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## About The Pull Request - Nearsighted is now a grouped status effect. - Blindness is now a grouped status effect. - Eye handling of blindness has improved. - When eyes are removed, they now cause you to become blind, rather than handling it in `update_tint`. - Being ahealed no longer blinds you for one tick, meaning that black overlay on aheal is gone. - Temporary Blindness is now a status effect. - Both Nearsightedness and Blindness have been exorcised from mob vars and life chains. This means that we've finally cut 2 procs from life, `handle_status_effect` and `handle_traits`, and moved both to event based processing. Wooo optimizations. - Swapped pacifism status effect to use apply and set helpers. - Removed an unused admin toggle that disabled welding helmet tint but also tint from every clothing item and also blindness from losing your eyes. - Clothes now generally all blind their mob more consistently. - Oculine, eye surgery, and sensory restoration are now no longer the only way to fix blindness from eye damage. If your eyes are healed through any other means, it will also heal your blindness. - Some things that made you blind, such as ling blind sting, no longer just flat made you blind from eye damage forever. They now cause eye damage directly, which in turn makes you blind from eye damage, as expected. - Pacifists can't eyestab anymore. Eyestabs now have a limit on the amount of blur applied. - Refactored some `is_x_covered` procs to accept flags rather than have a lot of arguments for some silly reason. - Unit tests for blindness. ## Why It's Good For The Game Blindness was exceptionally poorly handled prior, primarily due to the fact that it was tied to the mob instead of separated out On top of that the system put a LOT of faith in proper handling of blindness on the coder's end which was misplaced evidently. Many places didn't update or handle blindness correctly, or just let people perma-blind. Deferring it to a status effect improves this a lot ## Changelog 🆑 Melbert refactor: Refactored blindness and nearsightedness. Important to note is that all mobs are naturally blind until their eyes are actually created. refactor: Refactored "is covered" procs fix: Less sources of blindness now cause permanent blindness. Includes the "Blind" Spell and "Blind Sting" from changelings. admin: Ahealing someone no longer flashes the blind overlay for 1 tick. admin: I removed an unused (sort of) inaccessible admin verb that allowed you to toggle the tint from all welding helmets (and clothing) (and lack of eyes) in existence, let me know if you want similar back balance: Changeling "Blind Sting" now causes eye damage (enough to blind) rather than arbitrarily forcing blindness. balance: Visionloss virus symptom now causes eye damage (enough to blind) rather than arbitrarily forcing blindness. balance: Oculine has been reworked slightly. Prior, Oculine arbitrarily healed blindness and nearsightedness from eye damage reagrdless of how damaged the eyes were, and applied blur on success. Now, Oculine just heals eye damage, and blindness / nearsightedness is restored in the process. There is now a probability every tick that eye blur is applied based on how pure the oculine is while healing very damaged eyes. balance: Pacifists can no longer eyestab. balance: Any clothing item that covers your eyes contributes to getting the bonus while sleeping, and to removing temporary blindness faster /🆑
421 lines
16 KiB
Plaintext
421 lines
16 KiB
Plaintext
#define CONFUSION_STACK_MAX_MULTIPLIER 2
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/// No deviation at all. Flashed from the front or front-left/front-right. Alternatively, flashed in direct view.
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#define DEVIATION_NONE 0
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/// Partial deviation. Flashed from the side. Alternatively, flashed out the corner of your eyes.
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#define DEVIATION_PARTIAL 1
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/// Full deviation. Flashed from directly behind or behind-left/behind-rack. Not flashed at all.
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#define DEVIATION_FULL 2
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/obj/item/assembly/flash
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name = "flash"
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desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
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icon_state = "flash"
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inhand_icon_state = "flashtool"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 300)
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light_system = MOVABLE_LIGHT //Used as a flash here.
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light_range = FLASH_LIGHT_RANGE
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light_color = COLOR_WHITE
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light_power = FLASH_LIGHT_POWER
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light_on = FALSE
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/// Whether we currently have the flashing overlay.
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var/flashing = FALSE
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/// The overlay we use for flashing.
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var/flashing_overlay = "flash-f"
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var/times_used = 0 //Number of times it's been used.
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var/burnt_out = FALSE //Is the flash burnt out?
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var/burnout_resistance = 0
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var/last_used = 0 //last world.time it was used.
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var/cooldown = 0
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var/last_trigger = 0 //Last time it was successfully triggered.
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/obj/item/assembly/flash/suicide_act(mob/living/user)
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if(burnt_out)
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user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but it's burnt out!"))
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return SHAME
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else if(user.is_blind())
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user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!"))
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return SHAME
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user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it! It looks like [user.p_theyre()] trying to commit suicide!"))
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attack(user,user)
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return FIRELOSS
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/obj/item/assembly/flash/update_icon(updates=ALL, flash = FALSE)
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inhand_icon_state = "[burnt_out ? "flashtool_burnt" : "[initial(inhand_icon_state)]"]"
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flashing = flash
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. = ..()
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if(flash)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/, update_icon)), 5)
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holder?.update_icon(updates)
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/obj/item/assembly/flash/update_overlays()
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attached_overlays = list()
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. = ..()
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if(burnt_out)
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. += "flashburnt"
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attached_overlays += "flashburnt"
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if(flashing)
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. += flashing_overlay
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attached_overlays += flashing_overlay
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/obj/item/assembly/flash/update_name()
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name = "[burnt_out ? "burnt-out [initial(name)]" : "[initial(name)]"]"
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return ..()
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/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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flash_carbon(user, user, confusion_duration = 15 SECONDS, targeted = FALSE)
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return FALSE
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return TRUE
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/obj/item/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
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if(!burnt_out)
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burnt_out = TRUE
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loc?.visible_message(span_danger("[src] burns out!"),span_userdanger("[src] burns out!"))
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update_appearance()
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/obj/item/assembly/flash/proc/flash_recharge(interval = 10)
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var/deciseconds_passed = world.time - last_used
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for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval
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times_used--
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last_used = world.time
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times_used = max(0, times_used) //sanity
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if(max(0, prob(times_used * 3) - burnout_resistance)) //The more often it's used in a short span of time the more likely it will burn out
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burn_out()
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return FALSE
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return TRUE
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//BYPASS CHECKS ALSO PREVENTS BURNOUT!
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/obj/item/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, confusion_duration = 5 SECONDS, targeted = FALSE, mob/user)
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if(!bypass_checks && !try_use_flash())
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return FALSE
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var/list/mob/targets = get_flash_targets(get_turf(src), range, FALSE)
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if(user)
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targets -= user
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to_chat(user, span_danger("[src] emits a blinding light!"))
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for(var/mob/living/carbon/nearby_carbon in targets)
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flash_carbon(nearby_carbon, user, confusion_duration = confusion_duration, targeted = targeted, generic_message = TRUE)
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return TRUE
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/obj/item/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE)
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if(!target_loc)
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target_loc = loc
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if(override_vision_checks)
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return get_hearers_in_view(range, get_turf(target_loc))
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if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc)))
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return viewers(range, get_turf(target_loc))
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else
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return typecache_filter_list(target_loc.get_all_contents(), GLOB.typecache_living)
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/obj/item/assembly/flash/proc/try_use_flash(mob/user = null)
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if(burnt_out || (world.time < last_trigger + cooldown))
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return FALSE
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last_trigger = world.time
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playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
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set_light_on(TRUE)
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addtimer(CALLBACK(src, PROC_REF(flash_end)), FLASH_LIGHT_DURATION, TIMER_OVERRIDE|TIMER_UNIQUE)
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times_used++
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if(!flash_recharge())
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return FALSE
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update_icon(ALL, TRUE)
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update_name(ALL) //so if burnt_out was somehow reverted to 0 the name changes back to flash
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if(user && !clown_check(user))
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return FALSE
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return TRUE
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/obj/item/assembly/flash/proc/flash_end()
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set_light_on(FALSE)
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/**
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* Handles actual flashing part of the attack
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*
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* This proc is awful in every sense of the way, someone should definately refactor this whole code.
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* Arguments:
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* * M - Victim
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* * user - Attacker
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* * confusion_duration - handles the amount of confusion it gives you
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* * targeted - determines if it was aoe or targeted
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* * generic_message - checks if it should display default message.
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*/
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/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/flashed, mob/user, confusion_duration = 15 SECONDS, targeted = TRUE, generic_message = FALSE)
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if(!istype(flashed))
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return
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if(user)
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log_combat(user, flashed, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
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else //caused by emp/remote signal
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flashed.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]", LOG_ATTACK)
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if(generic_message && flashed != user)
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to_chat(flashed, span_danger("[src] emits a blinding light!"))
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var/deviation = calculate_deviation(flashed, user || src)
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var/datum/antagonist/rev/head/converter = user?.mind?.has_antag_datum(/datum/antagonist/rev/head)
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//If you face away from someone they shouldnt notice any effects.
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if(deviation == DEVIATION_FULL && !converter)
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return
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if(targeted)
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if(flashed.flash_act(1, 1))
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flashed.set_confusion_if_lower(confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
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// Special check for if we're a revhead. Special cases to attempt conversion.
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if(converter)
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// Did we try to flash them from behind?
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if(deviation == DEVIATION_FULL)
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// Headrevs can use a tacticool leaning technique so that they don't have to worry about facing for their conversions.
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to_chat(user, span_notice("You use the tacticool tier, lean over the shoulder technique to blind [flashed] with a flash!"))
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deviation = DEVIATION_PARTIAL
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// Convert them. Terribly.
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terrible_conversion_proc(flashed, user)
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visible_message(span_danger("[user] blinds [flashed] with the flash!"), span_userdanger("[user] blinds you with the flash!"))
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//easy way to make sure that you can only long stun someone who is facing in your direction
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flashed.adjustStaminaLoss(rand(80, 120) * (1 - (deviation * 0.5)))
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flashed.Paralyze(rand(25, 50) * (1 - (deviation * 0.5)))
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else if(user)
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visible_message(span_warning("[user] fails to blind [flashed] with the flash!"), span_danger("[user] fails to blind you with the flash!"))
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else
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to_chat(flashed, span_danger("[src] fails to blind you!"))
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else
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if(flashed.flash_act())
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flashed.set_confusion_if_lower(confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
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/**
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* Handles the directionality of the attack
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*
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* Returns the amount of 'deviation', 0 being facing eachother, 1 being sideways, 2 being facing away from eachother.
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* Arguments:
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* * victim - Victim
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* * attacker - Attacker
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*/
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/obj/item/assembly/flash/proc/calculate_deviation(mob/victim, atom/attacker)
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// Tactical combat emote-spinning should not counter intended gameplay mechanics.
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// This trumps same-loc checks to discourage floor spinning in general to counter flashes.
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// In short, combat spinning is silly and you should feel silly for doing it.
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if(victim.flags_1 & IS_SPINNING_1)
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return DEVIATION_NONE
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if(iscarbon(victim))
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var/mob/living/carbon/carbon_victim = victim
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if(carbon_victim.get_eye_protection() < FLASH_PROTECTION_SENSITIVE) // If we have really bad flash sensitivity, usually due to really sensitive eyes, we get flashed from all directions
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return DEVIATION_NONE
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// Are they on the same tile? We'll return partial deviation. This may be someone flashing while lying down
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// or flashing someone they're stood on the same turf as, or a borg flashing someone buckled to them.
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if(victim.loc == attacker.loc)
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return DEVIATION_PARTIAL
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// If the victim was looking at the attacker, this is the direction they'd have to be facing.
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var/victim_to_attacker = get_dir(victim, attacker)
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// The victim's dir is necessarily a cardinal value.
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var/victim_dir = victim.dir
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// - - -
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// - V - Victim facing south
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// # # #
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// Attacker within 45 degrees of where the victim is facing.
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if(victim_dir & victim_to_attacker)
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return DEVIATION_NONE
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// # # #
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// - V - Victim facing south
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// - - -
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// Attacker at 135 or more degrees of where the victim is facing.
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if(victim_dir & REVERSE_DIR(victim_to_attacker))
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return DEVIATION_FULL
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// - - -
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// # V # Victim facing south
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// - - -
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// Attacker lateral to the victim.
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return DEVIATION_PARTIAL
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/obj/item/assembly/flash/attack(mob/living/M, mob/user)
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if(!try_use_flash(user))
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return FALSE
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. = TRUE
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if(iscarbon(M))
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flash_carbon(M, user, confusion_duration = 5 SECONDS, targeted = TRUE)
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return
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if(issilicon(M))
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var/mob/living/silicon/robot/flashed_borgo = M
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log_combat(user, flashed_borgo, "flashed", src)
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update_icon(ALL, TRUE)
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if(!flashed_borgo.flash_act(affect_silicon = TRUE))
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user.visible_message(span_warning("[user] fails to blind [flashed_borgo] with the flash!"), span_warning("You fail to blind [flashed_borgo] with the flash!"))
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return
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flashed_borgo.Paralyze(rand(80,120))
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flashed_borgo.set_confusion_if_lower(5 SECONDS * CONFUSION_STACK_MAX_MULTIPLIER)
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user.visible_message(span_warning("[user] overloads [flashed_borgo]'s sensors with the flash!"), span_danger("You overload [flashed_borgo]'s sensors with the flash!"))
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return
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user.visible_message(span_warning("[user] fails to blind [M] with the flash!"), span_warning("You fail to blind [M] with the flash!"))
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/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(holder)
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return FALSE
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if(!AOE_flash(user = user))
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return FALSE
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/obj/item/assembly/flash/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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if(!AOE_flash())
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return
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burn_out()
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/obj/item/assembly/flash/activate()//AOE flash on signal received
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if(!..())
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return
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AOE_flash()
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/**
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* Converts the victim to revs
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*
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* Arguments:
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* * victim - Victim
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* * aggressor - Attacker
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*/
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/obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/victim, mob/aggressor)
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if(!istype(victim) || victim.stat == DEAD)
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return
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if(!aggressor.mind)
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return
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if(!victim.client)
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to_chat(aggressor, span_warning("This mind is so vacant that it is not susceptible to influence!"))
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return
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if(victim.stat != CONSCIOUS)
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to_chat(aggressor, span_warning("They must be conscious before you can convert [victim.p_them()]!"))
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return
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//If this proc fires the mob must be a revhead
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var/datum/antagonist/rev/head/converter = aggressor.mind.has_antag_datum(/datum/antagonist/rev/head)
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if(converter.add_revolutionary(victim.mind))
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if(prob(1) || check_holidays(APRIL_FOOLS))
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victim.say("You son of a bitch! I'm in.", forced = "That son of a bitch! They're in.")
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times_used -- //Flashes less likely to burn out for headrevs when used for conversion
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else
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to_chat(aggressor, span_warning("This mind seems resistant to the flash!"))
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/obj/item/assembly/flash/cyborg
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/obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user)
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..()
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/assembly/flash/cyborg/attack_self(mob/user)
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..()
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, params)
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return
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/obj/item/assembly/flash/cyborg/screwdriver_act(mob/living/user, obj/item/I)
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return
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/obj/item/assembly/flash/memorizer
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name = "memorizer"
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desc = "If you see this, you're not likely to remember it any time soon."
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icon = 'icons/obj/device.dmi'
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icon_state = "memorizer"
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inhand_icon_state = "nullrod"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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/obj/item/assembly/flash/handheld //this is now the regular pocket flashes
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/obj/item/assembly/flash/armimplant
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name = "photon projector"
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desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out."
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var/flashcd = 20
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var/overheat = 0
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//Wearef to our arm
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var/datum/weakref/arm
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/obj/item/assembly/flash/armimplant/burn_out()
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var/obj/item/organ/internal/cyberimp/arm/flash/real_arm = arm.resolve()
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if(real_arm?.owner)
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to_chat(real_arm.owner, span_warning("Your photon projector implant overheats and deactivates!"))
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real_arm.Retract()
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overheat = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), flashcd * 2)
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/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
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if(overheat)
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var/obj/item/organ/internal/cyberimp/arm/flash/real_arm = arm.resolve()
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if(real_arm?.owner)
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to_chat(real_arm.owner, span_warning("Your photon projector is running too hot to be used again so quickly!"))
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return FALSE
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overheat = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), flashcd)
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playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
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update_icon(ALL, TRUE)
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return TRUE
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/obj/item/assembly/flash/armimplant/proc/cooldown()
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overheat = FALSE
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/obj/item/assembly/flash/armimplant/screwdriver_act(mob/living/user, obj/item/I)
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to_chat(user, span_notice("\The [src] is an implant! It cannot be unsecured!"))
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add_fingerprint(user)
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/obj/item/assembly/flash/hypnotic
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desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance."
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flashing_overlay = "flash-hypno"
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light_color = LIGHT_COLOR_PINK
|
|
cooldown = 20
|
|
|
|
/obj/item/assembly/flash/hypnotic/burn_out()
|
|
return
|
|
|
|
/obj/item/assembly/flash/hypnotic/flash_carbon(mob/living/carbon/M, mob/user, confusion_duration = 15, targeted = TRUE, generic_message = FALSE)
|
|
if(!istype(M))
|
|
return
|
|
if(user)
|
|
log_combat(user, M, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", src)
|
|
else //caused by emp/remote signal
|
|
M.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", LOG_ATTACK)
|
|
if(generic_message && M != user)
|
|
to_chat(M, span_notice("[src] emits a soothing light..."))
|
|
if(targeted)
|
|
if(M.flash_act(1, 1))
|
|
var/hypnosis = FALSE
|
|
if(M.hypnosis_vulnerable())
|
|
hypnosis = TRUE
|
|
if(user)
|
|
user.visible_message(span_danger("[user] blinds [M] with the flash!"), span_danger("You hypno-flash [M]!"))
|
|
|
|
if(!hypnosis)
|
|
to_chat(M, span_hypnophrase("The light makes you feel oddly relaxed..."))
|
|
M.adjust_confusion_up_to(10 SECONDS, 20 SECONDS)
|
|
M.adjust_dizzy_up_to(20 SECONDS, 40 SECONDS)
|
|
M.adjust_drowsiness_up_to(20 SECONDS, 40 SECONDS)
|
|
M.adjust_pacifism(10 SECONDS)
|
|
else
|
|
M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
|
|
|
|
else if(user)
|
|
user.visible_message(span_warning("[user] fails to blind [M] with the flash!"), span_warning("You fail to hypno-flash [M]!"))
|
|
else
|
|
to_chat(M, span_danger("[src] fails to blind you!"))
|
|
|
|
else if(M.flash_act())
|
|
to_chat(M, span_notice("Such a pretty light..."))
|
|
M.adjust_confusion_up_to(4 SECONDS, 20 SECONDS)
|
|
M.adjust_dizzy_up_to(8 SECONDS, 40 SECONDS)
|
|
M.adjust_drowsiness_up_to(8 SECONDS, 40 SECONDS)
|
|
M.adjust_pacifism(4 SECONDS)
|
|
|
|
#undef CONFUSION_STACK_MAX_MULTIPLIER
|
|
#undef DEVIATION_NONE
|
|
#undef DEVIATION_PARTIAL
|
|
#undef DEVIATION_FULL
|