mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-22 19:47:47 +01:00
@@ -2,6 +2,8 @@
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var/tally = 0
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var/item_tally = 0
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if(species.slowdown)
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tally = species.slowdown
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@@ -33,7 +35,7 @@
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tally += 1.5
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else
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if(shoes)
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tally += shoes.slowdown
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item_tally += shoes.slowdown
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for(var/organ_name in list(BP_L_LEG, BP_R_LEG, BP_L_FOOT, BP_R_FOOT))
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var/obj/item/organ/external/E = get_organ(organ_name)
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@@ -50,36 +52,40 @@
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if(FAT in src.mutations)
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tally += 1.5
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if (bodytemperature < 283.222)
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tally += (283.222 - bodytemperature) / 10 * 1.75
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if (bodytemperature < species.cold_level_1)
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tally += (species.cold_level_1 - bodytemperature) / 10 * 1.75
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tally += max(2 * stance_damage, 0) //damaged/missing feet or legs is slow
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if(mRun in mutations)
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tally = 0
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if(species.slowdown_fixed)
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return (tally+config.human_delay)
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// Loop through some slots, and add up their slowdowns. Shoes are handled below, unfortunately.
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// Includes slots which can provide armor, the back slot, and suit storage.
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for(var/obj/item/I in list(wear_suit, w_uniform, back, gloves, head, s_store) )
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tally += I.slowdown
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for(var/obj/item/I in list(wear_suit, w_uniform, back, gloves, head, s_store))
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item_tally += I.slowdown
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// Hands are also included, to make the 'take off your armor instantly and carry it with you to go faster' trick no longer viable.
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// This is done seperately to disallow negative numbers.
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for(var/obj/item/I in list(r_hand, l_hand) )
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tally += max(I.slowdown, 0)
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item_tally += max(I.slowdown, 0)
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// Dragging heavy objects will also slow you down, similar to above.
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if(pulling && istype(pulling, /obj/item))
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var/obj/item/pulled = pulling
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tally += max(pulled.slowdown, 0)
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item_tally += max(pulled.slowdown, 0)
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var/turf/T = get_turf(src)
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if(T && T.movement_cost)
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tally += T.movement_cost
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if(species.item_slowdown_halved)
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if(item_tally > 0)
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item_tally *= 0.5
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tally += item_tally
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if(CE_SPEEDBOOST in chem_effects)
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if (tally >= 0) // cut any penalties in half
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tally = tally/2
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@@ -133,7 +133,7 @@
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var/appearance_flags = 0 // Appearance/display related features.
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var/spawn_flags = 0 // Flags that specify who can spawn as this species
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var/slowdown = 0 // Passive movement speed malus (or boost, if negative)
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var/slowdown_fixed = 0 // If this is on, they're not affected by object related slowdown (positive or negative)
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var/item_slowdown_halved = 0 // If this is on, they're not as affected by item weights for slowdown
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var/primitive_form // Lesser form, if any (ie. monkey for humans)
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var/greater_form // Greater form, if any, ie. human for monkeys.
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var/holder_type
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