[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>
This commit is contained in:
Charlie
2022-05-24 16:35:26 +01:00
committed by GitHub
co-authored by SteelSlayer mochi
parent b32fb92770
commit 0f7a8707ef
311 changed files with 2268 additions and 2155 deletions
+5 -5
View File
@@ -89,12 +89,12 @@
if(G && istype(G))
if(improvised) // Improvised garrotes start you off with a passive grab, but keep you stunned like an agressive grab.
M.Stun(1)
M.Stun(2 SECONDS)
else
G.state = GRAB_NECK
G.hud.icon_state = "kill"
G.hud.name = "kill"
M.AdjustSilence(1)
M.AdjustSilence(2 SECONDS)
garrote_time = world.time + 10
START_PROCESSING(SSobj, src)
@@ -153,15 +153,15 @@
return
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.
strangling.Stun(3)
strangling.Stun(6 SECONDS)
if(improvised)
strangling.stuttering = max(strangling.stuttering, 3)
strangling.Stuttering(6 SECONDS)
strangling.apply_damage(2, OXY, "head")
return
strangling.Silence(3) // Non-improvised effects
strangling.Silence(6 SECONDS) // Non-improvised effects
strangling.apply_damage(4, OXY, "head")