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Wall attacks are no longer able to be queued for massive damage. (#9273)
You could previously queue a lot of do_afters to stack damage. No longer possible. In exchange, the damage applied is less.
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@@ -181,20 +181,18 @@
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var/damage_to_deal = W.force
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var/weaken = 0
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if(reinf_material)
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weaken += reinf_material.integrity * 2.5 //Since girders don't have a secondary material, buff 'em up a bit.
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weaken += reinf_material.integrity * 3 //Since girders don't have a secondary material, buff 'em up a bit.
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weaken /= 100
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visible_message("<span class='notice'>[user] retracts their [W] and starts winding up a strike...</span>")
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var/hit_delay = W.w_class * 10 //Heavier weapons take longer to swing, yeah?
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if(do_after(user, hit_delay))
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do_attack_animation(src)
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playsound(src, 'sound/weapons/smash.ogg', 50)
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if(damage_to_deal > weaken && (damage_to_deal > MIN_DAMAGE_TO_HIT))
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damage_to_deal -= weaken
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visible_message("<span class='warning'>[user] strikes \the [src] with \the [W], [is_sharp(W) ? "slicing" : "denting"] a support rod!</span>")
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take_damage(damage_to_deal)
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else
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visible_message("<span class='warning'>[user] strikes \the [src] with \the [W], but it bounces off!</span>")
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return
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do_attack_animation(src)
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playsound(src, 'sound/weapons/smash.ogg', 50)
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if(damage_to_deal > weaken && (damage_to_deal > MIN_DAMAGE_TO_HIT))
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damage_to_deal -= weaken
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visible_message("<span class='warning'>[user] strikes \the [src] with \the [W], [is_sharp(W) ? "slicing" : "denting"] a support rod!</span>")
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take_damage(damage_to_deal)
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else
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visible_message("<span class='warning'>[user] strikes \the [src] with \the [W], but it bounces off!</span>")
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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return
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return ..()
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