[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
+5 -5
View File
@@ -175,7 +175,7 @@
// mouse drop another mob or self
//
/obj/machinery/disposal/MouseDrop_T(mob/target, mob/user)
/obj/machinery/disposal/MouseDrop_T(mob/living/target, mob/living/user)
if(!istype(target) || target.buckled || target.has_buckled_mobs() || get_dist(user, src) > 1 || get_dist(user, target) > 1 || user.stat || istype(user, /mob/living/silicon/ai))
return
if(isanimal(user) && target != user) return //animals cannot put mobs other than themselves into disposal
@@ -183,20 +183,20 @@
var/target_loc = target.loc
var/msg
for(var/mob/V in viewers(usr))
if(target == user && !user.stat && !user.IsWeakened() && !user.stunned && !user.paralysis)
if(target == user && !user.stat && !user.IsWeakened() && !user.IsStunned() && !user.IsParalyzed())
V.show_message("[usr] starts climbing into the disposal.", 3)
if(target != user && !user.restrained() && !user.stat && !user.IsWeakened() && !user.stunned && !user.paralysis)
if(target != user && !user.restrained() && !user.stat && !user.IsWeakened() && !user.IsStunned() && !user.IsParalyzed())
if(target.anchored) return
V.show_message("[usr] starts stuffing [target.name] into the disposal.", 3)
if(!do_after(usr, 20, target = target))
return
if(QDELETED(src) || target_loc != target.loc)
return
if(target == user && !user.stat && !user.IsWeakened() && !user.stunned && !user.paralysis) // if drop self, then climbed in
if(target == user && !user.stat && !user.IsWeakened() && !user.IsStunned() && !user.IsParalyzed()) // if drop self, then climbed in
// must be awake, not stunned or whatever
msg = "[user.name] climbs into [src]."
to_chat(user, "You climb into [src].")
else if(target != user && !user.restrained() && !user.stat && !user.IsWeakened() && !user.stunned && !user.paralysis)
else if(target != user && !user.restrained() && !user.stat && !user.IsWeakened() && !user.IsStunned() && !user.IsParalyzed())
msg = "[user.name] stuffs [target.name] into [src]!"
to_chat(user, "You stuff [target.name] into [src]!")
if(!iscarbon(user))