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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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co-authored by
SteelSlayer
mochi
parent
b32fb92770
commit
0f7a8707ef
@@ -252,11 +252,12 @@
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. = ..()
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if(wielded && charge == max_charge)
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if(isliving(M))
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var/mob/living/target = M
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charge = 0
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playsound(loc, 'sound/magic/lightningbolt.ogg', 5, 1)
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user.visible_message("<span class='danger'>[user] slams the charged axe into [M.name] with all [user.p_their()] might!</span>")
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do_sparks(1, 1, src)
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M.Weaken(4)
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target.Weaken(8 SECONDS)
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var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
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M.throw_at(throw_target, 5, 1)
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@@ -615,7 +616,7 @@
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icon_state = "chainsaw0"
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..()
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/obj/item/twohanded/chainsaw/attack(mob/target, mob/living/user)
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/obj/item/twohanded/chainsaw/attack(mob/living/target, mob/living/user)
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if(wielded)
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playsound(loc, 'sound/weapons/chainsaw.ogg', 100, 1, -1) //incredibly loud; you ain't goin' for stealth with this thing. Credit to Lonemonk of Freesound for this sound.
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if(isrobot(target))
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@@ -624,7 +625,7 @@
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if(!isliving(target))
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return
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else
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target.Weaken(4)
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target.Weaken(8 SECONDS)
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..()
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return
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else
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@@ -695,7 +696,7 @@
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var/obj/item/clothing/shoes/magboots/M = H.shoes
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if(M.magpulse)
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continue
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H.Weaken(2)
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H.Weaken(4 SECONDS)
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step_towards(H, pull)
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step_towards(H, pull)
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step_towards(H, pull)
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@@ -736,21 +737,20 @@
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var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
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target.throw_at(throw_target, 200, 4)
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/obj/item/twohanded/mjollnir/attack(mob/M, mob/user)
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/obj/item/twohanded/mjollnir/attack(mob/living/M, mob/user)
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..()
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if(wielded)
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//if(charged == 5)
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//charged = 0
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playsound(loc, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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if(isliving(M))
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M.Stun(3)
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shock(M)
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M.Stun(6 SECONDS)
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shock(M)
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/obj/item/twohanded/mjollnir/throw_impact(atom/target)
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. = ..()
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if(isliving(target))
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var/mob/living/L = target
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L.Stun(3)
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L.Stun(6 SECONDS)
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shock(L)
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/obj/item/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
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