMER_PEAK_LOW_END && drunk_value <= BALLMER_PEAK_HIGH_END)
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owner.say(pick_list_replacements(VISTA_FILE, "ballmer_good_msg"), forced = "ballmer")
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if(drunk_value > BALLMER_PEAK_WINDOWS_ME) // by this point you're into windows ME territory
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owner.say(pick_list_replacements(VISTA_FILE, "ballmer_windows_me_msg"), forced = "ballmer")
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// SKYRAT EDIT CHANGE BEGIN - ALCOHOL_PROCESSING
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/* ORIGINAL
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// Drunk slurring scales in intensity based on how drunk we are -at 16 you will likely not even notice it,
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// but when we start to scale up you definitely will
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if(drunk_value >= 16)
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owner.adjust_timed_status_effect(4 SECONDS, /datum/status_effect/speech/slurring/drunk, max_duration = 20 SECONDS)
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// And drunk people will always lose jitteriness
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owner.adjust_jitter(-6 SECONDS)
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// Over 41, we have a 30% chance to gain confusion, and we will always have 20 seconds of dizziness.
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if(drunk_value >= 41)
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if(prob(30))
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owner.adjust_confusion(2 SECONDS)
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owner.set_dizzy_if_lower(20 SECONDS)
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// Over 51, we have a 3% chance to gain a lot of confusion and vomit, and we will always have 50 seconds of dizziness
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if(drunk_value >= 51)
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owner.set_dizzy_if_lower(50 SECONDS)
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if(prob(3))
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owner.adjust_confusion(15 SECONDS)
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if(iscarbon(owner))
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var/mob/living/carbon/carbon_owner = owner
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carbon_owner.vomit(VOMIT_CATEGORY_DEFAULT) // Vomiting clears toxloss - consider this a blessing
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ADD_TRAIT(owner, TRAIT_FEARLESS, TRAIT_STATUS_EFFECT(id))
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else
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REMOVE_TRAIT(owner, TRAIT_FEARLESS, TRAIT_STATUS_EFFECT(id))
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// Over 71, we will constantly have blurry eyes
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if(drunk_value >= 71)
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owner.set_eye_blur_if_lower((drunk_value * 2 SECONDS) - 140 SECONDS)
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*/
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// And drunk people will always lose jitteriness
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owner.adjust_jitter(-6 SECONDS)
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// Over 41, we have a 10% chance to gain confusion and occasionally slur words, scaling with drunk_value
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if(drunk_value >= 43.4)
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if(prob(clamp(drunk_value - 8, 0, 100)))
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owner.adjust_timed_status_effect(4 SECONDS, /datum/status_effect/speech/slurring/drunk, max_duration = 20 SECONDS)
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if(prob(10))
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owner.adjust_confusion(4 SECONDS)
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// Over 61, we start to get blurred vision
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if(drunk_value >= 63.4)
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owner.set_dizzy_if_lower(45 SECONDS)
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if(prob(15))
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owner.adjust_eye_blur_up_to(4 SECONDS, 20 SECONDS)
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// Over 71, we will constantly have blurry eyes, we might vomit
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if(drunk_value >= 73.4)
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owner.set_eye_blur_if_lower(20 SECONDS)
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if(prob(3))
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owner.adjust_confusion(15 SECONDS)
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if(iscarbon(owner))
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var/mob/living/carbon/carbon_owner = owner
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carbon_owner.vomit() // Vomiting clears toxloss - consider this a blessing
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// SKYRAT EDIT CHANGE END - ALCOHOL_PROCESSING
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// Over 81, we will gain constant toxloss
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if(drunk_value >= 81)
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owner.adjust_tox_loss(1)
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if(owner.stat == CONSCIOUS && prob(5))
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to_chat(owner, span_warning("Maybe you should lie down for a bit..."))
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// Over 91, we gain even more toxloss, brain damage, and have a chance of dropping into a long sleep
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if(drunk_value >= 91)
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owner.adjust_tox_loss(1)
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owner.adjust_organ_loss(ORGAN_SLOT_BRAIN, 0.4)
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if(owner.stat == CONSCIOUS)
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attempt_to_blackout()
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// And finally, over 100 - let's be honest, you shouldn't be alive by now.
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if(drunk_value >= 101)
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owner.adjust_tox_loss(2)
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/datum/status_effect/inebriated/drunk/proc/attempt_to_blackout()
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/* SKYRAT EDIT REMOVAL - Blackout drunk begone
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var/mob/living/carbon/drunkard = owner
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if(drunkard.has_trauma_type(/datum/brain_trauma/severe/split_personality/blackout))// prevent ping spamming
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if(prob(10))
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to_chat(owner, span_warning("You stumbled and fall over!"))
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owner.slip(1 SECONDS)
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return
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if(drunkard.gain_trauma(/datum/brain_trauma/severe/split_personality/blackout, TRAUMA_LIMIT_ABSOLUTE))
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drunk_value -= 70 //So that the drunk personality can spice things up without being killed by liver failure
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return
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*/ // SKYRAT EDIT REMOVAL END
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if(SSshuttle.emergency.mode == SHUTTLE_DOCKED && is_station_level(owner.z))// Don't put us in a deep sleep if the shuttle's here. QoL, mainly.
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to_chat(owner, span_warning("You're so tired... but you can't miss that shuttle..."))
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else
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owner.Sleeping(90 SECONDS)
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/// Status effect for being fully drunk (not tipsy).
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/atom/movable/screen/alert/status_effect/drunk
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name = "Drunk"
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desc = "All that alcohol you've been drinking is impairing your speech, \
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motor skills, and mental cognition. Make sure to act like it."
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use_user_hud_icon = TRUE
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overlay_state = "drunk"
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#undef TIPSY_THRESHOLD
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