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Stamina damage no longer bypass some checks (#23447)
* adjusting stamina damage no longer bypass some checks * no illness changes * i surrender on this, let it be
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@@ -131,7 +131,7 @@
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. = ..()
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if(!. && isliving(target))
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var/mob/living/M = target
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M.adjustStaminaLoss(stamina_damage)
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M.apply_damage(stamina_damage, STAMINA)
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playsound(target, 'sound/weapons/tap.ogg', 50, TRUE)
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qdel(src)
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@@ -47,7 +47,7 @@
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add_attack_logs(user, H, "emag-defibbed with [src]")
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playsound(user.loc, "sound/weapons/egloves.ogg", 75, 1)
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H.KnockDown(knockdown_duration)
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H.adjustStaminaLoss(60)
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H.apply_damage(60, STAMINA)
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SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK, 100)
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ADD_TRAIT(H, TRAIT_WAS_BATONNED, user_UID)
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cooldown = TRUE
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@@ -369,7 +369,7 @@
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M.EyeBlind(15 SECONDS)
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to_chat(M, "<span class='warning'>and you can't see a goddamn thing!</span>")
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if(5)
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M.adjustStaminaLoss(40)
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M.apply_damage(40, STAMINA)
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to_chat(M, "<span class='warning'>and a wave of tiredness washes over you!</span>")
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else
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to_chat(M, "<span class='danger'>but as soon as it arrives, it fades.</span>")
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@@ -130,7 +130,7 @@
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percentage_reduction = (100 - ARMOUR_VALUE_TO_PERCENTAGE(armour)) / 100
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else
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percentage_reduction = (100 - armour) / 100 // converts the % into a decimal
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target.adjustStaminaLoss(stamina_damage * percentage_reduction)
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target.apply_damage(stamina_damage * percentage_reduction, STAMINA)
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/obj/item/melee/classic_baton/proc/baton_delay(mob/living/target, user_UID)
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REMOVE_TRAIT(target, TRAIT_WAS_BATONNED, user_UID)
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@@ -48,6 +48,6 @@
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for(var/turf/simulated/floor/T in view(freeze_range, loc))
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T.MakeSlippery(TURF_WET_ICE)
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for(var/mob/living/carbon/L in T)
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L.adjustStaminaLoss(stamina_damage)
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L.apply_damage(stamina_damage, STAMINA)
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L.adjust_bodytemperature(-230)
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qdel(src)
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@@ -211,7 +211,7 @@
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return FALSE
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H.Confused(10 SECONDS)
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H.Jitter(10 SECONDS)
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H.adjustStaminaLoss(stam_damage)
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H.apply_damage(stam_damage, STAMINA)
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H.SetStuttering(10 SECONDS)
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ADD_TRAIT(L, TRAIT_WAS_BATONNED, user_UID) // so one person cannot hit the same person with two separate batons
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@@ -248,7 +248,7 @@
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return FALSE
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L.Confused(4 SECONDS)
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L.Jitter(4 SECONDS)
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L.adjustStaminaLoss(30)
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L.apply_damage(30, STAMINA)
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L.SetStuttering(4 SECONDS)
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ADD_TRAIT(L, TRAIT_WAS_BATONNED, user_UID) // so one person cannot hit the same person with two separate batons
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@@ -1008,7 +1008,7 @@
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user.do_attack_animation(H, ATTACK_EFFECT_DISARM)
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playsound(get_turf(user), 'sound/effects/woodhit.ogg', 50, TRUE, -1)
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H.AdjustConfused(4 SECONDS, 0, 4 SECONDS) //no stacking infinitely
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H.adjustStaminaLoss(15)
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H.apply_damage(15, STAMINA)
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add_attack_logs(user, H, "Swept with the brush of the titanium push broom", ATKLOG_ALL)
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