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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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@@ -230,13 +230,13 @@
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update_icon()
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return
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/obj/structure/closet/MouseDrop_T(atom/movable/O, mob/user)
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/obj/structure/closet/MouseDrop_T(atom/movable/O, mob/living/user)
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..()
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if(istype(O, /obj/screen)) //fix for HUD elements making their way into the world -Pete
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return
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if(O.loc == user)
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return
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if(user.restrained() || user.stat || user.IsWeakened() || user.stunned || user.paralysis || user.lying)
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if(user.restrained() || user.stat || user.IsWeakened() || user.IsStunned() || user.IsParalyzed() || user.lying)
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return
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if((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)))
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return
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