initial commit - cross reference with 5th port - obviously has compile errors
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/*
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apply_damage(a,b,c)
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args
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a:damage - How much damage to take
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b:damage_type - What type of damage to take, brute, burn
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c:def_zone - Where to take the damage if its brute or burn
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Returns
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standard 0 if fail
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*/
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/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = 0)
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blocked = (100-blocked)/100
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if(!damage || (blocked <= 0))
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return 0
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switch(damagetype)
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if(BRUTE)
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adjustBruteLoss(damage * blocked)
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if(BURN)
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adjustFireLoss(damage * blocked)
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if(TOX)
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adjustToxLoss(damage * blocked)
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if(OXY)
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adjustOxyLoss(damage * blocked)
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if(CLONE)
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adjustCloneLoss(damage * blocked)
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if(STAMINA)
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adjustStaminaLoss(damage * blocked)
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updatehealth()
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return 1
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/mob/living/proc/apply_damages(brute = 0, burn = 0, tox = 0, oxy = 0, clone = 0, def_zone = null, blocked = 0, stamina = 0)
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if(blocked >= 100)
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return 0
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if(brute)
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apply_damage(brute, BRUTE, def_zone, blocked)
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if(burn)
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apply_damage(burn, BURN, def_zone, blocked)
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if(tox)
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apply_damage(tox, TOX, def_zone, blocked)
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if(oxy)
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apply_damage(oxy, OXY, def_zone, blocked)
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if(clone)
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apply_damage(clone, CLONE, def_zone, blocked)
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if(stamina)
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apply_damage(stamina, STAMINA, def_zone, blocked)
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return 1
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/mob/living/proc/apply_effect(effect = 0,effecttype = STUN, blocked = 0)
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blocked = (100-blocked)/100
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if(!effect || (blocked <= 0))
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return 0
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switch(effecttype)
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if(STUN)
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Stun(effect * blocked)
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if(WEAKEN)
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Weaken(effect * blocked)
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if(PARALYZE)
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Paralyse(effect * blocked)
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if(IRRADIATE)
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radiation += max(effect * blocked, 0)
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if(SLUR)
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slurring = max(slurring,(effect * blocked))
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if(STUTTER)
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if(status_flags & CANSTUN) // stun is usually associated with stutter
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stuttering = max(stuttering,(effect * blocked))
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if(EYE_BLUR)
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blur_eyes(effect * blocked)
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if(DROWSY)
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drowsyness = max(drowsyness,(effect * blocked))
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if(JITTER)
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if(status_flags & CANSTUN)
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jitteriness = max(jitteriness,(effect * blocked))
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return 1
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/mob/living/proc/apply_effects(stun = 0, weaken = 0, paralyze = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = 0, stamina = 0, jitter = 0)
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if(blocked >= 100)
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return 0
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if(stun)
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apply_effect(stun, STUN, blocked)
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if(weaken)
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apply_effect(weaken, WEAKEN, blocked)
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if(paralyze)
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apply_effect(paralyze, PARALYZE, blocked)
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if(irradiate)
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apply_effect(irradiate, IRRADIATE, blocked)
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if(slur)
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apply_effect(slur, SLUR, blocked)
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if(stutter)
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apply_effect(stutter, STUTTER, blocked)
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if(eyeblur)
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apply_effect(eyeblur, EYE_BLUR, blocked)
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if(drowsy)
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apply_effect(drowsy, DROWSY, blocked)
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if(stamina)
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apply_damage(stamina, STAMINA, null, blocked)
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if(jitter)
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apply_effect(jitter, JITTER, blocked)
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return 1
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