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Fixes defib leaving people in deadchat, n2o paralyse time
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@@ -408,8 +408,9 @@
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H.adjustBruteLoss(tobehealed)
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user.visible_message("<span class='boldnotice'>[defib] pings: Resuscitation successful.</span>")
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playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
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H.stat = 1
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H.update_revive()
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H.update_revive(FALSE)
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H.KnockOut(FALSE)
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H.Paralyse(5)
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H.emote("gasp")
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if(tplus > tloss)
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H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
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@@ -527,8 +528,9 @@
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H.adjustBruteLoss(tobehealed)
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user.visible_message("<span class='notice'>[user] pings: Resuscitation successful.</span>")
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playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
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H.stat = UNCONSCIOUS
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H.update_revive()
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H.update_revive(FALSE)
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H.KnockOut(FALSE)
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H.Paralyse(5)
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H.emote("gasp")
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if(tplus > tloss)
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H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
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@@ -189,7 +189,7 @@
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if(SA_pp > SA_para_min) // Enough to make us paralysed for a bit
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H.Paralyse(3) // 3 gives them one second to wake up and run away a bit!
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if(SA_pp > SA_sleep_min) // Enough to make us sleep as well
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H.AdjustSleeping(2, bound_lower = 0, bound_upper = 10)
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H.AdjustSleeping(8, bound_lower = 0, bound_upper = 10)
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else if(SA_pp > 0.15) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
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if(prob(20))
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spawn(0)
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@@ -305,7 +305,7 @@
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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.
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H.co2overloadtime = world.time
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else if(world.time - H.co2overloadtime > 120)
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H.Paralyse(3)
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H.Paralyse(5)
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H.adjustOxyLoss(3) // Lets hurt em a little, let them know we mean business
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if(world.time - H.co2overloadtime > 300) // They've been in here 30s now, lets start to kill them for their own good!
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H.adjustOxyLoss(8)
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@@ -314,6 +314,7 @@
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H.emote("cough")
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else
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H.clear_alert("co2")
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H.co2overloadtime = 0
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if(atmos_requirements["min_co2"]) //species breathes this gas, so they got their air
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H.failed_last_breath = 0
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H.adjustOxyLoss(-5)
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@@ -332,7 +333,8 @@
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if(SA_pp > atmos_requirements["sa_para"]) // Enough to make us paralysed for a bit
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H.Paralyse(3) // 3 gives them one second to wake up and run away a bit!
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if(SA_pp > atmos_requirements["sa_sleep"]) // Enough to make us sleep as well
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H.AdjustSleeping(2, bound_lower = 0, bound_upper = 10)
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// This value is large because breaths are taken only once every 4 life ticks.
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H.AdjustSleeping(8, bound_lower = 0, bound_upper = 10)
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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
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if(prob(20))
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spawn(0)
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@@ -3,4 +3,4 @@
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clear_fullscreens()
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update_action_buttons_icon()
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..(gibbed)
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..(gibbed)
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@@ -35,7 +35,7 @@
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// death() is used to make a mob die
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// handles revival through other means than cloning or adminbus (defib, IPC repair)
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/mob/living/proc/update_revive()
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/mob/living/proc/update_revive(updating = TRUE)
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if(stat != DEAD)
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return
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if(!can_be_revived())
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@@ -45,6 +45,7 @@
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dead_mob_list -= src
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living_mob_list += src
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timeofdeath = null
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update_canmove()
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if(updating)
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update_canmove()
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// update_blind_effects()
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updatehealth()
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