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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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SteelSlayer
mochi
parent
b32fb92770
commit
0f7a8707ef
@@ -89,12 +89,12 @@
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if(G && istype(G))
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if(improvised) // Improvised garrotes start you off with a passive grab, but keep you stunned like an agressive grab.
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M.Stun(1)
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M.Stun(2 SECONDS)
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else
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G.state = GRAB_NECK
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G.hud.icon_state = "kill"
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G.hud.name = "kill"
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M.AdjustSilence(1)
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M.AdjustSilence(2 SECONDS)
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garrote_time = world.time + 10
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START_PROCESSING(SSobj, src)
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@@ -153,15 +153,15 @@
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return
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if(G.state < GRAB_NECK) // Only possible with improvised garrotes, essentially this will stun people as if they were aggressively grabbed. Allows for resisting out if you're quick, but not running away.
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strangling.Stun(3)
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strangling.Stun(6 SECONDS)
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if(improvised)
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strangling.stuttering = max(strangling.stuttering, 3)
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strangling.Stuttering(6 SECONDS)
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strangling.apply_damage(2, OXY, "head")
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return
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strangling.Silence(3) // Non-improvised effects
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strangling.Silence(6 SECONDS) // Non-improvised effects
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strangling.apply_damage(4, OXY, "head")
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