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Health and speed relative to size
Pikmin nerf, oh no. Health scales with size. And, being big or small nerfs speed a little.
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@@ -7,6 +7,8 @@ var/const/RESIZE_SMALL = 0.75
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var/const/RESIZE_TINY = 0.50
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var/const/RESIZE_MICRO = 0.25
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#define MOVESPEED_ID_SIZE "SIZECODE"
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//averages
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var/const/RESIZE_A_MACROHUGE = (RESIZE_MACRO + RESIZE_HUGE) / 2
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var/const/RESIZE_A_HUGEBIG = (RESIZE_HUGE + RESIZE_BIG) / 2
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@@ -33,9 +35,18 @@ mob/living/get_effective_size()
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/mob/living/proc/resize(var/new_size, var/animate = TRUE)
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if(size_multiplier == new_size)
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return 1
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var/oldsize = size_multiplier //Store the old value
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size_multiplier = new_size //Change size_multiplier so that other items can interact with them
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src.update_transform() //WORK DAMN YOU
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//Going to change the health and speed values too
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var/inverse_size_multiplier = (1 / size_multiplier) //Get a positive value
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src.remove_movespeed_modifier(MOVESPEED_ID_SIZE)
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src.add_movespeed_modifier(MOVESPEED_ID_SIZE, multiplicative_slowdown = max(size_multiplier, inverse_size_multiplier))
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var/healthmod_old = ((oldsize * 50) - 50) //Get the old value to see what we must change.
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var/healthmod_new = ((size_multiplier * 50) - 50) //A size of one would be zero. Big boys get health, small ones lose health.
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var/healthchange = healthmod_new - healthmod_old //Get ready to apply the new value, and subtract the old one. (Negative values become positive)
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src.maxHealth += healthchange
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src.health += healthchange
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//handle the big steppy, except nice
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/mob/living/proc/handle_micro_bump_helping(var/mob/living/tmob)
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