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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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@@ -374,7 +374,7 @@
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H.visible_message("<span class='danger'>[user] has touched [H.name] with [src]!</span>", \
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"<span class='userdanger'>[user] has touched [H.name] with [src]!</span>")
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H.adjustStaminaLoss(50)
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H.Weaken(5)
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H.Weaken(10 SECONDS)
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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H.emote("gasp")
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if(!H.undergoing_cardiac_arrest() && (prob(10) || (defib.combat && defib.heart_attack) || prob(10) && (defib.combat))) // If the victim is not having a heart attack, and a 10% chance passes, or the defib has heart attack variable to TRUE while being a combat defib, or if another 10% chance passes with combat being TRUE
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@@ -471,7 +471,7 @@
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user.visible_message("<span class='boldnotice'>[defib] pings: Resuscitation successful.</span>")
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H.update_revive()
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H.KnockOut()
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H.Paralyse(5)
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H.Paralyse(10 SECONDS)
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H.emote("gasp")
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if(tplus > tloss)
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H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
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@@ -540,7 +540,7 @@
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H.visible_message("<span class='danger'>[user] has touched [H.name] with [src]!</span>", \
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"<span class='userdanger'>[user] has touched [H.name] with [src]!</span>")
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H.adjustStaminaLoss(50)
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H.Weaken(5)
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H.Weaken(10 SECONDS)
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if(!H.undergoing_cardiac_arrest() && prob(10)) // Your heart explodes.
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H.set_heartattack(TRUE)
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SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK, 100)
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@@ -595,7 +595,7 @@
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playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
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H.update_revive(FALSE)
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H.KnockOut(FALSE)
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H.Paralyse(5)
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H.Paralyse(10 SECONDS)
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H.emote("gasp")
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if(tplus > tloss)
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H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
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