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Shadekin and Xenochimera variable refactor (#17651)
* gets rid of xenochimera brain var * whoops * shadekin too ye https://i.imgur.com/lNI2AiG.png * organize * simplekin too * yuh * Refactors xenochimera progress: https://i.imgur.com/ssQbRKS.png https://i.imgur.com/ySBxm0M.png https://i.imgur.com/3FWPVuP.png * Update xenochimera.dm * Update examine_vr.dm * Update xenochimera.dm * Update xenochimera.dm
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@@ -503,9 +503,10 @@
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M.updatehealth()
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apply_brain_damage(M)
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// VOREStation Edits Start: Defib pain
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if(istype(M.species, /datum/species/xenochimera)) // Only do the following to Xenochimera. Handwave this however you want, this is to balance defibs on an alien race.
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var/datum/component/xenochimera/xc = M.get_xenochimera_component()
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if(xc) // Only do the following to Xenochimera. Handwave this however you want, this is to balance defibs on an alien race.
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M.adjustHalLoss(220) // This hurts a LOT, stacks on top of the previous halloss.
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M.feral += 100 // If they somehow weren't already feral, force them feral by increasing ferality var directly, to avoid any messy checks. handle_feralness() will immediately set our feral properly according to halloss anyhow.
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xc.feral += 100 // If they somehow weren't already feral, force them feral by increasing ferality var directly, to avoid any messy checks. handle_feralness() will immediately set our feral properly according to halloss anyhow.
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// VOREStation Edits End
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// SSgame_master.adjust_danger(-20) // VOREStation Edit - We don't use SSgame_master yet.
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@@ -383,18 +383,18 @@
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dat += "<br>"
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dat += span_notice("Subject's pulse: [H.pulse == PULSE_THREADY || H.pulse == PULSE_NONE ? span_red(H.get_pulse(GETPULSE_TOOL) + " bpm") : span_blue(H.get_pulse(GETPULSE_TOOL) + " bpm")].") // VORE Edit: Missed a linebreak here.
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dat += "<br>"
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if(istype(H.species, /datum/species/xenochimera)) // VOREStation Edit Start: Visible feedback for medmains on Xenochimera.
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if(H.stat == DEAD && H.revive_ready == REVIVING_READY && !H.hasnutriment())
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var/datum/component/xenochimera/xc = H.get_xenochimera_component()
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if(xc)
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if(H.stat == DEAD && xc.revive_ready == REVIVING_READY && !H.hasnutriment())
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dat += span_danger("WARNING: Protein levels low. Subject incapable of reconstitution.")
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else if(H.revive_ready == REVIVING_NOW)
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dat += span_warning("Subject is undergoing form reconstruction. Estimated time to finish is in: [round((H.revive_finished - world.time) / 10)] seconds.")
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else if(H.revive_ready == REVIVING_DONE)
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else if(xc.revive_ready == REVIVING_NOW)
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dat += span_warning("Subject is undergoing form reconstruction. Estimated time to finish is in: [round((xc.revive_finished - world.time) / 10)] seconds.")
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else if(xc.revive_ready == REVIVING_DONE)
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dat += span_notice("Subject is ready to hatch. Transfer to dark room for holding with food available.")
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else if(H.stat == DEAD)
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dat+= span_danger("WARNING: Defib will cause extreme pain and set subject feral. Sedation recommended prior to defibrillation.")
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else // If they bop them and they're not dead or reviving, give 'em a little notice.
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dat += span_notice("Subject is a Xenochimera. Treat accordingly.")
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// VOREStation Edit End
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user.show_message(dat, 1)
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if(guide)
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guide(M, user)
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@@ -43,8 +43,8 @@
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icon_state = "atmos_extinguisher0"
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item_state = "atmos_extinguisher"
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throwforce = 12
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force = 12
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w_class = ITEMSIZE_LARGE
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force = 3.0
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max_water = 600
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spray_particles = 3
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sprite_name = "atmos_extinguisher"
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