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Some more armor tweaks (#30398)
* summary * (required) * undef * oh this is unused, nice * ok but.. why * a tiny bit more * Update human_defense.dm * Update mass_hallucination.dm
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@@ -1,18 +1,21 @@
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/// at least 75% rad armor is required to be immune to this event
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#define RAD_ARMOR_TO_IMMUNITY 150
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/datum/event/mass_hallucination/setup()
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announceWhen = rand(0, 20)
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/datum/event/mass_hallucination/start()
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for(var/thing in GLOB.human_list)
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var/mob/living/carbon/human/H = thing
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if(H.stat == DEAD)
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for(var/mob/living/carbon/human/human as anything in GLOB.human_list)
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if(human.stat == DEAD)
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continue
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var/turf/T = get_turf(H)
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if(!is_station_level(T?.z))
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var/turf/turf = get_turf(human)
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if(!is_station_level(turf?.z))
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continue
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var/armor = H.getarmor(type = RAD)
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if(HAS_TRAIT(H, TRAIT_RADIMMUNE) || armor >= 150) // Leave radiation-immune species/rad armored players completely unaffected
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if(HAS_TRAIT(human, TRAIT_RADIMMUNE) || human.getarmor(armor_type = RAD) >= RAD_ARMOR_TO_IMMUNITY) // Leave radiation-immune species/rad armored players completely unaffected
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continue
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H.AdjustHallucinate(rand(50 SECONDS, 100 SECONDS))
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human.AdjustHallucinate(rand(50 SECONDS, 100 SECONDS))
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/datum/event/mass_hallucination/announce()
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GLOB.minor_announcement.Announce("The [station_name()] is passing through a minor radiation field. Be advised that acute exposure to space radiation can induce hallucinogenic episodes.")
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#undef RAD_ARMOR_TO_IMMUNITY
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