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New taser fix is now in place. Rather than full deflection, armor mitigates the damage. Updates along all sorts of Clothing for minor mitigations to major mitigations.
New define - AGONY. Used as an effect (Like STUN, WEAKN, etc) to cause HALLOSS. Allows use of HALLOSS projectiles without having to worry about them shattering windows/grilles. Future use? Torture tools, pain inducers for interrogation, 'Be Good' modules, Meme, etc. HALLOSS now regens while standing up (2 per tick), and laying down (Resting, unconscious, paralyzed - 6 per tick). This fixes the 'real damage + HALLOSS = forever crit'. Sticking a gun in your mouth (Non-stun, damage inducing) and pulling the trigger kills you. Icon adjustments.
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@@ -49,6 +49,8 @@
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Weaken(effect/(blocked+1))
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if(PARALYZE)
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Paralyse(effect/(blocked+1))
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if(AGONY)
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halloss += effect // Useful for objects that cause "subdual" damage. PAIN!
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if(IRRADIATE)
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radiation += max((((effect - (effect*(getarmor(null, "rad")/100))))/(blocked+1)),0)//Rads auto check armor
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if(STUTTER)
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@@ -62,7 +64,7 @@
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return 1
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/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/blocked = 0)
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/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/agony = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/blocked = 0)
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if(blocked >= 2) return 0
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if(stun) apply_effect(stun, STUN, blocked)
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if(weaken) apply_effect(weaken, WEAKEN, blocked)
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@@ -71,4 +73,5 @@
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if(stutter) apply_effect(stutter, STUTTER, blocked)
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if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked)
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if(drowsy) apply_effect(drowsy, DROWSY, blocked)
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if(agony) apply_effect(agony, AGONY, blocked)
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return 1
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