mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
Fixes a bunch of things to not circumvent SetStun/SetWeaken/SetParalyse that has no business doing so.
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@@ -110,11 +110,11 @@
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if(!effect || (blocked >= 2)) return 0
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switch(effecttype)
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if(STUN)
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stunned = max(stunned,(effect/(blocked+1)))
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Stun(effect / (blocked + 1))
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if(WEAKEN)
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weakened = max(weakened,(effect/(blocked+1)))
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Weaken(effect / (blocked + 1))
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if(PARALYZE)
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paralysis = max(paralysis,(effect/(blocked+1)))
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Paralyse(effect / (blocked + 1))
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if(IRRADIATE)
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radiation += min((effect - (effect*getarmor(null, "rad"))), 0)//Rads auto check armor
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if(STUTTER)
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@@ -101,14 +101,14 @@
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if(..(target, blocked))
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var/mob/living/M = target
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M.dizziness += 20
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M:slurring += 20
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M.slurring += 20
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M.confused += 20
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M.eye_blurry += 20
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M.drowsyness += 20
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for(var/datum/reagent/ethanol/A in M.reagents.reagent_list)
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M.paralysis += 2
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M.AdjustParalysis(2)
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M.dizziness += 10
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M:slurring += 10
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M.slurring += 10
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M.confused += 10
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M.eye_blurry += 10
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M.drowsyness += 10
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@@ -22,7 +22,7 @@
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// Sobering multiplier.
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// Sober block makes it more difficult to get drunk
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var/sober_str=!(SOBER in M.mutations)?1:2
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M:nutrition += nutriment_factor
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M.nutrition += nutriment_factor
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if(!src.data) data = 1
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src.data++
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@@ -42,8 +42,8 @@
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M.dizziness += dizzy_adj.
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if(d >= slur_start && d < pass_out)
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if (!M:slurring) M:slurring = 1
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M:slurring += slurr_adj/sober_str
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if (!M.slurring) M.slurring = 1
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M.slurring += slurr_adj/sober_str
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if(d >= brawl_start && ishuman(M))
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var/mob/living/carbon/human/H = M
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F.teach(H,1)
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@@ -51,17 +51,17 @@
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if(H.martial_art == F)
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F.remove(H)
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if(d >= confused_start && prob(33))
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if (!M:confused) M:confused = 1
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M.confused = max(M:confused+(confused_adj/sober_str),0)
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if (!M.confused) M.confused = 1
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M.confused = max(M.confused+(confused_adj/sober_str),0)
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if(d >= blur_start)
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M.eye_blurry = max(M.eye_blurry, 10/sober_str)
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M:drowsyness = max(M:drowsyness, 0)
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M.drowsyness = max(M.drowsyness, 0)
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if(d >= vomit_start)
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if(prob(8))
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M.fakevomit()
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if(d >= pass_out)
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M:paralysis = max(M:paralysis, 20/sober_str)
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M:drowsyness = max(M:drowsyness, 30/sober_str)
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M.Paralyse(20 / sober_str)
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M.drowsyness = max(M.drowsyness, 30/sober_str)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/liver/L = H.internal_organs_by_name["liver"]
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@@ -17,7 +17,7 @@
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C.apply_effect(25 * weakness,IRRADIATE,0)
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C.nutrition -= min(50 * weakness, C.nutrition)
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C.Dizzy(6 * weakness)
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C.weakened += 6 * weakness
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C.AdjustWeakened(6 * weakness)
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/datum/artifact_effect/hurt/DoEffectAura()
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if(holder)
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@@ -28,14 +28,14 @@
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var/turf/T = get_turf(suspension_field)
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if(field_type == "carbon")
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for(var/mob/living/carbon/M in T)
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M.weakened = max(M.weakened, 3)
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M.Weaken(3)
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cell.charge -= power_use
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if(prob(5))
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M << "\blue [pick("You feel tingly.","You feel like floating.","It is hard to speak.","You can barely move.")]"
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if(field_type == "iron")
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for(var/mob/living/silicon/M in T)
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M.weakened = max(M.weakened, 3)
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M.Weaken(3)
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cell.charge -= power_use
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if(prob(5))
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M << "\blue [pick("You feel tingly.","You feel like floating.","It is hard to speak.","You can barely move.")]"
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@@ -47,7 +47,7 @@
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I.loc = suspension_field
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for(var/mob/living/simple_animal/M in T)
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M.weakened = max(M.weakened, 3)
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M.Weaken(3)
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cell.charge -= power_use
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if(prob(5))
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M << "\blue [pick("You feel tingly.","You feel like floating.","It is hard to speak.","You can barely move.")]"
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@@ -247,7 +247,7 @@
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if("carbon")
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success = 1
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for(var/mob/living/carbon/C in T)
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C.weakened += 5
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C.AdjustWeakened(5)
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C.visible_message("\blue \icon[C] [C] begins to float in the air!","You feel tingly and light, but it is difficult to move.")
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if("nitrogen")
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success = 1
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@@ -270,7 +270,7 @@
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if("iron")
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success = 1
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for(var/mob/living/silicon/R in T)
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R.weakened += 5
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R.AdjustWeakened(5)
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R.visible_message("\blue \icon[R] [R] begins to float in the air!","You feel tingly and light, but it is difficult to move.")
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//
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//in case we have a bad field type
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@@ -279,7 +279,7 @@
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for(var/mob/living/simple_animal/C in T)
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C.visible_message("\blue \icon[C] [C] begins to float in the air!","You feel tingly and light, but it is difficult to move.")
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C.weakened += 5
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C.AdjustWeakened(5)
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suspension_field = new(T)
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suspension_field.field_type = field_type
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@@ -306,7 +306,7 @@
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for(var/mob/M in T)
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M << "<span class='info'>You no longer feel like floating.</span>"
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M.weakened = min(M.weakened, 3)
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M.SetWeakened(min(M.weakened, 3))
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src.visible_message("\blue \icon[src] [src] deactivates with a gentle shudder.")
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qdel(suspension_field)
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@@ -385,7 +385,8 @@
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var/mob/living/M = A
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if(M in immune)
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continue
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M.stunned = 10
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M.stunned += 10
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M.canmove = 0
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M.anchored = 1
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if(istype(M, /mob/living/simple_animal/hostile))
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var/mob/living/simple_animal/hostile/H = M
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@@ -413,7 +414,7 @@
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return
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/obj/effect/timestop/proc/unfreeze_mob(mob/living/M)
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M.stunned = 0
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M.AdjustStunned(-10)
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M.anchored = 0
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if(istype(M, /mob/living/simple_animal/hostile))
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var/mob/living/simple_animal/hostile/H = M
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