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https://github.com/ParadiseSS13/Paradise.git
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Stamina
This commit is contained in:
@@ -43,7 +43,7 @@
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else
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if(O.force)
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var/damage = O.force
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if (O.damtype == HALLOSS)
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if (O.damtype == STAMINA)
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damage = 0
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health -= damage
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for(var/mob/M in viewers(src, null))
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@@ -96,6 +96,7 @@
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//game_options.txt configs
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var/health_threshold_softcrit = 0
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var/health_threshold_crit = 0
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var/health_threshold_dead = -100
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@@ -479,7 +479,7 @@
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..()
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/obj/item/weapon/holo
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damtype = HALLOSS
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damtype = STAMINA
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/obj/item/weapon/holo/esword
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desc = "May the force be within you. Sorta"
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@@ -314,8 +314,8 @@ About the new airlock wires panel:
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return
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else if(user.hallucination > 50 && prob(10) && src.operating == 0)
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user << "\red <B>You feel a powerful shock course through your body!</B>"
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user.halloss += 10
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user.stunned += 10
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user.staminaloss += 50
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user.stunned += 5
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return
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..(user)
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@@ -188,8 +188,10 @@ REAGENT SCANNER
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var/datum/data/record/V = virusDB[ID]
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user.show_message(text("\red Warning: Pathogen [V.fields["name"]] detected in subject's blood. Known antigen : [V.fields["antigen"]]"))
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// user.show_message(text("\red Warning: Unknown pathogen detected in subject's blood."))
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if(M.getStaminaLoss())
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user.show_message("<span class='info'>Subject appears to be suffering from fatigue.</span>")
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if (M.getCloneLoss())
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user.show_message("\red Subject appears to have been imperfectly cloned.")
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user.show_message("<span class='warning'>Subject appears to have [M.getCloneLoss() > 30 ? "severe" : "minor"] cellular damage.</span>")
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// if (M.reagents && M.reagents.get_reagent_amount("inaprovaline"))
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// user.show_message("\blue Bloodstream Analysis located [M.reagents:get_reagent_amount("inaprovaline")] units of rejuvenation chemicals.")
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if (M.has_brain_worms())
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@@ -110,7 +110,7 @@
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health -= M.melee_damage_upper
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healthcheck()
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return
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/obj/structure/grille/mech_melee_attack(obj/mecha/M)
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if(..())
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playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
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@@ -132,7 +132,7 @@
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if(!Proj) return
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//Tasers and the like should not damage grilles.
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if(Proj.damage_type == HALLOSS)
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if(Proj.damage_type == STAMINA)
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return
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src.health -= Proj.damage*0.2
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@@ -8,32 +8,32 @@ var/global/wcColored
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var/list/brig = list("#aa0808", "#7f0606", "#ff0000")
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var/list/common = list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8fcf44", "#ffffff")
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wcBar = pick(bar)
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wcBar = pick(bar)
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wcBrig = pick(brig)
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wcCommon = pick(common)
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/obj/proc/color_windows(var/obj/W as obj)
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if(!wcColored)
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sleep(50) // Sleeping to make sure the glass has initialized on the map
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wcColored = 1
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var/list/wcBarAreas = list(/area/crew_quarters/bar)
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var/list/wcBrigAreas = list(/area/security,/area/security/main,/area/security/lobby,/area/security/brig,/area/security/permabrig,/area/security/prison,/area/security/prison/cell_block/A,/area/security/prison/cell_block/B,/area/security/prison/cell_block/C,/area/security/execution,/area/security/processing,/area/security/interrogation,/area/security/interrogationobs,/area/security/evidence,/area/security/prisonlockers,/area/security/medbay,/area/security/processing,/area/security/warden,/area/security/armoury,/area/security/securearmoury,/area/security/armoury/gamma,/area/security/securehallway,/area/security/hos,/area/security/podbay,/area/security/detectives_office,/area/security/range,/area/security/nuke_storage,/area/security/checkpoint,/area/security/checkpoint2,/area/security/checkpoint2,/area/security/checkpoint/supply,/area/security/checkpoint/engineering,/area/security/checkpoint/medical,/area/security/checkpoint/science,/area/security/vacantoffice,/area/security/vacantoffice2,/area/prison,/area/prison/arrival_airlock,/area/prison/control,/area/prison/crew_quarters,/area/prison/rec_room,/area/prison/closet,/area/prison/hallway/fore,/area/prison/hallway/aft,/area/prison/hallway/port,/area/prison/hallway/starboard,/area/prison/morgue,/area/prison/medical_research,/area/prison/medical,/area/prison/solar,/area/prison/podbay,/area/prison/solar_control,/area/prison/solitary,/area/prison/cell_block,/area/prison/cell_block/A,/area/prison/cell_block/B,/area/prison/cell_block/C,/area/shuttle/gamma/space,/area/shuttle/gamma/station)
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var/newcolor
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for(var/A in wcBarAreas)
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if(W.areaMaster == locate(A))
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newcolor = wcBar
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break
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for(var/A in wcBrigAreas)
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if(W.areaMaster == locate(A))
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newcolor = wcBrig
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break
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if(!newcolor)
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if(!newcolor)
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newcolor = wcCommon
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return newcolor
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/obj/structure/window
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@@ -56,10 +56,10 @@ var/global/wcColored
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var/sheets = 1 // Number of sheets needed to build this window (determines how much shit is spawned by destroy())
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// var/silicate = 0 // number of units of silicate
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// var/icon/silicateIcon = null // the silicated icon
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/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
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//Tasers and the like should not damage windows.
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if(Proj.damage_type == HALLOSS)
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if(Proj.damage_type == STAMINA)
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return
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health -= Proj.damage
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@@ -281,7 +281,7 @@ var/global/wcColored
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if(G.amount>=G.max_amount)
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continue
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G.attackby(NG, user)
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if (reinf)
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var/obj/item/stack/rods/NR = new (src.loc)
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for (var/obj/item/stack/rods/R in src.loc)
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@@ -289,7 +289,7 @@ var/global/wcColored
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continue
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if(R.amount>=R.max_amount)
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continue
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R.attackby(NR, user)
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R.attackby(NR, user)
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user << "<span class='notice'>You have disassembled the window.</span>"
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disassembled = 1
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@@ -316,8 +316,8 @@ var/global/wcColored
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/obj/structure/window/mech_melee_attack(obj/mecha/M)
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if(..())
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hit(M.force, 1)
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hit(M.force, 1)
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/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
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if(reinf) damage *= 0.5
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health = max(0, health - damage)
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@@ -303,7 +303,7 @@ proc/check_panel(mob/M)
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if(weapon_name)
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my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
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my_target.show_message("\red <B>[my_target] has been attacked with [weapon_name] by [src.name] </B>", 1)
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my_target.halloss += 8
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my_target.staminaloss += 30
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if(prob(20)) my_target.eye_blurry += 3
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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@@ -311,7 +311,7 @@ proc/check_panel(mob/M)
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else
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my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
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my_target.show_message("\red <B>[src.name] has punched [my_target]!</B>", 1)
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my_target.halloss += 4
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my_target.staminaloss += 30
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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@@ -187,6 +187,11 @@
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if(status == "")
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status = "OK"
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src.show_message(text("\t []My [] is [].",status=="OK"?"\blue ":"\red ",org.display_name,status),1)
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if(staminaloss)
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if(staminaloss > 30)
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src << "<span class='info'>You're completely exhausted.</span>"
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else
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src << "<span class='info'>You feel fatigued.</span>"
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if((SKELETON in H.mutations) && (!H.w_uniform) && (!H.wear_suit))
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H.play_xylophone()
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else if(lying) // /vg/: For hugs. This is how update_icon figgers it out, anyway. - N3X15
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@@ -33,7 +33,7 @@
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visible_message("\red <B>[M] has punched [src]!</B>")
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apply_damage(damage, HALLOSS, affecting, armor_block)
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apply_damage(damage, STAMINA, affecting, armor_block)
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if(damage >= 9)
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visible_message("\red <B>[M] has weakened [src]!</B>")
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apply_effect(4, WEAKEN, armor_block)
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@@ -15,7 +15,7 @@
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if((M_RUN in mutations)) return -1
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var/health_deficiency = (100 - health)
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var/health_deficiency = (100 - health + staminaloss)
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if(health_deficiency >= 40) tally += (health_deficiency / 25)
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@@ -1062,6 +1062,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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adjustHalLoss(-3)
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else if(sleeping)
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handle_dreams()
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adjustStaminaLoss(-10)
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adjustHalLoss(-3)
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if (mind)
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if((mind.active && client != null) || immune_to_ssd) //This also checks whether a client is connected, if not, sleep is not reduced.
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@@ -1167,6 +1168,8 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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if(gloves && germ_level > gloves.germ_level && prob(10))
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gloves.germ_level += 1
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CheckStamina()
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return 1
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proc/handle_regular_hud_updates()
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@@ -1356,7 +1359,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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if(2) healths.icon_state = "health7"
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else
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//switch(health - halloss)
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switch(100 - ((species && species.flags & NO_PAIN) ? 0 : traumatic_shock))
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switch(100 - ((species && species.flags & NO_PAIN) ? 0 : traumatic_shock) - staminaloss)
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if(100 to INFINITY) healths.icon_state = "health0"
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if(80 to 100) healths.icon_state = "health1"
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if(60 to 80) healths.icon_state = "health2"
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@@ -569,6 +569,9 @@
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//Other
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handle_statuses()
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CheckStamina()
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return 1
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@@ -24,11 +24,13 @@
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adjustCloneLoss(damage/(blocked+1))
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if(HALLOSS)
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adjustHalLoss(damage/(blocked+1))
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if(STAMINA)
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adjustStaminaLoss(damage/(blocked+1))
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updatehealth()
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return 1
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/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/halloss = 0, var/def_zone = null, var/blocked = 0)
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/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/halloss = 0, var/def_zone = null, var/blocked = 0, var/stamina = 0)
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if(blocked >= 2) return 0
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if(brute) apply_damage(brute, BRUTE, def_zone, blocked)
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if(burn) apply_damage(burn, BURN, def_zone, blocked)
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@@ -36,6 +38,7 @@
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if(oxy) apply_damage(oxy, OXY, def_zone, blocked)
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if(clone) apply_damage(clone, CLONE, def_zone, blocked)
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if(halloss) apply_damage(halloss, HALLOSS, def_zone, blocked)
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if(stamina) apply_damage(stamina, STAMINA, def_zone, blocked)
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return 1
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@@ -153,6 +153,17 @@
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if(status_flags & GODMODE) return 0 //godmode
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brainloss = amount
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/mob/living/proc/getStaminaLoss()
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return staminaloss
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/mob/living/proc/adjustStaminaLoss(var/amount)
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if(status_flags & GODMODE) return 0
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staminaloss = min(max(staminaloss + amount, 0),(maxHealth*2))
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/mob/living/proc/setStaminaLoss(var/amount)
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if(status_flags & GODMODE) return 0
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staminaloss = amount
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/mob/living/proc/getHalLoss()
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return halloss
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@@ -291,6 +302,8 @@
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setOxyLoss(0)
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setCloneLoss(0)
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setBrainLoss(0)
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setStaminaLoss(0)
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setHalLoss(0)
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SetParalysis(0)
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SetStunned(0)
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SetWeakened(0)
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@@ -611,9 +624,11 @@
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var/mob/living/carbon/CM = L
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if(CM.on_fire && CM.canmove)
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CM.fire_stacks -= 5
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CM.weakened = 5
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CM.Weaken(3)
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CM.spin(32,2)
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CM.visible_message("<span class='danger'>[CM] rolls on the floor, trying to put themselves out!</span>", \
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"<span class='notice'>You stop, drop, and roll!</span>")
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sleep(30)
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if(fire_stacks <= 0)
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CM.visible_message("<span class='danger'>[CM] has successfully extinguished themselves!</span>", \
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"<span class='notice'>You extinguish yourself.</span>")
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@@ -695,6 +710,37 @@
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CM.legcuffed = null
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CM.update_inv_legcuffed()
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/mob/living/carbon/proc/spin(spintime, speed)
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spawn()
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var/D = dir
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while(spintime >= speed)
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sleep(speed)
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switch(D)
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if(NORTH)
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D = EAST
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if(SOUTH)
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D = WEST
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if(EAST)
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D = SOUTH
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if(WEST)
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D = NORTH
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dir = D
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spintime -= speed
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return
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/mob/living/proc/CheckStamina()
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if(staminaloss)
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var/total_health = (health - staminaloss)
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if(total_health <= config.health_threshold_softcrit && !stat)
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Exhaust()
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setStaminaLoss(health - 2)
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return
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setStaminaLoss(max((staminaloss - 2), 0))
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/mob/living/proc/Exhaust()
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src << "<span class='notice'>You're too exhausted to keep going...</span>"
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Weaken(5)
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/mob/living/update_gravity(has_gravity)
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if(!ticker)
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return
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@@ -14,8 +14,8 @@
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var/fireloss = 0.0 //Burn damage caused by being way too hot, too cold or burnt.
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var/cloneloss = 0 //Damage caused by being cloned or ejected from the cloner early. slimes also deal cloneloss damage to victims
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var/brainloss = 0 //'Retardation' damage caused by someone hitting you in the head with a bible or being infected with brainrot.
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var/halloss = 0 //Hallucination damage. 'Fake' damage obtained through hallucinating or the holodeck. Sleeping should cause it to wear off.
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var/halloss = 0 //Hallucination damage; utilize this largely for fake "pain" based damage. Sleeping should cause it to wear of
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var/staminaloss = 0 //Stamina damage, or exhaustion. You recover it slowly naturally, and are stunned if it gets too high. Holodeck and hallucinations deal this.
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var/hallucination = 0 //Directly affects how long a mob will hallucinate for
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var/list/atom/hallucinations = list() //A list of hallucinated people that try to attack the mob. See /obj/effect/fake_attacker in hallucinations.dm
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@@ -112,7 +112,7 @@
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/mob/living/simple_animal/construct/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(O.force)
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var/damage = O.force
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if (O.damtype == HALLOSS)
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if (O.damtype == STAMINA)
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damage = 0
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adjustBruteLoss(damage)
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for(var/mob/M in viewers(src, null))
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@@ -154,7 +154,7 @@
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if(O.force)
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if(O.force >= 11)
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var/damage = O.force
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if (O.damtype == HALLOSS)
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if (O.damtype == STAMINA)
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damage = 0
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adjustBruteLoss(damage)
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for(var/mob/M in viewers(src, null))
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@@ -282,7 +282,7 @@
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if(O.force)
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if(O.force >= 11)
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var/damage = O.force
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if (O.damtype == HALLOSS)
|
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if (O.damtype == STAMINA)
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damage = 0
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adjustBruteLoss(damage)
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for(var/mob/M in viewers(src, null))
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@@ -141,7 +141,7 @@
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else
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if(O.force)
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var/damage = O.force
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||||
if (O.damtype == HALLOSS)
|
||||
if (O.damtype == STAMINA)
|
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damage = 0
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adjustBruteLoss(damage)
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for(var/mob/M in viewers(src, null))
|
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@@ -61,7 +61,7 @@
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if(O.force)
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if(prob(80))
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var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
if (O.damtype == STAMINA)
|
||||
damage = 0
|
||||
health -= damage
|
||||
visible_message("\red \b [src] has been attacked with the [O] by [user]. ")
|
||||
|
||||
@@ -46,7 +46,7 @@
|
||||
else
|
||||
if(O.force)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
if (O.damtype == STAMINA)
|
||||
damage = 0
|
||||
health -= damage
|
||||
for(var/mob/M in viewers(src, null))
|
||||
|
||||
@@ -161,7 +161,7 @@
|
||||
|
||||
if( abs(Environment.temperature - bodytemperature) > 40 )
|
||||
bodytemperature += ((Environment.temperature - bodytemperature) / 5)
|
||||
|
||||
|
||||
if(min_oxy)
|
||||
if(Environment.oxygen < min_oxy)
|
||||
atmos_suitable = 0
|
||||
@@ -188,7 +188,7 @@
|
||||
atmos_suitable = 0
|
||||
if(flags & NO_BREATHE || flags & IS_SYNTHETIC)
|
||||
atmos_suitable = 1
|
||||
|
||||
|
||||
//Atmos effect
|
||||
if(bodytemperature < minbodytemp)
|
||||
adjustBruteLoss(cold_damage_per_tick)
|
||||
@@ -398,7 +398,7 @@
|
||||
else
|
||||
if(O.force)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
if (O.damtype == STAMINA)
|
||||
damage = 0
|
||||
adjustBruteLoss(damage)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
if(O.force)
|
||||
if(O.force >= 25)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
if (O.damtype == STAMINA)
|
||||
damage = 0
|
||||
health -= damage
|
||||
for(var/mob/M in viewers(src, null))
|
||||
|
||||
@@ -245,7 +245,7 @@
|
||||
mouthshoot = 0
|
||||
return
|
||||
in_chamber.on_hit(M)
|
||||
if (in_chamber.damage_type != HALLOSS)
|
||||
if (in_chamber.damage_type != STAMINA)
|
||||
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
|
||||
user.death()
|
||||
else
|
||||
|
||||
@@ -66,6 +66,7 @@
|
||||
icon_state = "omnilaser"
|
||||
hitsound = null
|
||||
damage = 0
|
||||
damage_type = STAMINA
|
||||
flag = "laser"
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
|
||||
@@ -75,7 +76,7 @@
|
||||
var/mob/living/carbon/human/M = target
|
||||
if(istype(M.wear_suit))
|
||||
if(M.wear_suit.type in suit_types)
|
||||
M.adjustHalLoss(34)
|
||||
M.adjustStaminaLoss(34)
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/lasertag/omni
|
||||
|
||||
@@ -75,7 +75,7 @@
|
||||
name = "disabler beam"
|
||||
icon_state = "omnilaser"
|
||||
damage = 34
|
||||
damage_type = HALLOSS
|
||||
damage_type = STAMINA
|
||||
var/range = 8
|
||||
|
||||
/obj/item/projectile/energy/disabler/Range()
|
||||
|
||||
@@ -2088,7 +2088,7 @@ datum
|
||||
data = 13
|
||||
|
||||
on_mob_life(var/mob/living/M)
|
||||
M.adjustHalLoss(REM * data)
|
||||
M.adjustStaminaLoss(REM * data)
|
||||
data = max(data - 1, 3)
|
||||
..()
|
||||
|
||||
|
||||
@@ -474,6 +474,7 @@ var/list/global_mutations = list() // list of hidden mutation things
|
||||
#define OXY "oxy"
|
||||
#define CLONE "clone"
|
||||
#define HALLOSS "halloss"
|
||||
#define STAMINA "stamina"
|
||||
|
||||
#define STUN "stun"
|
||||
#define WEAKEN "weaken"
|
||||
@@ -633,6 +634,7 @@ var/list/TAGGERLOCATIONS = list("Disposals",
|
||||
#define OXY "oxy"
|
||||
#define CLONE "clone"
|
||||
#define HALLOSS "halloss"
|
||||
#define STAMINA "stamina"
|
||||
|
||||
#define STUN "stun"
|
||||
#define WEAKEN "weaken"
|
||||
|
||||
Reference in New Issue
Block a user