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Status Effects - Part 3A (v2) - Daze Refactor #5153
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In general the code changes on the surface look fine and I've not heard anything from anyone as this has been test merged but I've not personally tested aspects of this in game.
dazed = max(dazed + amount,0) | ||
return | ||
if(!(status_flags & CANDAZE)) | ||
return |
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If we're now using this as a means to set Daze to 0 such as in /datum/chem_property/positive/neuroshielding/process(mob/living/M, potency = 1, delta_time)
do we want to always perform nothing if they can't be dazed? As in can we guarantee something that has this flag will never be dazed? If not probably should return only if the amount isn't 0.
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Yeah i've thought about that, i'm not very happy about it either. Debated changing it but that's just how our old code works and i felt it was overarching to change this behavior when it's also used in GODMODE and such. Everything should go through these handlers so it should be fine...
/tg/ still has this behavior with signaling and trait cancellation aswell
Can change it though then need to change all status and GODMODE to match
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I dunno - up to you. Just wanted to bring attention to it.
Fixed spacing/spelling/var name, intended to keep S to match upstream tg style but it's no big deal |
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Code changes look fine.
About the pull request
Depends on Part 2 (#4842), reopening of #4844
Refactors daze and speech problems handling to back them by new status_effect-s and traits, fixes a few bugs, and gets rid of an unused and horrible bay12 relic horsehead with snowflake speech handling
This just generally makes it more reliable timewise and allows further interactions in the future
🆑
code: Refactored Daze to use new Status backend
fix: Dazed screen effect now applies immediately
fix: Stuttering now starts properly when dazed
del: Removed unused disabilities code
del: Removed an old, goofy and unused decade old horse mask
/:cl: