Make mindbreaking lower glimmer (#4121)
* mindwiping glimmerops (real) * less stutter * knock down and jitter * dependency cleanup
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@ -5,13 +5,10 @@ using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Content.Server.EUI;
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using Content.Server.Psionics;
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using Content.Server.Mind;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Jittering;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Random;
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using Robust.Shared.Prototypes;
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using Robust.Server.GameObjects;
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using Robust.Shared.Player;
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namespace Content.Server.Abilities.Psionics
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@ -23,6 +20,7 @@ namespace Content.Server.Abilities.Psionics
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly EuiManager _euiManager = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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[Dependency] private readonly SharedJitteringSystem _jittering = default!;
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[Dependency] private readonly GlimmerSystem _glimmerSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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@ -126,7 +124,11 @@ namespace Content.Server.Abilities.Psionics
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}
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}
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_statusEffectsSystem.TryAddStatusEffect(uid, "Stutter", TimeSpan.FromMinutes(5), false, "StutteringAccent");
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_glimmerSystem.Glimmer -= _random.Next(50, 70);
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_statusEffectsSystem.TryAddStatusEffect(uid, "Stutter", TimeSpan.FromMinutes(1), false, "StutteringAccent");
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_statusEffectsSystem.TryAddStatusEffect(uid, "KnockedDown", TimeSpan.FromSeconds(3), false, "KnockedDown");
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_jittering.DoJitter(uid, TimeSpan.FromSeconds(10), false);
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RemComp<PsionicComponent>(uid);
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}
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