[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
parent b32fb92770
commit 0f7a8707ef
311 changed files with 2268 additions and 2155 deletions
+4 -4
View File
@@ -93,7 +93,7 @@
/obj/structure/table/attack_hand(mob/living/user)
..()
if(climber)
climber.Weaken(2)
climber.Weaken(4 SECONDS)
climber.visible_message("<span class='warning'>[climber.name] has been knocked off the table", "You've been knocked off the table", "You hear [climber.name] get knocked off the table</span>")
else if(Adjacent(user) && user.pulling && user.pulling.pass_flags & PASSTABLE)
user.Move_Pulled(src)
@@ -141,7 +141,7 @@
/**
* Determines whether a projectile crossing our turf should be stopped.
* Return FALSE to stop the projectile.
*
*
* Arguments:
* * P - The projectile trying to cross.
* * from - Where the projectile is located.
@@ -199,7 +199,7 @@
to_chat(user, "<span class='warning'>You cannot do this there is \a [blocking_object] in the way!</span>")
return FALSE
G.affecting.forceMove(get_turf(src))
G.affecting.Weaken(2)
G.affecting.Weaken(4 SECONDS)
item_placed(G.affecting)
G.affecting.visible_message("<span class='danger'>[G.assailant] pushes [G.affecting] onto [src].</span>", \
"<span class='userdanger'>[G.assailant] pushes [G.affecting] onto [src].</span>")
@@ -438,7 +438,7 @@
debris -= AM
if(istype(AM, /obj/item/shard))
AM.throw_impact(L)
L.Weaken(5)
L.Weaken(10 SECONDS)
qdel(src)
/obj/structure/table/glass/deconstruct(disassembled = TRUE, wrench_disassembly = 0)