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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
@@ -1,5 +1,4 @@
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#define WATER_STUN_TIME 2 //Stun time for water, to edit/find easier
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#define WATER_WEAKEN_TIME 1 //Weaken time for water, to edit/find easier
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#define WATER_WEAKEN_TIME 4 SECONDS //Weaken time for slipping on water
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/turf/simulated
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name = "station"
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var/wet = 0
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@@ -83,16 +82,16 @@
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switch(src.wet)
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if(TURF_WET_WATER)
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if(!(M.slip("the wet floor", WATER_STUN_TIME, WATER_WEAKEN_TIME, tilesSlipped = 0, walkSafely = 1)))
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if(!(M.slip("the wet floor", WATER_WEAKEN_TIME, tilesSlipped = 0, walkSafely = 1)))
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M.inertia_dir = 0
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return
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if(TURF_WET_LUBE) //lube
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M.slip("the floor", 0, 5, tilesSlipped = 3, walkSafely = 0, slipAny = 1)
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M.slip("the floor", 10 SECONDS, tilesSlipped = 3, walkSafely = 0, slipAny = 1)
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if(TURF_WET_ICE) // Ice
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if(M.slip("the icy floor", 4, 2, tilesSlipped = 0, walkSafely = 0))
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if(M.slip("the icy floor", 8 SECONDS, tilesSlipped = 0, walkSafely = 0))
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M.inertia_dir = 0
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if(prob(5))
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var/obj/item/organ/external/affected = M.get_organ("head")
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@@ -102,7 +101,7 @@
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playsound(src, 'sound/weapons/genhit1.ogg', 50, 1)
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if(TURF_WET_PERMAFROST) // Permafrost
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M.slip("the frosted floor", 0, 5, tilesSlipped = 1, walkSafely = 0, slipAny = 1)
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M.slip("the frosted floor", 10 SECONDS, tilesSlipped = 1, walkSafely = 0, slipAny = 1)
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/turf/simulated/ChangeTurf(path, defer_change = FALSE, keep_icon = TRUE, ignore_air = FALSE)
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. = ..()
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@@ -110,5 +109,4 @@
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/turf/simulated/proc/is_shielded()
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#undef WATER_STUN_TIME
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#undef WATER_WEAKEN_TIME
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