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Ports over the status effect unification
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@@ -122,7 +122,7 @@
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if(ishuman(mob))
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//Hilariously enough, running into a closet should make you get hit the hardest.
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var/mob/living/carbon/human/H = mob
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H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
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H.AdjustHallucinate(max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)))))
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var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
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mob.apply_effect(rads, IRRADIATE)
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@@ -189,7 +189,7 @@
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var/obj/item/organ/internal/eyes/eyes = l.get_int_organ(/obj/item/organ/internal/eyes)
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if(!istype(eyes))
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continue
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l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1,get_dist(l, src)) ) ) )
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l.Hallucinate(min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1,get_dist(l, src)))))
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for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
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var/rads = (power / 10) * sqrt( 1 / max(get_dist(l, src),1) )
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@@ -71,7 +71,7 @@
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var/mob_speed = M.movement_delay()
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switch(M.m_intent)
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if("run")
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if(M.drowsyness > 0)
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if(M.drowsy > 0)
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mob_speed += 6
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mob_speed += config.run_speed - 1
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if("walk")
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