mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 04:27:35 +01:00
-New pinpointer for nuke ops, it has 2 modes, with the first one pointing to the disk, and the second pointing to the shuttle (Specifically, the console). Also, if you leave the z-level with it on, the screen with flash in an alert so nuke ops are at least aware when they get thrown god knows where. Changed the nuclear closet spawn list to include these
-Gave all the new hardsuits actual inhands, instead of all of them using the rig one. -Changed a good bit of Brain/MMI damage processing, now an MMI will never go unconscious, and it will not be deafened/blinded by explosions or whatever (Since the MMI acts as senses). However, it does mean they are vulnerable to emps, with all kinds of fun effects (impaired vision, hearing, the ability to speak, the ability to speak PROPERLY) Fixes Issue 655 -Also gave MMIs some emotes, things like blinking lights, alarms, beeping and booping, etc... git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4168 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -61,7 +61,7 @@
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name = "engineering hardsuit"
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desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
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icon_state = "rig-engineering"
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item_state = "rig_suit"
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item_state = "eng_hardsuit"
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protective_temperature = 5000 //For not dying near a fire, but still not being great in a full inferno
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slowdown = 2
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armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 60)
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@@ -70,15 +70,18 @@
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/obj/item/clothing/suit/space/rig/mining
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icon_state = "rig-mining"
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name = "mining hardsuit"
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item_state = "mining_hardsuit"
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/obj/item/clothing/suit/space/rig/elite
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icon_state = "rig-white"
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name = "advanced hardsuit"
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item_state = "ce_hardsuit"
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protective_temperature = 10000
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/obj/item/clothing/suit/space/rig/syndi
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icon_state = "rig-syndi"
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name = "blood-red hardsuit"
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item_state = "syndie_hardsuit"
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slowdown = 1
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w_class = 3
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armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
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@@ -126,3 +126,16 @@
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radio.listening = radio.listening==1 ? 0 : 1
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brainmob << "\blue Radio is [radio.listening==1 ? "now" : "no longer"] receiving broadcast."
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/obj/item/device/mmi/emp_act(severity)
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if(!brainmob)
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return
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else
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switch(severity)
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if(1)
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brainmob.emp_damage += rand(20,30)
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if(2)
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brainmob.emp_damage += rand(10,20)
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if(3)
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brainmob.emp_damage += rand(0,10)
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..()
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@@ -3,6 +3,8 @@
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/mob/living/carbon/brain
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var/obj/item/container = null
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var/timeofhostdeath = 0
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var/emp_damage = 0//Handles a type of MMI damage
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var/alert = null
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New()
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var/datum/reagents/R = new/datum/reagents(1000)
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@@ -0,0 +1,64 @@
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/mob/living/carbon/brain/emote(var/act,var/m_type=1,var/message = null)
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if(!(container && istype(container, /obj/item/device/mmi)))//No MMI, no emotes
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return
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if (findtext(act, "-", 1, null))
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var/t1 = findtext(act, "-", 1, null)
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act = copytext(act, 1, t1)
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if(src.stat == DEAD)
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return
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switch(act)
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if ("alarm")
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src << "You sound an alarm."
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message = "<B>[src]</B> sounds an alarm."
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m_type = 2
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if ("alert")
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src << "You let out a distressed noise."
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message = "<B>[src]</B> lets out a distressed noise."
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m_type = 2
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if ("notice")
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src << "You play a loud tone."
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message = "<B>[src]</B> plays a loud tone."
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m_type = 2
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if ("flash")
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message = "The lights on <B>[src]</B> flash quickly."
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m_type = 1
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if ("blink")
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message = "<B>[src]</B> blinks."
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m_type = 1
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if ("whistle")
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src << "You whistle."
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message = "<B>[src]</B> whistles."
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m_type = 2
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if ("beep")
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src << "You beep."
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message = "<B>[src]</B> beeps."
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m_type = 2
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if ("boop")
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src << "You boop."
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message = "<B>[src]</B> boops."
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m_type = 2
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if ("help")
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src << "alarm,alert,notice,flash,blink,whistle,beep,boop"
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else
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src << "\blue Unusable emote '[act]'. Say *help for a list."
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if (message)
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log_emote("[name]/[key] : [message]")
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for(var/mob/M in world)
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if (!M.client)
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continue //skip monkeys and leavers
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if (istype(M, /mob/new_player))
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continue
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if(M.stat == 2 && M.client.ghost_sight && !(M in viewers(src,null)))
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M.show_message(message)
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if (m_type & 1)
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for (var/mob/O in viewers(src, null))
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O.show_message(message, m_type)
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else if (m_type & 2)
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for (var/mob/O in hearers(src.loc, null))
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O.show_message(message, m_type)
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@@ -40,8 +40,10 @@
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if (radiation)
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if (radiation > 100)
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radiation = 100
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Weaken(10)
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src << "\red You feel weak."
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if(!container)//If it's not in an MMI
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src << "\red You feel weak."
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else//Fluff-wise, since the brain can't detect anything itself, the MMI handles thing like that
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src << "\red STATUS: CRITICAL AMOUNTS OF RADIATION DETECTED."
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switch(radiation)
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if(1 to 49)
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@@ -55,19 +57,15 @@
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adjustToxLoss(1)
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if(prob(5))
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radiation -= 5
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Weaken(3)
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src << "\red You feel weak."
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// emote("collapse")
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if(!container)
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src << "\red You feel weak."
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else
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src << "\red STATUS: DANGEROUS LEVELS OF RADIATION DETECTED."
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updatehealth()
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if(75 to 100)
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radiation -= 3
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adjustToxLoss(3)
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if(prob(1))
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src << "\red You mutate!"
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randmutb(src)
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domutcheck(src,null)
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emote("gasp")
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updatehealth()
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@@ -115,13 +113,6 @@
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if(reagents) reagents.metabolize(src)
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if (drowsyness)
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drowsyness--
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eye_blurry = max(2, eye_blurry)
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if (prob(5))
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sleeping += 1
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Paralyse(5)
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confused = max(0, confused - 1)
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// decrement dizziness counter, clamped to 0
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if(resting)
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@@ -147,47 +138,58 @@
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silent = 0
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return 1
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//UNCONSCIOUS. NO-ONE IS HOME
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if( (getOxyLoss() > 25) || (config.health_threshold_crit > health) )
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if( health <= 20 && prob(1) )
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spawn(0)
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emote("gasp")
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if(!reagents.has_reagent("inaprovaline"))
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adjustOxyLoss(1)
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Paralyse(3)
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if(paralysis)
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AdjustParalysis(-1)
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blinded = 1
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stat = UNCONSCIOUS
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else if(sleeping)
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sleeping = max(sleeping-1, 0)
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blinded = 1
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stat = UNCONSCIOUS
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if( prob(10) && health )
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spawn(0)
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emote("snore")
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//CONSCIOUS
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else
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stat = CONSCIOUS
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//Eyes
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if(sdisabilities & BLIND) //disabled-blind, doesn't get better on its own
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blinded = 1
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else if(eye_blind) //blindness, heals slowly over time
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eye_blind = max(eye_blind-1,0)
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blinded = 1
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else if(eye_blurry) //blurry eyes heal slowly
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eye_blurry = max(eye_blurry-1, 0)
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//Ears
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if(sdisabilities & DEAF) //disabled-deaf, doesn't get better on its own
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ear_deaf = max(ear_deaf, 1)
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else if(ear_deaf) //deafness, heals slowly over time
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ear_deaf = max(ear_deaf-1, 0)
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else if(ear_damage < 25) //ear damage heals slowly under this threshold. otherwise you'll need earmuffs
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ear_damage = max(ear_damage-0.05, 0)
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//Handling EMP effect in the Life(), it's made VERY simply, and has some additional effects handled elsewhere
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if(emp_damage) //This is pretty much a damage type only used by MMIs, dished out by the emp_act
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if(!(container && istype(container, /obj/item/device/mmi)))
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emp_damage = 0
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else
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emp_damage = round(emp_damage,1)//Let's have some nice numbers to work with
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switch(emp_damage)
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if(31 to INFINITY)
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emp_damage = 30//Let's not overdo it
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if(21 to 30)//High level of EMP damage, unable to see, hear, or speak
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eye_blind = 1
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blinded = 1
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ear_deaf = 1
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silent = 1
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if(!alert)//Sounds an alarm, but only once per 'level'
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emote("alarm")
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src << "\red Major electrical distruption detected: System rebooting."
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alert = 1
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if(prob(75))
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emp_damage -= 1
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if(20)
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alert = 0
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blinded = 0
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eye_blind = 0
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ear_deaf = 0
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silent = 0
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emp_damage -= 1
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if(11 to 19)//Moderate level of EMP damage, resulting in nearsightedness and ear damage
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eye_blurry = 1
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ear_damage = 1
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if(!alert)
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emote("alert")
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src << "\red Primary systems are now online."
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alert = 1
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if(prob(50))
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emp_damage -= 1
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if(10)
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alert = 0
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eye_blurry = 0
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ear_damage = 0
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emp_damage -= 1
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if(2 to 9)//Low level of EMP damage, has few effects(handled elsewhere)
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if(!alert)
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emote("notice")
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src << "\red System reboot nearly complete."
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alert = 1
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if(prob(25))
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emp_damage -= 1
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if(1)
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alert = 0
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src << "\red All systems restored."
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emp_damage -= 1
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//Other
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if(stunned)
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@@ -280,4 +282,17 @@
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if(bodytemperature > 409)
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for(var/datum/disease/D in viruses)
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D.cure()
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return
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return
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/*/mob/living/carbon/brain/emp_act(severity)
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if(!(container && istype(container, /obj/item/device/mmi)))
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return
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else
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switch(severity)
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if(1)
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emp_damage += rand(20,30)
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if(2)
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emp_damage += rand(10,20)
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if(3)
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emp_damage += rand(0,10)
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..()*/
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@@ -4,4 +4,12 @@
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if(!(container && istype(container, /obj/item/device/mmi)))
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return //No MMI, can't speak, bucko./N
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else ..()
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else
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if(prob(emp_damage*4))
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if(prob(10))//10% chane to drop the message entirely
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return
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else
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message = Gibberish(message, (emp_damage*6))//scrambles the message, gets worse when emp_damage is higher
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..()
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else
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..()
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@@ -187,7 +187,7 @@ proc/isorgan(A)
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return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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proc/Gibberish(t, p)
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proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added
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/* Turn text into complete gibberish! */
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var/returntext = ""
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for(var/i = 1, i <= length(t), i++)
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