Files
Bubberstation/code/datums/status_effects/neutral.dm
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00

612 lines
21 KiB
Plaintext

//entirely neutral or internal status effects go here
/datum/status_effect/crusher_damage
id = "crusher_damage"
duration = -1
tick_interval = -1
status_type = STATUS_EFFECT_UNIQUE
alert_type = null
/// How much damage?
var/total_damage = 0
/datum/status_effect/crusher_damage/on_apply()
RegisterSignal(owner, COMSIG_MOB_AFTER_APPLY_DAMAGE, PROC_REF(damage_taken))
return TRUE
/datum/status_effect/crusher_damage/on_remove()
UnregisterSignal(owner, COMSIG_MOB_AFTER_APPLY_DAMAGE)
/datum/status_effect/crusher_damage/proc/damage_taken(
datum/source,
damage_dealt,
damagetype,
def_zone,
blocked,
wound_bonus,
bare_wound_bonus,
sharpness,
attack_direction,
attacking_item,
)
SIGNAL_HANDLER
if(istype(attacking_item, /obj/item/kinetic_crusher))
total_damage += damage_dealt
/datum/status_effect/syphon_mark
id = "syphon_mark"
duration = 50
status_type = STATUS_EFFECT_MULTIPLE
alert_type = null
on_remove_on_mob_delete = TRUE
var/obj/item/borg/upgrade/modkit/bounty/reward_target
/datum/status_effect/syphon_mark/on_creation(mob/living/new_owner, obj/item/borg/upgrade/modkit/bounty/new_reward_target)
. = ..()
if(.)
reward_target = new_reward_target
/datum/status_effect/syphon_mark/on_apply()
if(owner.stat == DEAD)
return FALSE
return ..()
/datum/status_effect/syphon_mark/proc/get_kill()
if(!QDELETED(reward_target))
reward_target.get_kill(owner)
/datum/status_effect/syphon_mark/tick(seconds_between_ticks)
if(owner.stat == DEAD)
get_kill()
qdel(src)
/datum/status_effect/syphon_mark/on_remove()
get_kill()
. = ..()
/atom/movable/screen/alert/status_effect/in_love
name = "In Love"
desc = "You feel so wonderfully in love!"
icon_state = "in_love"
/datum/status_effect/in_love
id = "in_love"
duration = -1
status_type = STATUS_EFFECT_UNIQUE
alert_type = /atom/movable/screen/alert/status_effect/in_love
var/hearts
/datum/status_effect/in_love/on_creation(mob/living/new_owner, mob/living/date)
. = ..()
if(!.)
return
linked_alert.desc = "You're in love with [date.real_name]! How lovely."
hearts = WEAKREF(date.add_alt_appearance(
/datum/atom_hud/alternate_appearance/basic/one_person,
"in_love",
image(icon = 'icons/effects/effects.dmi', icon_state = "love_hearts", loc = date),
null,
new_owner,
))
/datum/status_effect/in_love/on_remove()
QDEL_NULL(hearts)
/datum/status_effect/throat_soothed
id = "throat_soothed"
duration = 60 SECONDS
status_type = STATUS_EFFECT_REFRESH
alert_type = null
/datum/status_effect/throat_soothed/on_apply()
. = ..()
ADD_TRAIT(owner, TRAIT_SOOTHED_THROAT, "[STATUS_EFFECT_TRAIT]_[id]")
/datum/status_effect/throat_soothed/on_remove()
. = ..()
REMOVE_TRAIT(owner, TRAIT_SOOTHED_THROAT, "[STATUS_EFFECT_TRAIT]_[id]")
/datum/status_effect/bounty
id = "bounty"
status_type = STATUS_EFFECT_UNIQUE
var/mob/living/rewarded
/datum/status_effect/bounty/on_creation(mob/living/new_owner, mob/living/caster)
. = ..()
if(.)
rewarded = caster
/datum/status_effect/bounty/on_apply()
to_chat(owner, span_boldnotice("You hear something behind you talking... \"You have been marked for death by [rewarded]. If you die, they will be rewarded.\""))
playsound(owner, 'sound/weapons/gun/shotgun/rack.ogg', 75, FALSE)
return ..()
/datum/status_effect/bounty/tick(seconds_between_ticks)
if(owner.stat == DEAD)
rewards()
qdel(src)
/datum/status_effect/bounty/proc/rewards()
if(rewarded && rewarded.mind && rewarded.stat != DEAD)
to_chat(owner, span_boldnotice("You hear something behind you talking... \"Bounty claimed.\""))
playsound(owner, 'sound/weapons/gun/shotgun/shot.ogg', 75, FALSE)
to_chat(rewarded, span_greentext("You feel a surge of mana flow into you!"))
for(var/datum/action/cooldown/spell/spell in rewarded.actions)
spell.reset_spell_cooldown()
var/need_mob_update = FALSE
need_mob_update += rewarded.adjustBruteLoss(-25, updating_health = FALSE)
need_mob_update += rewarded.adjustFireLoss(-25, updating_health = FALSE)
need_mob_update += rewarded.adjustToxLoss(-25, updating_health = FALSE)
need_mob_update += rewarded.adjustOxyLoss(-25, updating_health = FALSE)
if(need_mob_update)
rewarded.updatehealth()
// heldup is for the person being aimed at
/datum/status_effect/grouped/heldup
id = "heldup"
duration = -1
tick_interval = -1
status_type = STATUS_EFFECT_MULTIPLE
alert_type = /atom/movable/screen/alert/status_effect/heldup
/atom/movable/screen/alert/status_effect/heldup
name = "Held Up"
desc = "Making any sudden moves would probably be a bad idea!"
icon_state = "aimed"
/datum/status_effect/grouped/heldup/on_apply()
owner.apply_status_effect(/datum/status_effect/grouped/surrender, REF(src))
return ..()
/datum/status_effect/grouped/heldup/on_remove()
owner.remove_status_effect(/datum/status_effect/grouped/surrender, REF(src))
return ..()
// holdup is for the person aiming
/datum/status_effect/holdup
id = "holdup"
duration = -1
tick_interval = -1
status_type = STATUS_EFFECT_UNIQUE
alert_type = /atom/movable/screen/alert/status_effect/holdup
/atom/movable/screen/alert/status_effect/holdup
name = "Holding Up"
desc = "You're currently pointing a gun at someone. Click to cancel."
icon_state = "aimed"
/atom/movable/screen/alert/status_effect/holdup/Click(location, control, params)
. = ..()
if(!.)
return
var/datum/component/gunpoint/gunpoint = owner.GetComponent(/datum/component/gunpoint)
gunpoint?.cancel()
// this status effect is used to negotiate the high-fiving capabilities of all concerned parties
/datum/status_effect/offering
id = "offering"
duration = -1
tick_interval = -1
status_type = STATUS_EFFECT_UNIQUE
alert_type = null
/// The people who were offered this item at the start
var/list/possible_takers
/// The actual item being offered
var/obj/item/offered_item
/// The type of alert given to people when offered, in case you need to override some behavior (like for high-fives)
var/give_alert_type = /atom/movable/screen/alert/give
/datum/status_effect/offering/on_creation(mob/living/new_owner, obj/item/offer, give_alert_override, mob/living/carbon/offered)
. = ..()
if(!.)
return
offered_item = offer
if(give_alert_override)
give_alert_type = give_alert_override
if(offered && is_taker_elligible(offered))
register_candidate(offered)
else
for(var/mob/living/carbon/possible_taker in orange(1, owner))
if(!is_taker_elligible(possible_taker))
continue
register_candidate(possible_taker)
if(!possible_takers) // no one around
qdel(src)
return
RegisterSignal(owner, COMSIG_MOVABLE_MOVED, PROC_REF(check_owner_in_range))
RegisterSignals(offered_item, list(COMSIG_QDELETING, COMSIG_ITEM_DROPPED), PROC_REF(dropped_item))
/datum/status_effect/offering/Destroy()
for(var/mob/living/carbon/removed_taker as anything in possible_takers)
remove_candidate(removed_taker)
LAZYCLEARLIST(possible_takers)
offered_item = null
return ..()
/// Hook up the specified carbon mob to be offered the item in question, give them the alert and signals and all
/datum/status_effect/offering/proc/register_candidate(mob/living/carbon/possible_candidate)
var/atom/movable/screen/alert/give/G = possible_candidate.throw_alert("[owner]", give_alert_type)
if(!G)
return
LAZYADD(possible_takers, possible_candidate)
RegisterSignal(possible_candidate, COMSIG_MOVABLE_MOVED, PROC_REF(check_taker_in_range))
G.setup(possible_candidate, src)
/// Remove the alert and signals for the specified carbon mob. Automatically removes the status effect when we lost the last taker
/datum/status_effect/offering/proc/remove_candidate(mob/living/carbon/removed_candidate)
removed_candidate.clear_alert("[owner]")
LAZYREMOVE(possible_takers, removed_candidate)
UnregisterSignal(removed_candidate, COMSIG_MOVABLE_MOVED)
if(!possible_takers && !QDELING(src))
qdel(src)
/// One of our possible takers moved, see if they left us hanging
/datum/status_effect/offering/proc/check_taker_in_range(mob/living/carbon/taker)
SIGNAL_HANDLER
if(owner.CanReach(taker) && !IS_DEAD_OR_INCAP(taker))
return
to_chat(taker, span_warning("You moved out of range of [owner]!"))
remove_candidate(taker)
/// The offerer moved, see if anyone is out of range now
/datum/status_effect/offering/proc/check_owner_in_range(mob/living/carbon/source)
SIGNAL_HANDLER
for(var/mob/living/carbon/checking_taker as anything in possible_takers)
if(!istype(checking_taker) || !owner.CanReach(checking_taker) || IS_DEAD_OR_INCAP(checking_taker))
remove_candidate(checking_taker)
/// We lost the item, give it up
/datum/status_effect/offering/proc/dropped_item(obj/item/source)
SIGNAL_HANDLER
qdel(src)
/**
* Is our taker valid as a target for the offering? Meant to be used when registering
* takers in `on_creation()`. You should override `additional_taker_check()` instead of this.
*
* Returns `TRUE` if the taker is valid as a target for the offering.
*/
/datum/status_effect/offering/proc/is_taker_elligible(mob/living/carbon/taker)
return owner.CanReach(taker) && !IS_DEAD_OR_INCAP(taker) && additional_taker_check(taker)
/**
* Additional checks added to `CanReach()` and `IS_DEAD_OR_INCAP()` in `is_taker_elligible()`.
* Should be what you override instead of `is_taker_elligible()`. By default, checks if the
* taker can hold items.
*
* Returns `TRUE` if the taker is valid as a target for the offering based on these
* additional checks.
*/
/datum/status_effect/offering/proc/additional_taker_check(mob/living/carbon/taker)
return taker.can_hold_items()
/**
* This status effect is meant only for items that you don't actually receive
* when offered, mostly useful for `/obj/item/hand_item` subtypes.
*/
/datum/status_effect/offering/no_item_received
/datum/status_effect/offering/no_item_received/additional_taker_check(mob/living/carbon/taker)
return taker.usable_hands > 0
/**
* This status effect is meant only to be used for offerings that require the target to
* be resting (like when you're trying to give them a hand to help them up).
* Also doesn't require them to have their hands free (since you're not giving them
* anything).
*/
/datum/status_effect/offering/no_item_received/needs_resting
/datum/status_effect/offering/no_item_received/needs_resting/additional_taker_check(mob/living/carbon/taker)
return taker.body_position == LYING_DOWN
/datum/status_effect/offering/no_item_received/needs_resting/on_creation(mob/living/new_owner, obj/item/offer, give_alert_override, mob/living/carbon/offered)
. = ..()
RegisterSignal(owner, COMSIG_LIVING_SET_BODY_POSITION, PROC_REF(check_owner_standing))
/datum/status_effect/offering/no_item_received/needs_resting/register_candidate(mob/living/carbon/possible_candidate)
. = ..()
RegisterSignal(possible_candidate, COMSIG_LIVING_SET_BODY_POSITION, PROC_REF(check_candidate_resting))
/datum/status_effect/offering/no_item_received/needs_resting/remove_candidate(mob/living/carbon/removed_candidate)
UnregisterSignal(removed_candidate, COMSIG_LIVING_SET_BODY_POSITION)
return ..()
/// Simple signal handler that ensures that, if the owner stops standing, the offer no longer stands either!
/datum/status_effect/offering/no_item_received/needs_resting/proc/check_owner_standing(mob/living/carbon/owner)
if(src.owner.body_position == STANDING_UP)
return
// This doesn't work anymore if the owner is no longer standing up, sorry!
qdel(src)
/// Simple signal handler that ensures that, should a candidate now be standing up, the offer won't be standing for them anymore!
/datum/status_effect/offering/no_item_received/needs_resting/proc/check_candidate_resting(mob/living/carbon/candidate)
SIGNAL_HANDLER
if(candidate.body_position == LYING_DOWN)
return
// No longer lying down? You're no longer eligible to take the offer, sorry!
remove_candidate(candidate)
/// Subtype for high fives, so we can fake out people
/datum/status_effect/offering/no_item_received/high_five
id = "offer_high_five"
/datum/status_effect/offering/no_item_received/high_five/dropped_item(obj/item/source)
// Lets us "too slow" people, instead of qdeling we just handle the ref
offered_item = null
//this effect gives the user an alert they can use to surrender quickly
/datum/status_effect/grouped/surrender
id = "surrender"
duration = -1
tick_interval = -1
status_type = STATUS_EFFECT_UNIQUE
alert_type = /atom/movable/screen/alert/status_effect/surrender
/atom/movable/screen/alert/status_effect/surrender
name = "Surrender"
desc = "Looks like you're in trouble now, bud. Click here to surrender. (Warning: You will be incapacitated.)"
icon_state = "surrender"
/atom/movable/screen/alert/status_effect/surrender/Click(location, control, params)
. = ..()
if(!.)
return
owner.emote("surrender")
///For when you need to make someone be prompted for surrender, but not forever
/datum/status_effect/surrender_timed
id = "surrender_timed"
duration = 30 SECONDS
status_type = STATUS_EFFECT_UNIQUE
alert_type = null
/datum/status_effect/surrender_timed/on_apply()
owner.apply_status_effect(/datum/status_effect/grouped/surrender, REF(src))
return ..()
/datum/status_effect/surrender_timed/on_remove()
owner.remove_status_effect(/datum/status_effect/grouped/surrender, REF(src))
return ..()
/*
* A status effect used for preventing caltrop message spam
*
* While a mob has this status effect, they won't receive any messages about
* stepping on caltrops. But they will be stunned and damaged regardless.
*
* The status effect itself has no effect, other than to disappear after
* a second.
*/
/datum/status_effect/caltropped
id = "caltropped"
duration = 1 SECONDS
tick_interval = -1
status_type = STATUS_EFFECT_REFRESH
alert_type = null
#define EIGENSTASIUM_MAX_BUFFER -251
#define EIGENSTASIUM_STABILISATION_RATE 5
#define EIGENSTASIUM_PHASE_1_END 50
#define EIGENSTASIUM_PHASE_2_END 80
#define EIGENSTASIUM_PHASE_3_START 100
#define EIGENSTASIUM_PHASE_3_END 150
/datum/status_effect/eigenstasium
id = "eigenstasium"
status_type = STATUS_EFFECT_UNIQUE
alert_type = null
processing_speed = STATUS_EFFECT_NORMAL_PROCESS
///So we know what cycle we're in during the status
var/current_cycle = EIGENSTASIUM_MAX_BUFFER //Consider it your stability
///The addiction looper for addiction stage 3
var/phase_3_cycle = -0 //start off delayed
///Your clone from another reality
var/mob/living/carbon/alt_clone = null
///If we display the stabilised message or not
var/stable_message = FALSE
/datum/status_effect/eigenstasium/Destroy()
if(alt_clone)
UnregisterSignal(alt_clone, COMSIG_QDELETING)
QDEL_NULL(alt_clone)
return ..()
/datum/status_effect/eigenstasium/tick(seconds_between_ticks)
. = ..()
//This stuff runs every cycle
if(prob(5))
do_sparks(5, FALSE, owner)
//If we have a reagent that blocks the effects
var/block_effects = FALSE
if(owner.has_reagent(/datum/reagent/bluespace))
current_cycle = max(EIGENSTASIUM_MAX_BUFFER, (current_cycle - (EIGENSTASIUM_STABILISATION_RATE * 1.5))) //cap to -250
block_effects = TRUE
if(owner.has_reagent(/datum/reagent/stabilizing_agent))
current_cycle = max(EIGENSTASIUM_MAX_BUFFER, (current_cycle - EIGENSTASIUM_STABILISATION_RATE))
block_effects = TRUE
var/datum/reagent/eigen = owner.has_reagent(/datum/reagent/eigenstate)
if(eigen)
if(eigen.overdosed)
block_effects = FALSE
else
current_cycle = max(EIGENSTASIUM_MAX_BUFFER, (current_cycle - (EIGENSTASIUM_STABILISATION_RATE * 2)))
block_effects = TRUE
if(!QDELETED(alt_clone)) //catch any stragglers
do_sparks(5, FALSE, alt_clone)
owner.visible_message("[owner] is snapped across to a different alternative reality!")
QDEL_NULL(alt_clone)
if(block_effects)
if(!stable_message)
owner.visible_message("You feel stable...for now.")
stable_message = TRUE
return
stable_message = FALSE
//Increment cycle
current_cycle++ //needs to be done here because phase 2 can early return
//These run on specific cycles
switch(current_cycle)
if(0)
to_chat(owner, span_userdanger("You feel like you're being pulled across to somewhere else. You feel empty inside."))
//phase 1
if(1 to EIGENSTASIUM_PHASE_1_END)
owner.set_jitter_if_lower(4 SECONDS)
owner.adjust_nutrition(-4)
//phase 2
if(EIGENSTASIUM_PHASE_1_END to EIGENSTASIUM_PHASE_2_END)
if(current_cycle == 51)
to_chat(owner, span_userdanger("You start to convlse violently as you feel your consciousness merges across realities, your possessions flying wildy off your body!"))
owner.set_jitter_if_lower(400 SECONDS)
owner.Knockdown(10)
var/list/items = list()
var/max_loop
if (length(owner.get_contents()) >= 10)
max_loop = 10
else
max_loop = length(owner.get_contents())
for (var/i in 1 to max_loop)
var/obj/item/item = owner.get_contents()[i]
if ((item.item_flags & DROPDEL) || HAS_TRAIT(item, TRAIT_NODROP)) // can't teleport these kinds of items
continue
items.Add(item)
if(!LAZYLEN(items))
return ..()
var/obj/item/item = pick(items)
owner.dropItemToGround(item, TRUE)
do_sparks(5,FALSE,item)
do_teleport(item, get_turf(item), 3, no_effects=TRUE);
do_sparks(5,FALSE,item)
//phase 3 - little break to get your items
if(EIGENSTASIUM_PHASE_3_START to EIGENSTASIUM_PHASE_3_END)
//Clone function - spawns a clone then deletes it - simulates multiple copies of the player teleporting in
switch(phase_3_cycle) //Loops 0 -> 1 -> 2 -> 1 -> 2 -> 1 ...ect.
if(0)
owner.set_jitter_if_lower(200 SECONDS)
to_chat(owner, span_userdanger("Your eigenstate starts to rip apart, drawing in alternative reality versions of yourself!"))
if(1)
var/typepath = owner.type
alt_clone = new typepath(owner.loc)
alt_clone.appearance = owner.appearance
alt_clone.real_name = owner.real_name
RegisterSignal(alt_clone, COMSIG_QDELETING, PROC_REF(remove_clone_from_var))
owner.visible_message("[owner] splits into seemingly two versions of themselves!")
do_teleport(alt_clone, get_turf(alt_clone), 2, no_effects=TRUE) //teleports clone so it's hard to find the real one!
do_sparks(5,FALSE,alt_clone)
alt_clone.emote("spin")
owner.emote("spin")
var/list/say_phrases = strings(EIGENSTASIUM_FILE, "lines")
alt_clone.say(pick(say_phrases))
if(2)
phase_3_cycle = 0 //counter
phase_3_cycle++
do_teleport(owner, get_turf(owner), 2, no_effects=TRUE) //Teleports player randomly
do_sparks(5, FALSE, owner)
//phase 4
if(EIGENSTASIUM_PHASE_3_END to INFINITY)
//clean up and remove status
SSblackbox.record_feedback("tally", "chemical_reaction", 1, "Eigenstasium wild rides ridden")
do_sparks(5, FALSE, owner)
do_teleport(owner, get_turf(owner), 2, no_effects=TRUE) //teleports clone so it's hard to find the real one!
do_sparks(5, FALSE, owner)
owner.Sleeping(100)
owner.set_jitter_if_lower(100 SECONDS)
to_chat(owner, span_userdanger("You feel your eigenstate settle, as \"you\" become an alternative version of yourself!"))
owner.emote("me",1,"flashes into reality suddenly, gasping as they gaze around in a bewildered and highly confused fashion!",TRUE)
owner.log_message("has become an alternative universe version of themselves via EIGENSTASIUM.", LOG_GAME)
//new you new stuff
SSquirks.randomise_quirks(owner)
owner.reagents.remove_all(1000)
owner.mob_mood.remove_temp_moods() //New you, new moods.
var/mob/living/carbon/human/human_mob = owner
owner.add_mood_event("Eigentrip", /datum/mood_event/eigentrip)
if(QDELETED(human_mob))
return
if(prob(1))//low chance of the alternative reality returning to monkey
var/obj/item/organ/external/tail/monkey/monkey_tail = new ()
monkey_tail.Insert(human_mob, movement_flags = DELETE_IF_REPLACED)
var/datum/species/human_species = human_mob.dna?.species
if(human_species)
human_species.randomize_active_features(human_mob)
human_species.randomize_active_underwear(human_mob)
owner.remove_status_effect(/datum/status_effect/eigenstasium)
/datum/status_effect/eigenstasium/proc/remove_clone_from_var()
SIGNAL_HANDLER
UnregisterSignal(alt_clone, COMSIG_QDELETING)
/datum/status_effect/eigenstasium/on_remove()
if(!QDELETED(alt_clone))//catch any stragilers
do_sparks(5, FALSE, alt_clone)
owner.visible_message("One of the [owner]s suddenly phases out of reality in front of you!")
QDEL_NULL(alt_clone)
return ..()
#undef EIGENSTASIUM_MAX_BUFFER
#undef EIGENSTASIUM_STABILISATION_RATE
#undef EIGENSTASIUM_PHASE_1_END
#undef EIGENSTASIUM_PHASE_2_END
#undef EIGENSTASIUM_PHASE_3_START
#undef EIGENSTASIUM_PHASE_3_END
///Makes the mob luminescent for the duration of the effect.
/datum/status_effect/tinlux_light
id = "tinea_luxor_light"
processing_speed = STATUS_EFFECT_NORMAL_PROCESS
remove_on_fullheal = TRUE
var/obj/effect/dummy/lighting_obj/moblight/mob_light_obj
/datum/status_effect/tinlux_light/on_creation(mob/living/new_owner, duration)
if(duration)
src.duration = duration
return ..()
/datum/status_effect/tinlux_light/on_apply()
mob_light_obj = owner.mob_light(2, 1.5, "#ccff33")
return TRUE
/datum/status_effect/tinlux_light/on_remove()
QDEL_NULL(mob_light_obj)
/datum/status_effect/gutted
id = "gutted"
alert_type = null
duration = -1
tick_interval = -1
/datum/status_effect/gutted/on_apply()
RegisterSignal(owner, COMSIG_MOB_STATCHANGE, PROC_REF(stop_gutting))
return TRUE
/datum/status_effect/gutted/on_remove()
UnregisterSignal(owner, COMSIG_MOB_STATCHANGE)
/datum/status_effect/gutted/proc/stop_gutting()
SIGNAL_HANDLER
qdel(src)