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[s] fixes a bug (#21939)
* REAL PAIN. REAL SUFFERING. REAL GOD WHY AAAAA. * more space per space
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@@ -62,9 +62,11 @@
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var/sound_effect = 'sound/weapons/slap.ogg'
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/// So we don't leave folks with god-mode
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/datum/status_effect/high_five/proc/wiz_cleanup(mob/user, mob/highfived)
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/datum/status_effect/high_five/proc/wiz_cleanup(mob/living/carbon/user, mob/living/carbon/highfived)
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user.status_flags &= ~GODMODE
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highfived.status_flags &= ~GODMODE
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user.remove_status_effect(type)
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highfived.remove_status_effect(type)
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/datum/status_effect/high_five/on_apply()
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if(!iscarbon(owner))
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@@ -73,6 +75,7 @@
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var/mob/living/carbon/user = owner
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var/is_wiz = iswizard(user)
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var/both_wiz = FALSE
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for(var/mob/living/carbon/C in orange(1, user))
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if(!C.has_status_effect(type) || C == user)
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continue
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@@ -82,18 +85,18 @@
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C.status_flags |= GODMODE
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explosion(get_turf(user), 5, 2, 1, 3, cause = id)
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// explosions have a spawn so this makes sure that we don't get gibbed
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addtimer(CALLBACK(src, PROC_REF(wiz_cleanup), user, C), 1)
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addtimer(CALLBACK(src, PROC_REF(wiz_cleanup), user, C), 0.3 SECONDS) //I want to be sure this lasts long enough, with lag.
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add_attack_logs(user, C, "caused a wizard [id] explosion")
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user.remove_status_effect(type)
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C.remove_status_effect(type)
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both_wiz = TRUE
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user.do_attack_animation(C, no_effect = TRUE)
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C.do_attack_animation(user, no_effect = TRUE)
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user.visible_message("<span class='notice'><b>[user.name]</b> and <b>[C.name]</b> [success]</span>")
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playsound(user, sound_effect, 80)
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user.remove_status_effect(type)
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C.remove_status_effect(type)
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return FALSE
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if(!both_wiz)
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user.visible_message("<span class='notice'><b>[user.name]</b> and <b>[C.name]</b> [success]</span>")
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user.remove_status_effect(type)
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C.remove_status_effect(type)
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return FALSE
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return TRUE // DO NOT AUTOREMOVE
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owner.custom_emote(EMOTE_VISIBLE, request)
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owner.create_point_bubble_from_path(item_path, FALSE)
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