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Increases time to self-extinguish (#33443)
* Increases time to self-extinguish * consistency * extinguish * enhance * review updates * linter * reee
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@@ -1119,21 +1119,18 @@ Thanks.
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var/mob/living/carbon/CM = L
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//putting out a fire
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if(CM.on_fire && CM.canmove && ((!locate(/obj/effect/fire) in loc) || !CM.handcuffed)) //No point in putting ourselves out if we'd just get set on fire again. Unless there's nothing more pressing to resist out of, in which case go nuts.
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CM.fire_stacks -= 5
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CM.Knockdown(3)
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CM.Stun(3)
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CM.Knockdown(5)
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CM.Stun(5)
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playsound(CM.loc, 'sound/effects/bodyfall.ogg', 50, 1)
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CM.visible_message("<span class='danger'>[CM] rolls on the floor, trying to put themselves out!</span>",
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"<span class='warning'>You stop, drop, and roll!</span>")
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for(var/i = 1 to rand(8,12))
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for(var/i = 1 to CM.fire_stacks + 7)
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CM.dir = turn(CM.dir, pick(-90, 90))
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sleep(2)
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if(fire_stacks <= 0)
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CM.visible_message("<span class='danger'>[CM] has successfully extinguished themselves!</span>",
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"<span class='notice'>You extinguish yourself.</span>")
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ExtinguishMob()
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sleep(1 SECONDS)
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CM.fire_stacks = 0
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CM.visible_message("<span class='danger'>[CM] has successfully extinguished themselves!</span>","<span class='notice'>You extinguish yourself.</span>")
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ExtinguishMob()
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return
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CM.resist_restraints()
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