Fixing merge errors.
Testmerge ready.
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@@ -46,7 +46,7 @@
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nutrition_ratio = 0.8
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else
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nutrition_ratio = 1
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if(has_trait(TRAIT_HIGH_BLOOD))
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if(HAS_TRAIT(src, TRAIT_HIGH_BLOOD))
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nutrition_ratio *= 1.2
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if(satiety > 80)
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nutrition_ratio *= 1.25
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@@ -322,7 +322,7 @@
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/mob/living/proc/ResetBloodVol()
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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if (src.has_trait(TRAIT_HIGH_BLOOD))
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if (HAS_TRAIT(src, TRAIT_HIGH_BLOOD))
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blood_ratio = 1.2
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H.handle_blood()
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return
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@@ -913,13 +913,13 @@
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return bodyparts.len > 2 && ..()
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/mob/living/carbon/proc/hypnosis_vulnerable()//unused atm, but added in case
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if(src.has_trait(TRAIT_MINDSHIELD))
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if(HAS_TRAIT(src, TRAIT_MINDSHIELD))
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return FALSE
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if(hallucinating())
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return TRUE
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if(IsSleeping())
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return TRUE
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if(src.has_trait(TRAIT_DUMB))
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if(HAS_TRAIT(src, TRAIT_DUMB))
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return TRUE
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GET_COMPONENT_FROM(mood, /datum/component/mood, src)
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if(mood)
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@@ -48,7 +48,7 @@
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to_chat(src, "<span class='notice'>Your tongue moves on it's own in response to the liquid.</span>")
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say("The pH is appropriately [round(from.pH, 1)].")
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return
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if (!has_trait(TRAIT_AGEUSIA)) //I'll let you get away with not having 1 damage.
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if (!HAS_TRAIT(src, TRAIT_AGEUSIA)) //I'll let you get away with not having 1 damage.
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switch(from.pH)
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if(11.5 to INFINITY)
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to_chat(src, "<span class='warning'>You taste a strong alkaline flavour!</span>")
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@@ -347,8 +347,6 @@
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var/list/cached_reagents = reagent_list
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var/list/cached_reactions = GLOB.chemical_reactions_list
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var/datum/cached_my_atom = my_atom
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if(reagents_holder_flags & REAGENT_NOREACT)
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return
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var/reaction_occurred = 0 // checks if reaction, binary variable
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var/continue_reacting = FALSE //Helps keep track what kind of reaction is occuring; standard or fermi.
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@@ -389,11 +389,11 @@
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/datum/reagent/drug/happiness/on_mob_add(mob/living/L)
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..()
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L.add_trait(TRAIT_FEARLESS, id)
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ADD_TRAIT(L, TRAIT_FEARLESS, id)
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SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "happiness_drug", /datum/mood_event/happiness_drug)
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/datum/reagent/drug/happiness/on_mob_delete(mob/living/L)
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L.remove_trait(TRAIT_FEARLESS, id)
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REMOVE_TRAIT(L, TRAIT_FEARLESS, id)
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SEND_SIGNAL(L, COMSIG_CLEAR_MOOD_EVENT, "happiness_drug")
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..()
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@@ -1377,10 +1377,10 @@
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/datum/reagent/medicine/psicodine/on_mob_add(mob/living/L)
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..()
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L.add_trait(TRAIT_FEARLESS, id)
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ADD_TRAIT(L, TRAIT_FEARLESS, id)
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/datum/reagent/medicine/psicodine/on_mob_delete(mob/living/L)
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L.remove_trait(TRAIT_FEARLESS, id)
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REMOVE_TRAIT(L, TRAIT_FEARLESS, id)
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..()
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/datum/reagent/medicine/psicodine/on_mob_life(mob/living/carbon/M)
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@@ -211,7 +211,7 @@
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/obj/item/reagent_containers/glass/beaker/noreact/Initialize()
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beaker_weakness_bitflag &= ~PH_WEAK
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. = ..()
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reagents.set_reacting(FALSE)
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//reagents.set_reacting(FALSE) was this removed in a recent pr?
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/obj/item/reagent_containers/glass/beaker/bluespace
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name = "bluespace beaker"
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@@ -575,7 +575,7 @@
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cooldown = COOLDOWN_MEME
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for(var/V in listeners)
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var/mob/living/carbon/human/H = V
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if(H.canbearoused && H.has_dna() && H.has_trait(TRAIT_NYMPHO)) // probably a redundant check but for good measure
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if(H.canbearoused && H.has_dna() && HAS_TRAIT(H, TRAIT_NYMPHO)) // probably a redundant check but for good measure
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H.mob_climax(forced_climax=TRUE)
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//DAB
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@@ -803,9 +803,9 @@
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continue
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if (L.lewd)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, L, "<span class='love'>[E.enthrallGender] has praised me!!</b></span>"), 5)
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if(L.has_trait(TRAIT_NYMPHO))
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if(HAS_TRAIT(L, TRAIT_NYMPHO))
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L.adjustArousalLoss(2*power_multiplier)
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if(L.has_trait(TRAIT_MASO))
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if(HAS_TRAIT(L, TRAIT_MASO))
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E.enthrallTally -= power_multiplier
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E.resistanceTally += power_multiplier
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E.cooldown += 1
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@@ -826,7 +826,7 @@
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if(L == user)
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continue
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if (L.lewd)
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if(L.has_trait(TRAIT_MASO))
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if(HAS_TRAIT(L, TRAIT_MASO))
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L.adjustArousalLoss(3*power_multiplier)
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descmessage += "And yet, it feels so good..!</span>" //I don't really understand masco, is this the right sort of thing they like?
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E.enthrallTally += power_multiplier
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@@ -848,7 +848,7 @@
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for(var/V in listeners)
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var/mob/living/carbon/C = V
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var/datum/status_effect/chem/enthrall/E = C.has_status_effect(/datum/status_effect/chem/enthrall)
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C.remove_trait(TRAIT_MUTE, "enthrall")
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REMOVE_TRAIT(C, TRAIT_MUTE, "enthrall")
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if(C.lewd)
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addtimer(CALLBACK(C, /atom/movable/proc/say, "[E.enthrallGender]"), 5)
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else
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@@ -878,7 +878,7 @@
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var/datum/status_effect/chem/enthrall/E = C.has_status_effect(/datum/status_effect/chem/enthrall)
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power_multiplier *= distancelist[get_dist(user, C)+1]
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if (E.phase == 3) //If target is fully enthralled,
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C.add_trait(TRAIT_MUTE, "enthrall")
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ADD_TRAIT(C, TRAIT_MUTE, "enthrall")
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else
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C.silent += ((10 * power_multiplier) * E.phase)
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E.cooldown += 3
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@@ -887,7 +887,7 @@
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else if((findtext(message, silence_words)))
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for(var/mob/living/carbon/C in listeners)
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var/datum/status_effect/chem/enthrall/E = C.has_status_effect(/datum/status_effect/chem/enthrall)
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C.remove_trait(TRAIT_MUTE, "enthrall")
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REMOVE_TRAIT(C, TRAIT_MUTE, "enthrall")
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E.cooldown += 3
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@@ -948,7 +948,7 @@
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var/mob/living/carbon/human/H = V
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var/datum/status_effect/chem/enthrall/E = H.has_status_effect(/datum/status_effect/chem/enthrall)
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if(E.phase > 1)
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if(H.has_trait(TRAIT_NYMPHO) && H.canbearoused) // probably a redundant check but for good measure
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if(HAS_TRAIT(H, TRAIT_NYMPHO) && H.canbearoused) // probably a redundant check but for good measure
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addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, H, "<span class='love'>Your [E.enthrallGender] pushes you over the limit, overwhelming your body with pleasure.</b></span>"), 5)
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H.mob_climax(forced_climax=TRUE)
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H.SetStun(20)
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@@ -1061,9 +1061,9 @@
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if (E.phase > 2)
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for (var/trigger in E.customTriggers)
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speaktrigger += "[trigger], "
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C.add_trait(TRAIT_DEAF, "Triggers") //So you don't trigger yourself! Actually this will trigger yourself oops.
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ADD_TRAIT(C, TRAIT_DEAF, "Triggers") //So you don't trigger yourself! Actually this will trigger yourself oops.
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addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, C, /atom/movable/proc/say, "[speaktrigger]"), 5)
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C.remove_trait(TRAIT_DEAF, "Triggers")
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REMOVE_TRAIT(C, TRAIT_DEAF, "Triggers")
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//CUSTOM TRIGGERS
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