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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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SteelSlayer
mochi
parent
b32fb92770
commit
0f7a8707ef
@@ -126,13 +126,14 @@
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return 0.99
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if(M.reagents.has_reagent("morphine"))//Just as effective as Hydrocodone, but has an addiction chance
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return 0.99
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if(M.drunk >= 80)//really damn drunk
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var/drunk = M.get_drunkenness()
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if(drunk >= 80)//really damn drunk
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return 0.95
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if(M.drunk >= 40)//pretty drunk
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if(drunk >= 40)//pretty drunk
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return 0.9
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if(M.reagents.has_reagent("sal_acid")) //it's better than nothing, as far as painkillers go.
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return 0.85
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if(M.drunk >= 15)//a little drunk
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if(drunk >= 15)//a little drunk
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return 0.85
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return 0.8 //20% failure chance
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@@ -151,9 +152,9 @@
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/proc/can_operate(mob/living/carbon/M)
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if(locate(/obj/machinery/optable, M.loc) && (M.lying || M.resting))
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return TRUE
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if(locate(/obj/structure/bed, M.loc) && (M.buckled || M.lying || M.IsWeakened() || M.stunned || M.paralysis || M.sleeping || M.stat))
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if(locate(/obj/structure/bed, M.loc) && (M.buckled || M.lying || M.IsWeakened() || M.IsStunned() || M.IsParalyzed() || M.IsSleeping() || M.stat))
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return TRUE
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if(locate(/obj/structure/table, M.loc) && (M.lying || M.IsWeakened() || M.stunned || M.paralysis || M.sleeping || M.stat))
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if(locate(/obj/structure/table, M.loc) && (M.lying || M.IsWeakened() || M.IsStunned() || M.IsParalyzed() || M.IsSleeping() || M.stat))
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return TRUE
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return FALSE
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