[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

View File

@@ -85,7 +85,7 @@
playsound(M,'sound/weapons/resonator_blast.ogg', 50, 1)
if(iscarbon(M))
var/mob/living/carbon/L = M
L.Weaken(6)
L.Weaken(12 SECONDS)
if(ishuman(L))
shake_camera(L, 20, 1)
addtimer(CALLBACK(L, /mob/living/carbon.proc/vomit), 20)

View File

@@ -76,7 +76,7 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
var/mutable_appearance/balloon3
if(isliving(A))
var/mob/living/M = A
M.Weaken(16) // Keep them from moving during the duration of the extraction
M.Weaken(32 SECONDS) // Keep them from moving during the duration of the extraction
M.buckled = 0 // Unbuckle them to prevent anchoring problems
else
A.anchored = TRUE
@@ -110,7 +110,7 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
if(ishuman(A))
var/mob/living/carbon/human/L = A
L.SetParalysis(0)
L.drowsyness = 0
L.SetDrowsy(0)
L.SetSleeping(0)
sleep(30)
var/list/flooring_near_beacon = list()

View File

@@ -380,7 +380,7 @@
armour_penetration = 100
damage_type = BRUTE
hitsound = 'sound/effects/splat.ogg'
weaken = 3
weaken = 6 SECONDS
/obj/item/projectile/hook/fire(setAngle)
if(firer)

View File

@@ -117,9 +117,9 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
if(C.glasses && C.glasses.flags_cover & GLASSESCOVERSEYES)
visible_message("<span class='danger'>[C]'s glasses block the sand!</span>")
return
C.EyeBlurry(6)
C.EyeBlurry(12 SECONDS)
C.adjustStaminaLoss(15)//the pain from your eyes burning does stamina damage
C.AdjustConfused(5)
C.AdjustConfused(10 SECONDS)
to_chat(C, "<span class='userdanger'>[src] gets into your eyes! The pain, it burns!</span>")
qdel(src)