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* Ladders take left/right clicks to go up or down (+ extra balance and QOL) (#67913) You now left click to climb up and right click to climb down a ladder. A delay of 1 second has also been added, since otherwise it'd take only one click to immediately move vertically and would be much more spammable. Ghosts still use the old radials, because their right clicks are bound to the default byond popup menu. * Ladders take left/right clicks to go up or down (+ extra balance and QOL) Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
206 lines
7.1 KiB
Plaintext
206 lines
7.1 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/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
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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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adjustBruteLoss(15)
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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/humanoid/user, list/modifiers)
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if(..()) //if harm or disarm intent.
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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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else
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var/damage = rand(15, 30)
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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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return 1
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/mob/living/basic/attack_larva(mob/living/carbon/alien/larva/L, list/modifiers)
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. = ..()
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if(. && stat != DEAD) //successful larva bite
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var/damage = rand(5, 10)
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. = attack_threshold_check(damage)
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if(.)
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L.amount_grown = min(L.amount_grown + damage, L.max_grown)
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/mob/living/basic/attack_basic_mob(mob/living/basic/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_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/M)
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if(M.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/M)
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if(M.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(actuallydamage)
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apply_damage(damage, damagetype, null, getarmor(null, armorcheck))
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return TRUE
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/mob/living/basic/bullet_act(obj/projectile/Proj, def_zone, piercing_hit = FALSE)
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apply_damage(Proj.damage, Proj.damage_type)
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Proj.on_hit(src, 0, piercing_hit)
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return BULLET_ACT_HIT
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/mob/living/basic/ex_act(severity, target, origin)
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if(origin && istype(origin, /datum/spacevine_mutation) && isvineimmune(src))
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return FALSE
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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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adjustBruteLoss(500)
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else
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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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adjustBruteLoss(bloss)
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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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adjustBruteLoss(bloss)
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/mob/living/basic/blob_act(obj/structure/blob/B)
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adjustBruteLoss(20)
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return
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/mob/living/basic/do_attack_animation(atom/A, 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(A)) // 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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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(5, 5, 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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