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Lessens Corpsman-suffering for greenshifts #577

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Dec 26, 2024
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3 changes: 2 additions & 1 deletion code/__DEFINES/chemistry.dm
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,8 @@
#define REAGENTS_OVERDOSE_CRITICAL 50
#define HIGH_REAGENTS_OVERDOSE 60
#define HIGH_REAGENTS_OVERDOSE_CRITICAL 100

#define VHIGH_REAGENTS_OVERDOSE 100
#define VHIGH_REAGENTS_OVERDOSE_CRITICAL 150

// How many units of reagent are consumed per tick, by default.
#define REAGENTS_METABOLISM AMOUNT_PER_TIME(1, 10 SECONDS)
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6 changes: 3 additions & 3 deletions code/modules/reagents/chemistry_properties/prop_neutral.dm
Original file line number Diff line number Diff line change
Expand Up @@ -162,8 +162,8 @@
mob.slurring = min(mob.slurring + POTENCY_MULTIPLIER_LOW * potency * delta_time, POTENCY_MULTIPLIER_HIGHEXTREMEINTER * potency)

/datum/chem_property/neutral/alcoholic/process_critical(mob/living/mob, potency = 1, delta_time)
mob.apply_damage(POTENCY_MULTIPLIER_LOW * potency * delta_time, TOX)
mob.apply_damage(potency * delta_time, OXY)
mob.apply_damage(POTENCY_MULTIPLIER_VVLOW * potency * delta_time, TOX)
mob.apply_damage(POTENCY_MULTIPLIER_VLOW * potency * delta_time, OXY)

mob.confused = min(mob.confused + POTENCY_MULTIPLIER_MEDIUM * potency * delta_time, POTENCY_MULTIPLIER_EXTREME * potency)
mob.dizziness = min(mob.dizziness + POTENCY_MULTIPLIER_LOW * potency * delta_time, POTENCY_MULTIPLIER_EXTREME * potency)
Expand All @@ -181,7 +181,7 @@
var/mob/living/carbon/human/human = mob
var/datum/internal_organ/liver/liver = human.internal_organs_by_name["liver"]
if(liver)
liver.take_damage(POTENCY_MULTIPLIER_LOW * potency, TRUE)
liver.take_damage(POTENCY_MULTIPLIER_VLOW * potency, TRUE)

/datum/chem_property/neutral/hallucinogenic
name = PROPERTY_HALLUCINOGENIC
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4 changes: 2 additions & 2 deletions code/modules/reagents/chemistry_reagents/alcohol.dm
Original file line number Diff line number Diff line change
Expand Up @@ -19,8 +19,8 @@
burncolor = "#6897f7"
burncolormod = 2
properties = list(PROPERTY_ALCOHOLIC = 5, PROPERTY_FUELING = 3, PROPERTY_OXIDIZING = 3, PROPERTY_FLOWING = 2)
overdose = HIGH_REAGENTS_OVERDOSE
overdose_critical = HIGH_REAGENTS_OVERDOSE_CRITICAL
overdose = VHIGH_REAGENTS_OVERDOSE //I weep for every corpsman on greenshifts
overdose_critical = VHIGH_REAGENTS_OVERDOSE_CRITICAL
///higher numbers mean the booze will have an effect faster.
var/boozepwr = 5
///If it's a normal drink, let them drink a bit before they start feeling it.
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