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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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@@ -101,10 +101,11 @@
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M.adjust_nutrition(alt_nutriment_factor * removed)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.feral > 0 && H.nutrition > 150 && H.traumatic_shock < 20 && H.jitteriness < 100) //Same check as feral triggers to stop them immediately re-feralling
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H.feral -= removed * 3 // should calm them down quick, provided they're actually in a state to STAY calm.
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if (H.feral <=0) //check if they're unferalled
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H.feral = 0
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var/datum/component/xenochimera/xc = M.get_xenochimera_component()
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if(xc && xc.feral > 0 && H.nutrition > 150 && H.traumatic_shock < 20 && H.jitteriness < 100) //Same check as feral triggers to stop them immediately re-feralling
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xc.feral -= removed * 3 // should calm them down quick, provided they're actually in a state to STAY calm.
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if (xc.feral <=0) //check if they're unferalled
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xc.feral = 0
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to_chat(H, span_info("Your mind starts to clear, soothed into a state of clarity as your senses return."))
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log_and_message_admins("is no longer feral.", H)
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@@ -466,10 +467,11 @@
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M.nutrition += (alt_nutriment_factor * removed)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.feral > 0 && H.nutrition > 100 && H.traumatic_shock < min(60, H.nutrition/10) && H.jitteriness < 100) // same check as feral triggers to stop them immediately re-feralling
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H.feral -= removed * 3 // should calm them down quick, provided they're actually in a state to STAY calm.
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if (H.feral <=0) //check if they're unferalled
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H.feral = 0
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var/datum/component/xenochimera/xc = M.get_xenochimera_component()
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if(xc && xc.feral > 0 && H.nutrition > 100 && H.traumatic_shock < min(60, H.nutrition/10) && H.jitteriness < 100) // same check as feral triggers to stop them immediately re-feralling
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xc.feral -= removed * 3 // should calm them down quick, provided they're actually in a state to STAY calm.
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if (xc.feral <=0) //check if they're unferalled
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xc.feral = 0
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to_chat(H, span_info("Your mind starts to clear, soothed into a state of clarity as your senses return."))
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log_and_message_admins("is no longer feral.", H)
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@@ -555,10 +557,11 @@
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.feral > 0 && H.nutrition > 150 && H.traumatic_shock < 20 && H.jitteriness < 100) //Same check as feral triggers to stop them immediately re-feralling
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H.feral -= removed * 3 //Should calm them down quick, provided they're actually in a state to STAY calm.
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if(H.feral <=0) //Check if they're unferalled
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H.feral = 0
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var/datum/component/xenochimera/xc = M.get_xenochimera_component()
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if(xc && xc.feral > 0 && H.nutrition > 150 && H.traumatic_shock < 20 && H.jitteriness < 100) //Same check as feral triggers to stop them immediately re-feralling
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xc.feral -= removed * 3 //Should calm them down quick, provided they're actually in a state to STAY calm.
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if(xc.feral <=0) //Check if they're unferalled
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xc.feral = 0
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to_chat(H, span_info("Your mind starts to clear, soothed into a state of clarity as your senses return."))
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log_and_message_admins("is no longer feral.", H)
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