diff --git a/code/game/dna/dna_modifier.dm b/code/game/dna/dna_modifier.dm
index 2e5b0001d3f..63142845a50 100644
--- a/code/game/dna/dna_modifier.dm
+++ b/code/game/dna/dna_modifier.dm
@@ -468,7 +468,7 @@
else
randmuti(src.connected.occupant)
- src.connected.occupant.radiation += ((src.radiation_intensity*3)+src.radiation_duration*3)
+ src.connected.occupant.apply_effect(((src.radiation_intensity*3)+src.radiation_duration*3), IRRADIATE)
src.connected.locked = lock_state
return 1 // return 1 forces an update to all Nano uis attached to src
@@ -562,7 +562,7 @@
block = miniscrambletarget(num2text(selected_ui_target), src.radiation_intensity, src.radiation_duration)
src.connected.occupant.dna.SetUISubBlock(src.selected_ui_block,src.selected_ui_subblock,block)
src.connected.occupant.UpdateAppearance()
- src.connected.occupant.radiation += (src.radiation_intensity+src.radiation_duration)
+ src.connected.occupant.apply_effect((src.radiation_intensity+src.radiation_duration), IRRADIATE)
else
if (prob(20+src.radiation_intensity))
randmutb(src.connected.occupant)
@@ -570,7 +570,7 @@
else
randmuti(src.connected.occupant)
src.connected.occupant.UpdateAppearance()
- src.connected.occupant.radiation += ((src.radiation_intensity*2)+src.radiation_duration)
+ src.connected.occupant.apply_effect(((src.radiation_intensity*2)+src.radiation_duration), IRRADIATE)
src.connected.locked = lock_state
return 1 // return 1 forces an update to all Nano uis attached to src
@@ -627,10 +627,10 @@
//testing("Irradiated SE block [real_SE_block]:[src.selected_se_subblock] ([original_block] now [block]) [(real_SE_block!=selected_se_block) ? "(SHIFTED)":""]!")
connected.occupant.dna.SetSESubBlock(real_SE_block,selected_se_subblock,block)
- src.connected.occupant.radiation += (src.radiation_intensity+src.radiation_duration)
+ src.connected.occupant.apply_effect((src.radiation_intensity+src.radiation_duration), IRRADIATE)
domutcheck(src.connected.occupant,src.connected)
else
- src.connected.occupant.radiation += ((src.radiation_intensity*2)+src.radiation_duration)
+ src.connected.occupant.apply_effect(((src.radiation_intensity*2)+src.radiation_duration), IRRADIATE)
if (prob(80-src.radiation_duration))
//testing("Random bad mut!")
randmutb(src.connected.occupant)
@@ -752,7 +752,7 @@
src.connected.occupant.dna.SE = buf.dna.SE
src.connected.occupant.dna.UpdateSE()
domutcheck(src.connected.occupant,src.connected)
- src.connected.occupant.radiation += rand(20,50)
+ src.connected.occupant.apply_effect(rand(20,50), IRRADIATE)
return 1
if (bufferOption == "createInjector")
diff --git a/code/game/machinery/suit_storage_unit.dm b/code/game/machinery/suit_storage_unit.dm
index 63f13ebf751..de11cdcebbc 100644
--- a/code/game/machinery/suit_storage_unit.dm
+++ b/code/game/machinery/suit_storage_unit.dm
@@ -330,7 +330,7 @@
for(i=0,i<4,i++)
sleep(50)
if(src.OCCUPANT)
- OCCUPANT.radiation += 50
+ OCCUPANT.apply_effect(50, IRRADIATE)
var/obj/item/organ/diona/nutrients/rad_organ = locate() in OCCUPANT.internal_organs
if (!rad_organ)
if(src.issuperUV)
@@ -925,7 +925,7 @@
occupant.take_organ_damage(0,radiation_level*2 + rand(1,3))
if(radiation_level > 1)
occupant.take_organ_damage(0,radiation_level + rand(1,3))
- occupant.radiation += radiation_level*10
+ occupant.apply_effect(radiation_level*10, IRRADIATE)
/obj/machinery/suit_cycler/proc/finished_job()
var/turf/T = get_turf(src)
diff --git a/code/game/mecha/equipment/tools/tools.dm b/code/game/mecha/equipment/tools/tools.dm
index ca51d1e1b35..7139a52cb39 100644
--- a/code/game/mecha/equipment/tools/tools.dm
+++ b/code/game/mecha/equipment/tools/tools.dm
@@ -126,8 +126,8 @@
/obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill
name = "diamond drill"
desc = "This is an upgraded version of the drill that'll pierce the heavens! (Can be attached to: Combat and Engineering Exosuits)"
- icon_state = "mecha_diamond_drill"
- origin_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3)
+ icon_state = "mecha_diamond_drill"
+ origin_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3)
equip_cooldown = 20
force = 15
@@ -964,8 +964,8 @@
/obj/item/mecha_parts/mecha_equipment/generator/nuclear
name = "\improper ExoNuclear reactor"
desc = "Generates power using uranium. Pollutes the environment."
- icon_state = "tesla"
- origin_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3)
+ icon_state = "tesla"
+ origin_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3)
max_fuel = 50000
fuel_per_cycle_idle = 10
fuel_per_cycle_active = 30
@@ -990,7 +990,7 @@
if(istype(M,/mob/living/carbon/human))
M.apply_effect((EG.rad_per_cycle*3),IRRADIATE,0)
else
- M.radiation += EG.rad_per_cycle
+ M.apply_effect(EG.rad_per_cycle, IRRADIATE)
return 1
diff --git a/code/modules/research/xenoarchaeology/artifact/effects/unknown_effect_hurt.dm b/code/modules/research/xenoarchaeology/artifact/effects/unknown_effect_hurt.dm
index 0c81a604a2f..7ffeffa8eb3 100644
--- a/code/modules/research/xenoarchaeology/artifact/effects/unknown_effect_hurt.dm
+++ b/code/modules/research/xenoarchaeology/artifact/effects/unknown_effect_hurt.dm
@@ -8,13 +8,13 @@
var/weakness = GetAnomalySusceptibility(toucher)
if(iscarbon(toucher) && prob(weakness * 100))
var/mob/living/carbon/C = toucher
- C << "\red A painful discharge of energy strikes you!"
+ C << "A painful discharge of energy strikes you!"
C.adjustOxyLoss(rand(5,25) * weakness)
C.adjustToxLoss(rand(5,25) * weakness)
C.adjustBruteLoss(rand(5,25) * weakness)
C.adjustFireLoss(rand(5,25) * weakness)
C.adjustBrainLoss(rand(5,25) * weakness)
- C.radiation += 25 * weakness
+ C.apply_effect(25 * weakness, IRRADIATE)
C.nutrition -= min(50 * weakness, C.nutrition)
C.make_dizzy(6 * weakness)
C.weakened += 6 * weakness
@@ -26,7 +26,7 @@
var/weakness = GetAnomalySusceptibility(C)
if(prob(weakness * 100))
if(prob(10))
- C << "\red You feel a painful force radiating from something nearby."
+ C << "You feel a painful force radiating from something nearby."
C.adjustBruteLoss(1 * weakness)
C.adjustFireLoss(1 * weakness)
C.adjustToxLoss(1 * weakness)
@@ -40,7 +40,7 @@
for (var/mob/living/carbon/C in range(effectrange, T))
var/weakness = GetAnomalySusceptibility(C)
if(prob(weakness * 100))
- C << "\red A wave of painful energy strikes you!"
+ C << "A wave of painful energy strikes you!"
C.adjustBruteLoss(3 * weakness)
C.adjustFireLoss(3 * weakness)
C.adjustToxLoss(3 * weakness)