Merge pull request #15850 from Putnam3145/bastion-bourbon-shitcode
fixes the worst use of a for loop ever
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@@ -1686,14 +1686,14 @@ All effects don't start immediately, but rather get worse over time; the rate is
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var/heal_points = 10
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if(L.health <= 0)
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heal_points = 20 //heal more if we're in softcrit
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for(var/i in 1 to min(volume, heal_points)) //only heals 1 point of damage per unit on add, for balance reasons
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L.adjustBruteLoss(-1)
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L.adjustFireLoss(-1)
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L.adjustToxLoss(-1)
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L.adjustOxyLoss(-1)
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L.adjustStaminaLoss(-1)
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heal_points = min(volume, heal_points)
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L.adjustBruteLoss(-heal_points)
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L.adjustFireLoss(-heal_points)
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L.adjustToxLoss(-heal_points)
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L.adjustOxyLoss(-heal_points)
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L.adjustStaminaLoss(-heal_points)
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L.visible_message("<span class='warning'>[L] shivers with renewed vigor!</span>", "<span class='notice'>One taste of [lowertext(name)] fills you with energy!</span>")
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if(!L.stat && heal_points == 20) //brought us out of softcrit
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if(!L.stat && L.health > 0) //brought us out of softcrit
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L.visible_message("<span class='danger'>[L] lurches to [L.p_their()] feet!</span>", "<span class='boldnotice'>Up and at 'em, kid.</span>")
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/datum/reagent/consumable/ethanol/bastion_bourbon/on_mob_life(mob/living/L)
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