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pain_mod implementation (#7330)
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@@ -288,6 +288,20 @@
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oxyloss = 0
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else
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..()
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/mob/living/carbon/human/adjustHalLoss(var/amount)
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if(species.flags & NO_PAIN)
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halloss = 0
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else
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if(amount > 0) //only multiply it by the mod if it's positive, or else it takes longer to fade too!
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amount = amount*species.pain_mod
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..(amount)
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/mob/living/carbon/human/setHalLoss(var/amount)
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if(species.flags & NO_PAIN)
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halloss = 0
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else
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..()
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/mob/living/carbon/human/getToxLoss()
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if(species.flags & NO_POISON)
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@@ -95,6 +95,7 @@
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var/chemOD_threshold = 1 // Multiplier to overdose threshold; lower = easier overdosing
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var/chemOD_mod = 1 // Damage modifier for overdose; higher = more damage from ODs
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var/alcohol_mod = 1 // Multiplier to alcohol strength; 0.5 = half, 0 = no effect at all, 2 = double, etc.
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var/pain_mod = 1 // Multiplier to pain effects; 0.5 = half, 0 = no effect (equal to NO_PAIN, really), 2 = double, etc.
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// set below is EMP interactivity for nonsynth carbons
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var/emp_sensitivity = 0 // bitflag. valid flags are: EMP_PAIN, EMP_BLIND, EMP_DEAFEN, EMP_CONFUSE, EMP_STUN, and EMP_(BRUTE/BURN/TOX/OXY)_DMG
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var/emp_dmg_mod = 1 // Multiplier to all EMP damage sustained by the mob, if it's EMP-sensitive
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