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6ebdfdc73f
* Makes Shake() proc work (#73480) ## About The Pull Request Fixes #72321 Fixes #70388 The shake proc didn't work and hasn't for ages. I remember it having worked at some point, but it was quite a long time ago. I cannot guarantee that the end result here is the same as it was, the reason here being that I have no idea how this proc ever worked in the first place. My limited understanding of the `animate` proc implies that the previous implementation as written would never have acted as you would expect it to, but clearly at some time in the past it did work. A mystery. As a result of the previous, possibly because the proc never _did_ work as expected and just did something which looked vaguely correct most of the time, both the default values and the values people were passing into this proc were completely ridiculous. Why would anyone ever want to pixel shift an object with a range of _15_ pixels in all directions? That's half a full tile! And why would you want it to do this for 25 seconds? So I also changed the values being passed in, because you really want pretty small numbers passed into here most of the time. Here's a video of everything that vibrates: https://www.youtube.com/watch?v=Q0hoqmaXkKA The exception is the v8 engine. I left this alone because it seems to try and start shaking while in your hands, which doesn't work, and I don't know how to fix that. This has potentially _also_ never worked. ## Why It's Good For The Game Now you can see intended visual indicators for: - Lobstrosities charging. - Beepsky being EMPed. - The Savannah Ivanov preparing to jump. - The DNA infuser putting someone through the spin cycle. - The mystery box admin item I had no previous idea even existed (fun animations on this one). - Anything else which wants to use this proc to create vibrating objects in the future. ## Changelog 🆑 fix: Lobstrosities and Tarantulas will once more vibrate to let you know they're about to charge at you. fix: The Savannah Ivanov will once more vibrate to let you know it's about to jump into the air. fix: The DNA infuser will now vibrate to let people know that it's busy blending someone with a dead animal. /🆑 * Makes Shake() proc work --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
201 lines
7.3 KiB
Plaintext
201 lines
7.3 KiB
Plaintext
/mob/living/basic/attack_hand(mob/living/carbon/human/user, list/modifiers)
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// so that martial arts don't double dip
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if (..())
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return TRUE
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if(LAZYACCESS(modifiers, RIGHT_CLICK))
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if(user.move_force < move_resist)
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return
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user.do_attack_animation(src, ATTACK_EFFECT_DISARM)
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playsound(src, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
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var/shove_dir = get_dir(user, src)
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if(!Move(get_step(src, shove_dir), shove_dir))
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log_combat(user, src, "shoved", "failing to move it")
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user.visible_message(span_danger("[user.name] shoves [src]!"),
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span_danger("You shove [src]!"), span_hear("You hear aggressive shuffling!"), COMBAT_MESSAGE_RANGE, list(src))
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to_chat(src, span_userdanger("You're shoved by [user.name]!"))
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return TRUE
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log_combat(user, src, "shoved", "pushing it")
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user.visible_message(span_danger("[user.name] shoves [src], pushing [p_them()]!"),
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span_danger("You shove [src], pushing [p_them()]!"), span_hear("You hear aggressive shuffling!"), COMBAT_MESSAGE_RANGE, list(src))
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to_chat(src, span_userdanger("You're pushed by [user.name]!"))
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return TRUE
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if(!user.combat_mode)
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if (stat == DEAD)
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return
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visible_message(span_notice("[user] [response_help_continuous] [src]."), \
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span_notice("[user] [response_help_continuous] you."), null, null, user)
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to_chat(user, span_notice("You [response_help_simple] [src]."))
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
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else
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, span_warning("You don't want to hurt [src]!"))
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return
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user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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visible_message(span_danger("[user] [response_harm_continuous] [src]!"),\
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span_userdanger("[user] [response_harm_continuous] you!"), null, COMBAT_MESSAGE_RANGE, user)
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to_chat(user, span_danger("You [response_harm_simple] [src]!"))
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playsound(loc, attacked_sound, 25, TRUE, -1)
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var/obj/item/bodypart/arm/active_arm = user.get_active_hand()
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var/damage = rand(active_arm.unarmed_damage_low, active_arm.unarmed_damage_high)
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attack_threshold_check(damage)
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log_combat(user, src, "attacked")
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updatehealth()
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return TRUE
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/mob/living/basic/attack_hulk(mob/living/carbon/human/user)
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. = ..()
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if(!.)
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return
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playsound(loc, SFX_PUNCH, 25, TRUE, -1)
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visible_message(span_danger("[user] punches [src]!"), \
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span_userdanger("You're punched by [user]!"), null, COMBAT_MESSAGE_RANGE, user)
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to_chat(user, span_danger("You punch [src]!"))
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apply_damage(15, damagetype = BRUTE)
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/mob/living/basic/attack_paw(mob/living/carbon/human/user, list/modifiers)
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if(..()) //successful monkey bite.
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if(stat != DEAD)
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var/damage = rand(1, 3)
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attack_threshold_check(damage)
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return 1
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if (!user.combat_mode)
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if (health > 0)
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visible_message(span_notice("[user.name] [response_help_continuous] [src]."), \
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span_notice("[user.name] [response_help_continuous] you."), null, COMBAT_MESSAGE_RANGE, user)
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to_chat(user, span_notice("You [response_help_simple] [src]."))
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
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/mob/living/basic/attack_alien(mob/living/carbon/alien/adult/user, list/modifiers)
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. = ..()
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if(!.)
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return
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if(LAZYACCESS(modifiers, RIGHT_CLICK))
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playsound(loc, 'sound/weapons/pierce.ogg', 25, TRUE, -1)
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visible_message(span_danger("[user] [response_disarm_continuous] [name]!"), \
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span_userdanger("[user] [response_disarm_continuous] you!"), null, COMBAT_MESSAGE_RANGE, user)
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to_chat(user, span_danger("You [response_disarm_simple] [name]!"))
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log_combat(user, src, "disarmed")
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return
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var/damage = rand(user.melee_damage_lower, user.melee_damage_upper)
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visible_message(span_danger("[user] slashes at [src]!"), \
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span_userdanger("You're slashed at by [user]!"), null, COMBAT_MESSAGE_RANGE, user)
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to_chat(user, span_danger("You slash at [src]!"))
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playsound(loc, 'sound/weapons/slice.ogg', 25, TRUE, -1)
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attack_threshold_check(damage)
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log_combat(user, src, "attacked")
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/mob/living/basic/attack_larva(mob/living/carbon/alien/larva/attacking_larva, list/modifiers)
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. = ..()
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if(. && stat != DEAD) //successful larva bite
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var/damage = rand(attacking_larva.melee_damage_lower, attacking_larva.melee_damage_upper)
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. = attack_threshold_check(damage)
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if(.)
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attacking_larva.amount_grown = min(attacking_larva.amount_grown + damage, attacking_larva.max_grown)
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/mob/living/basic/attack_animal(mob/living/simple_animal/user, list/modifiers)
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. = ..()
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if(.)
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var/damage = rand(user.melee_damage_lower, user.melee_damage_upper)
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return attack_threshold_check(damage, user.melee_damage_type)
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/mob/living/basic/attack_slime(mob/living/simple_animal/slime/M, list/modifiers)
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if(..()) //successful slime attack
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var/damage = rand(15, 25)
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if(M.is_adult)
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damage = rand(20, 35)
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return attack_threshold_check(damage)
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/mob/living/basic/attack_drone(mob/living/simple_animal/drone/attacking_drone)
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if(attacking_drone.combat_mode) //No kicking dogs even as a rogue drone. Use a weapon.
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return
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return ..()
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/mob/living/basic/attack_drone_secondary(mob/living/simple_animal/drone/attacking_drone)
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if(attacking_drone.combat_mode)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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return ..()
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/mob/living/basic/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = MELEE, actuallydamage = TRUE)
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var/temp_damage = damage
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if(!damage_coeff[damagetype])
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temp_damage = 0
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else
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temp_damage *= damage_coeff[damagetype]
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if(temp_damage >= 0 && temp_damage <= force_threshold)
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visible_message(span_warning("[src] looks unharmed!"))
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return FALSE
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else
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if(actuallydamage)
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apply_damage(damage, damagetype, blocked = getarmor(null, armorcheck))
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return TRUE
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/mob/living/basic/check_projectile_armor(def_zone, obj/projectile/impacting_projectile, is_silent)
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return 0
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/mob/living/basic/ex_act(severity, target, origin)
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. = ..()
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if(!. || QDELETED(src))
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return
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var/bomb_armor = getarmor(null, BOMB)
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switch(severity)
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if (EXPLODE_DEVASTATE)
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if(prob(bomb_armor))
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apply_damage(500, damagetype = BRUTE)
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else
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investigate_log("has been gibbed by an explosion.", INVESTIGATE_DEATHS)
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gib()
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return
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if (EXPLODE_HEAVY)
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var/bloss = 60
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if(prob(bomb_armor))
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bloss = bloss / 1.5
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apply_damage(bloss, damagetype = BRUTE)
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if (EXPLODE_LIGHT)
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var/bloss = 30
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if(prob(bomb_armor))
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bloss = bloss / 1.5
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apply_damage(bloss, damagetype = BRUTE)
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/mob/living/basic/blob_act(obj/structure/blob/attacking_blob)
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apply_damage(20, damagetype = BRUTE)
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/mob/living/basic/do_attack_animation(atom/attacked_atom, visual_effect_icon, used_item, no_effect)
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if(!no_effect && !visual_effect_icon && melee_damage_upper)
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if(attack_vis_effect && !iswallturf(attacked_atom)) // override the standard visual effect.
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visual_effect_icon = attack_vis_effect
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else if(melee_damage_upper < 10)
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visual_effect_icon = ATTACK_EFFECT_PUNCH
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else
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visual_effect_icon = ATTACK_EFFECT_SMASH
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..()
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/mob/living/basic/update_stat()
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if(status_flags & GODMODE)
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return
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if(stat != DEAD)
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if(health <= 0)
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death()
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else
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set_stat(CONSCIOUS)
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med_hud_set_status()
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/mob/living/basic/emp_act(severity)
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. = ..()
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if(mob_biotypes & MOB_ROBOTIC)
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emp_reaction(severity)
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/mob/living/basic/proc/emp_reaction(severity)
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switch(severity)
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if(EMP_LIGHT)
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visible_message(span_danger("[src] shakes violently, its parts coming loose!"))
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apply_damage(maxHealth * 0.6)
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Shake(duration = 1 SECONDS)
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if(EMP_HEAVY)
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visible_message(span_danger("[src] suddenly bursts apart!"))
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apply_damage(maxHealth)
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