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Migrates meson stuff FULLY to traits (#21609)
* fuckin TRAITS * pickup -> equip
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@@ -454,14 +454,9 @@
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if(isbrain(M)) //Ignore brains
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continue
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if(M.stat == CONSCIOUS)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(istype(H.glasses, /obj/item/clothing/glasses/meson))
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var/obj/item/clothing/glasses/meson/MS = H.glasses
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if(MS.vision_flags == SEE_TURFS)
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to_chat(H, "<span class='notice'>You look directly into [src], good thing you had your protective eyewear on!</span>")
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return
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if(HAS_TRAIT(M, TRAIT_MESON_VISION))
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to_chat(M, "<span class='notice'>You look directly into [src], but your meson vision protects you!</span>")
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return
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M.Stun(6 SECONDS)
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M.visible_message("<span class='danger'>[M] stares blankly at [src]!</span>", \
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@@ -240,8 +240,7 @@
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. = ..()
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var/mob/living/carbon/human/H = user
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if(istype(H))
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var/immune = istype(H.glasses, /obj/item/clothing/glasses/meson)
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if(!immune && !HAS_TRAIT(H, TRAIT_MESON_VISION) && (get_dist(user, src) < HALLUCINATION_RANGE(power)))
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if(!HAS_TRAIT(H, TRAIT_MESON_VISION) && (get_dist(user, src) < HALLUCINATION_RANGE(power)))
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. += "<span class='danger'>You get headaches just from looking at it.</span>"
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. += "<span class='notice'>When actived by an item hitting this awe-inspiring feat of engineering, it emits radiation and heat. This is the basis of the use of the pseudo-perpetual energy source, the supermatter crystal.</span>"
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. +="<span class='notice'>Any object that touches [src] instantly turns to dust, be it complex as a human or as simple as a metal rod. These bursts of energy can cause hallucinations if meson scanners are not worn near the crystal.</span>"
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@@ -551,7 +550,7 @@
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//Makes em go mad and accumulate rads.
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for(var/mob/living/carbon/human/l in view(src, HALLUCINATION_RANGE(power))) // If they can see it without mesons on. Bad on them.
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if(!istype(l.glasses, /obj/item/clothing/glasses/meson) && !HAS_TRAIT(l, TRAIT_MESON_VISION) && !HAS_TRAIT(l, SM_HALLUCINATION_IMMUNE))
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if(!HAS_TRAIT(l, TRAIT_MESON_VISION) && !HAS_TRAIT(l, SM_HALLUCINATION_IMMUNE))
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var/D = sqrt(1 / max(1, get_dist(l, src)))
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var/hallucination_amount = power * hallucination_power * D
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l.AdjustHallucinate(hallucination_amount, 0, 200 SECONDS)
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