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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Makes the namespacing less ridiculous
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@@ -399,19 +399,19 @@
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/datum/species/slime/handle_life(var/mob/living/carbon/human/H)
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//This is allegedly for code "style". Like a plaid sweater?
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#define DAAAAAAAAAAAAAAAAA_COLOR_SHIFT_TRIGGER 0.1
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#define DAAAAAAAAAAAAAAAAA_ICON_UPDATE_PERIOD 200 // 20 seconds
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#define DAAAAAAAAAAAAAAAAA_BLOOD_SCALING_FACTOR 5 // Used to adjust how much of an effect the blood has on the rate of color change. Higher is slower.
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#define SLIMEPERSON_COLOR_SHIFT_TRIGGER 0.1
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#define SLIMEPERSON_ICON_UPDATE_PERIOD 200 // 20 seconds
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#define SLIMEPERSON_BLOOD_SCALING_FACTOR 5 // Used to adjust how much of an effect the blood has on the rate of color change. Higher is slower.
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// Slowly shifting to the color of the reagents
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if((H in recolor_list) && H.reagents.total_volume > DAAAAAAAAAAAAAAAAA_COLOR_SHIFT_TRIGGER)
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if((H in recolor_list) && H.reagents.total_volume > SLIMEPERSON_COLOR_SHIFT_TRIGGER)
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var/blood_amount = H.vessel.total_volume
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var/r_color = mix_color_from_reagents(H.reagents.reagent_list)
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var/new_body_color = BlendRGB(r_color, rgb(H.r_skin, H.g_skin, H.b_skin), (blood_amount*DAAAAAAAAAAAAAAAAA_BLOOD_SCALING_FACTOR)/((blood_amount*DAAAAAAAAAAAAAAAAA_BLOOD_SCALING_FACTOR)+(H.reagents.total_volume)))
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var/new_body_color = BlendRGB(r_color, rgb(H.r_skin, H.g_skin, H.b_skin), (blood_amount*SLIMEPERSON_BLOOD_SCALING_FACTOR)/((blood_amount*SLIMEPERSON_BLOOD_SCALING_FACTOR)+(H.reagents.total_volume)))
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var/list/new_color_list = ReadRGB(new_body_color)
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H.r_skin = new_color_list[1]
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H.g_skin = new_color_list[2]
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H.b_skin = new_color_list[3]
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if(world.time % DAAAAAAAAAAAAAAAAA_ICON_UPDATE_PERIOD > DAAAAAAAAAAAAAAAAA_ICON_UPDATE_PERIOD - 20) // The 20 is because this gets called every 2 seconds, from the mob controller
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if(world.time % SLIMEPERSON_ICON_UPDATE_PERIOD > SLIMEPERSON_ICON_UPDATE_PERIOD - 20) // The 20 is because this gets called every 2 seconds, from the mob controller
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for(var/organname in H.organs_by_name)
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var/obj/item/organ/external/E = H.organs_by_name[organname]
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if(istype(E) && E.dna.species == "Slime People")
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@@ -420,9 +420,9 @@
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H.update_body()
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return ..()
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#undefine DAAAAAAAAAAAAAAAAA_COLOR_SHIFT_TRIGGER
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#undefine DAAAAAAAAAAAAAAAAA_ICON_UPDATE_PERIOD
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#undefine DAAAAAAAAAAAAAAAAA_BLOOD_SCALING_FACTOR
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#undefine SLIMEPERSON_COLOR_SHIFT_TRIGGER
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#undefine SLIMEPERSON_ICON_UPDATE_PERIOD
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#undefine SLIMEPERSON_BLOOD_SCALING_FACTOR
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/mob/living/carbon/human/proc/toggle_recolor(var/silent = 0)
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var/datum/species/slime/S = all_species[get_species()]
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@@ -453,15 +453,15 @@
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set name = "Regrow Limbs"
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set desc = "Regrow one of your missing limbs at the cost of a large amount of hunger"
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#define DAAAAAAAAAAAAAAAAA_HUNGERCOST 125
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#define DAAAAAAAAAAAAAAAAA_MINHUNGER 300
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#define DAAAAAAAAAAAAAAAAA_REGROWTHDELAY 450 // 45 seconds
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#define SLIMEPERSON_HUNGERCOST 125
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#define SLIMEPERSON_MINHUNGER 300
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#define SLIMEPERSON_REGROWTHDELAY 450 // 45 seconds
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if(stat || paralysis || stunned)
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src << "<span class='warning'>You cannot regenerate missing limbs in your current state.</span>"
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return
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if(nutrition < DAAAAAAAAAAAAAAAAA_MINHUNGER)
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if(nutrition < SLIMEPERSON_MINHUNGER)
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src << "<span class='warning'>You're too hungry to regenerate a limb!</span>"
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return
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@@ -484,13 +484,13 @@
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var/limb_select = input(src, "Choose a limb to regrow", "Limb Regrowth") as null|anything in missing_limbs
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var/chosen_limb = missing_limbs[limb_select]
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visible_message("<span class='notice'>[src] begins to hold still and concentrate on their missing [limb_select]...</span>", "<span class='notice'>You begin to focus on regrowing your missing [limb_select]... (This will take [round(DAAAAAAAAAAAAAAAAA_REGROWTHDELAY/10)] seconds, and you must hold still.)</span>")
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if(do_after(src, DAAAAAAAAAAAAAAAAA_REGROWTHDELAY, needhand=0, target = src))
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visible_message("<span class='notice'>[src] begins to hold still and concentrate on their missing [limb_select]...</span>", "<span class='notice'>You begin to focus on regrowing your missing [limb_select]... (This will take [round(SLIMEPERSON_REGROWTHDELAY/10)] seconds, and you must hold still.)</span>")
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if(do_after(src, SLIMEPERSON_REGROWTHDELAY, needhand=0, target = src))
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if(stat || paralysis || stunned)
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src << "<span class='warning'>You cannot regenerate missing limbs in your current state.</span>"
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return
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if(nutrition < DAAAAAAAAAAAAAAAAA_MINHUNGER)
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if(nutrition < SLIMEPERSON_MINHUNGER)
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src << "<span class='warning'>You're too hungry to regenerate a limb!</span>"
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return
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@@ -525,15 +525,15 @@
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update_body()
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updatehealth()
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UpdateDamageIcon()
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nutrition -= DAAAAAAAAAAAAAAAAA_HUNGERCOST
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nutrition -= SLIMEPERSON_HUNGERCOST
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visible_message("<span class='notice'>[src] finishes regrowing their missing [new_limb]!</span>", "<span class='notice'>You finish regrowing your [limb_select]</span>")
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else
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src << "<span class='warning'>You need to hold still in order to regrow a limb!</span>"
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return
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#undefine DAAAAAAAAAAAAAAAAA_HUNGERCOST
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#undefine DAAAAAAAAAAAAAAAAA_MINHUNGER
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#undefine DAAAAAAAAAAAAAAAAA_REGROWTHDELAY
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#undefine SLIMEPERSON_HUNGERCOST
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#undefine SLIMEPERSON_MINHUNGER
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#undefine SLIMEPERSON_REGROWTHDELAY
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/datum/species/slime/handle_pre_change(var/mob/living/carbon/human/H)
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..()
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@@ -170,15 +170,15 @@
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burn *= burn_mod
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// Threshold needed to have a chance of hurting internal bits with something sharp
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#define DAAAAAAAAAAAAAAAAA_SHARP_THRESH_INT_DMG 5
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#define LIMB_SHARP_THRESH_INT_DMG 5
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// Threshold needed to have a chance of hurting internal bits
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#define DAAAAAAAAAAAAAAAAA_THRESH_INT_DMG 10
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#define LIMB_THRESH_INT_DMG 10
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// Probability of taking internal damage from sufficient force, while otherwise healthy
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#define DAAAAAAAAAAAAAAAAA_DMG_PROB 5
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#define LIMB_DMG_PROB 5
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// Probability of taking internal damage when hit while lacking encasing bones
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#define DAAAAAAAAAAAAAAAAA_NO_BONE_DMG_PROB 30
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#define LIMB_NO_BONE_DMG_PROB 30
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// High brute damage or sharp objects may damage internal organs
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if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= DAAAAAAAAAAAAAAAAA_SHARP_THRESH_INT_DMG) || brute >= DAAAAAAAAAAAAAAAAA_THRESH_INT_DMG) && prob(DAAAAAAAAAAAAAAAAA_DMG_PROB)) || (!encased && prob(DAAAAAAAAAAAAAAAAA_NO_BONE_DMG_PROB))))
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if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= LIMB_SHARP_THRESH_INT_DMG) || brute >= LIMB_THRESH_INT_DMG) && prob(LIMB_DMG_PROB)) || (!encased && prob(LIMB_NO_BONE_DMG_PROB))))
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// Damage an internal organ
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if(internal_organs && internal_organs.len)
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var/obj/item/organ/internal/I = pick(internal_organs)
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@@ -261,10 +261,10 @@
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if(owner_old) owner_old.updatehealth()
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return update_icon()
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#undefine DAAAAAAAAAAAAAAAAA_SHARP_THRESH_INT_DMG
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#undefine DAAAAAAAAAAAAAAAAA_THRESH_INT_DMG
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#undefine DAAAAAAAAAAAAAAAAA_DMG_PROB
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#undefine DAAAAAAAAAAAAAAAAA_NO_BONE_DMG_PROB
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#undefine LIMB_SHARP_THRESH_INT_DMG
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#undefine LIMB_THRESH_INT_DMG
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#undefine LIMB_DMG_PROB
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#undefine LIMB_NO_BONE_DMG_PROB
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/obj/item/organ/external/proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
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if(status & ORGAN_ROBOT && !robo_repair)
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