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Related grabs fixes and tweaks (#4043)
-throwing a grab should not properly fix/delete the grab, preventing people from spamming it -you now must be at the side of your attacker when being tabbled, no more table-stun happening accross the room -moving away from a grab will now act as resisting, to avoid some odd situations such as neckgrabs teleporting people
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@@ -302,6 +302,8 @@ var/list/slot_equipment_priority = list( \
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usr.attack_log += text("\[[time_stamp()]\] <font color='red'>Has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
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msg_admin_attack("[usr.name] ([usr.ckey]) has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[usr.x];Y=[usr.y];Z=[usr.z]'>JMP</a>)",ckey=key_name(usr),ckey_target=key_name(M))
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qdel(G)
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if(!item) return //Grab processing has a chance of returning null
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@@ -16,8 +16,12 @@
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///Process_Grab()
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///Called by client/Move()
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///Checks to see if you are grabbing anything and if moving will affect your grab.
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///Checks to see if you are grabbing or being grabbed by anything and if moving will affect your grab.
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/client/proc/Process_Grab()
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if(isliving(mob)) //if we are being grabbed
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var/mob/living/L = mob
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if(!L.canmove && L.grabbed_by.len)
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L.resist() //shortcut for resisting grabs
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for(var/obj/item/weapon/grab/G in list(mob.l_hand, mob.r_hand))
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G.reset_kill_state() //no wandering across the station/asteroid while choking someone
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@@ -82,6 +82,8 @@
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if(occupied)
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user << "<span class='danger'>There's \a [occupied] in the way.</span>"
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return
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if(!user.Adjacent(M))
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return
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if (G.state < GRAB_AGGRESSIVE)
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if(user.a_intent == I_HURT)
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var/blocked = M.run_armor_check("head", "melee")
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@@ -0,0 +1,5 @@
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author: Alberyk
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delete-after: True
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changes:
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- tweak: "Trying to move, when possible, will now resist if you are grabbed."
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- tweak: "Throwing a grab will now always break the grab, do not matter the distance."
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