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## About The Pull Request - Deletes `spec_attacked_by` - Elements simple/basic mob attack threshold - There was a skeleton mob that "mimics armor" but didn't use the actual mimicing armor thing we have, so I changed that. - Moves `check_shields` down to the living level, renames it to `check_block` - Martial art blocking is now signalized (only CQC uses it anyways) - Cleaned up a bit of `attack_x` procs, but not a lot. Should have an entire PR dedicated to this .... mess. - Deprecates `/obj/item/melee` ## Why It's Good For The Game Second verse, same as the first. - Less bad species related procs. - Largely brings a lot of code in line, making combat more consistent across types. - Makes it a lot easier to add new code relating to blocking or taking damage. ## Changelog 🆑 Melbert refactor: Refactored another large chuck of attack code, primarily involving melee item attacks and non-human mob attacks. Report if you see anything weird fix: Pacifists clicking on simple robots or silicons no longer causes sparks fix: Blocked thrown batons are now properly... blocked /🆑
203 lines
6.9 KiB
Plaintext
203 lines
6.9 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(
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span_danger("[user.name] [response_disarm_continuous] [src]!"),
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span_danger("You [response_disarm_simple] [src]!"),
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span_hear("You hear aggressive shuffling!"),
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COMBAT_MESSAGE_RANGE,
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list(src),
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)
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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(
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span_danger("[user.name] [response_disarm_continuous] [src], pushing [p_them()]!"),
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span_danger("You [response_disarm_simple] [src], pushing [p_them()]!"),
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span_hear("You hear aggressive shuffling!"),
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COMBAT_MESSAGE_RANGE,
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list(src),
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)
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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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visible_message(
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span_notice("[user] [response_help_continuous] [src]."),
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span_notice("[user] [response_help_continuous] you."),
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ignored_mobs = user,
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)
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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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return TRUE
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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 TRUE
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var/obj/item/bodypart/arm/active_arm = user.get_active_hand()
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var/damage = (basic_mob_flags & IMMUNE_TO_FISTS) ? 0 : rand(active_arm.unarmed_damage_low, active_arm.unarmed_damage_high)
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if(check_block(user, damage, "[user]'s punch", UNARMED_ATTACK, 0, BRUTE))
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return
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user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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visible_message(
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span_danger("[user] [response_harm_continuous] [src]!"),
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span_userdanger("[user] [response_harm_continuous] you!"),
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vision_distance = COMBAT_MESSAGE_RANGE,
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ignored_mobs = user,
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)
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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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apply_damage(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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return apply_damage(rand(1, 3))
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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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apply_damage(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_done = apply_damage(rand(attacking_larva.melee_damage_lower, attacking_larva.melee_damage_upper), BRUTE)
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if(damage_done > 0)
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attacking_larva.amount_grown = min(attacking_larva.amount_grown + damage_done, attacking_larva.max_grown)
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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 apply_damage(damage, M.melee_damage_type)
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/mob/living/basic/attack_drone(mob/living/basic/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/basic/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/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 FALSE
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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(DROP_ALL_REMAINS)
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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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return TRUE
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/mob/living/basic/blob_act(obj/structure/blob/attacking_blob)
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. = ..()
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if (!.)
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return
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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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