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