[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
co-authored by SteelSlayer mochi
parent b32fb92770
commit 0f7a8707ef
311 changed files with 2268 additions and 2155 deletions
+5 -5
View File
@@ -56,7 +56,7 @@
if(!is_robotic() || emp_proof)
return
if(owner)
owner.LoseBreath(20)
owner.LoseBreath(40 SECONDS)
/obj/item/organ/internal/lungs/insert(mob/living/carbon/M, special = 0, dont_remove_slot = 0)
..()
@@ -81,7 +81,7 @@
owner.bleed(1)
if(prob(4))
owner.custom_emote(1, "gasps for air!")
owner.AdjustLoseBreath(5)
owner.AdjustLoseBreath(10 SECONDS)
/obj/item/organ/internal/lungs/proc/check_breath(datum/gas_mixture/breath, mob/living/carbon/human/H)
if((H.status_flags & GODMODE))
@@ -180,7 +180,7 @@
if(!H.co2overloadtime) // If it's the first breath with too much CO2 in it, lets start a counter, then have them pass out after 12s or so.
H.co2overloadtime = world.time
else if(world.time - H.co2overloadtime > 120)
H.Paralyse(3)
H.Paralyse(6 SECONDS)
H.apply_damage_type(HUMAN_MAX_OXYLOSS, co2_damage_type) // Lets hurt em a little, let them know we mean business
if(world.time - H.co2overloadtime > 300) // They've been in here 30s now, lets start to kill them for their own good!
H.apply_damage_type(15, co2_damage_type)
@@ -240,9 +240,9 @@
if(breath.sleeping_agent) // If there's some other shit in the air lets deal with it here.
if(SA_pp > SA_para_min)
H.Paralyse(3) // 3 gives them one second to wake up and run away a bit!
H.Paralyse(6 SECONDS) // 6 seconds gives them one second to wake up and run away a bit!
if(SA_pp > SA_sleep_min) // Enough to make us sleep as well
H.AdjustSleeping(8, bound_lower = 0, bound_upper = 10)
H.AdjustSleeping(16 SECONDS, bound_lower = 0, bound_upper = 20 SECONDS)
else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
if(prob(20))
H.emote(pick("giggle", "laugh"))