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[Ready] Refactors stuns and status effects. (#17579)
* Fixes reviver runtime * Confusion status effect * Dizzy status effect * Drowsiness status effect * decaying -> transient * Drunkenness status effect * why use timer when SSfastprocessing work good * stuns (mostly) * weaken and immobalise * stun/weaken times * update_flags redundancies. * Slowed() * Silence + fixes transient decay * Jittery * sleeping * Paralyze -> weaken * Cult sluring * paralyse * Stammer * slurring + projectile cleanups * losebreath * Hallucination * forgor this * eyeblurry * eye blind * Druggy * affected didn't like my spacing * review pass * second review pass * some cleanups * documentation and signal framework * confusion fix * Fixes spec_stun * rejuv fix * removes a TODO * conflicted myself * fixes * self review * review * removes TODOs * adminfreeze * TM fixes * hallucination fix + others * tones down alchol and runtime fixes * confusion overlay suggestion * more fixes * runtime fix * losebreath fix * clamp => directional bounded sum * steel review * oops Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * reduces the dizziness cycle rate * borg hotfix * sanctified decursening Co-authored-by: mochi <1496804+dearmochi@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
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@@ -42,8 +42,7 @@
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if(damaging)
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target.electrocute_act(energy, "Lightning Bolt", flags = SHOCK_NOGLOVES)
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else
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target.AdjustJitter(1000) //High numbers for violent convulsions
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target.do_jitter_animation(target.jitteriness)
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target.AdjustStuttering(2)
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target.Slowed(3)
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addtimer(CALLBACK(target, /mob/.proc/AdjustJitter, -1000, 10), 2 SECONDS) //Still jittery, but vastly less
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target.AdjustJitter(2000 SECONDS) //High numbers for violent convulsions
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target.AdjustStuttering(4 SECONDS)
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target.Slowed(6 SECONDS)
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addtimer(CALLBACK(target, /mob/living.proc/AdjustJitter, -2000 SECONDS, 10), 2 SECONDS) //Still jittery, but vastly less
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