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stamina damage logging (#21576)
* stamina damage logging * use a gun * bam
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@@ -42,7 +42,8 @@
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var/TX = L.getToxLoss() > 50 ? "<b>[L.getToxLoss()]</b>" : L.getToxLoss()
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var/BU = L.getFireLoss() > 50 ? "<b>[L.getFireLoss()]</b>" : L.getFireLoss()
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var/BR = L.getBruteLoss() > 50 ? "<b>[L.getBruteLoss()]</b>" : L.getBruteLoss()
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return " ([L.health]: <font color='deepskyblue'>[OX]</font> - <font color='green'>[TX]</font> - <font color='#FFA500'>[BU]</font> - <font color='red'>[BR]</font>)"
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var/ST = L.getStaminaLoss() > 50 ? "<b>[L.getStaminaLoss()]</b>" : L.getStaminaLoss()
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return " ([L.health]: <font color='deepskyblue'>[OX]</font> - <font color='green'>[TX]</font> - <font color='#FFA500'>[BU]</font> - <font color='red'>[BR]</font> - <font color='cyan'>[ST]</font>)"
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/datum/log_record/proc/should_log_health(log_type)
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if(log_type == ATTACK_LOG || log_type == DEFENSE_LOG)
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@@ -177,9 +177,12 @@
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reagent_note += num2text(R.volume) + ") "
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additional_log_text = "[additional_log_text] (containing [reagent_note])"
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var/were_affects_applied = L.apply_effects(stun, weaken, knockdown, paralyze, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
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if(!log_override && firer && !alwayslog)
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add_attack_logs(firer, L, "Shot with a [type][additional_log_text]")
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return L.apply_effects(stun, weaken, knockdown, paralyze, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
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return were_affects_applied
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/obj/item/projectile/proc/get_splatter_blockage(turf/step_over, atom/target, splatter_dir, target_loca) //Check whether the place we want to splatter blood is blocked (i.e. by windows).
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var/turf/step_cardinal = !(splatter_dir in list(NORTH, SOUTH, EAST, WEST)) ? get_step(target_loca, get_cardinal_dir(target_loca, step_over)) : null
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