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Replaces some decisecond things with time defines in martial art code (#73191)
## About The Pull Request Replaces some decisecond things in martial art code with time defines ## Why It's Good For The Game Improves code readability ## Changelog 🆑 code: Replaces some decisecond things in martial art code with time defines /🆑
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@@ -47,8 +47,8 @@
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D.visible_message(span_danger("[A] knocks [D] out with a haymaker!"), \
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span_userdanger("You're knocked unconscious by [A]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), COMBAT_MESSAGE_RANGE, A)
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to_chat(A, span_danger("You knock [D] out with a haymaker!"))
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D.apply_effect(200,EFFECT_KNOCKDOWN,armor_block)
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D.SetSleeping(100)
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D.apply_effect(20 SECONDS,EFFECT_KNOCKDOWN,armor_block)
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D.SetSleeping(10 SECONDS)
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log_combat(A, D, "knocked out (boxing) ")
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return TRUE
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@@ -91,7 +91,7 @@
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to_chat(attacker, span_danger("You leg sweep [defender]!"))
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playsound(get_turf(attacker), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
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defender.apply_damage(5, BRUTE, BODY_ZONE_CHEST)
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defender.Knockdown(60)
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defender.Knockdown(6 SECONDS)
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log_combat(attacker, defender, "leg sweeped")
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return TRUE
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@@ -5,7 +5,7 @@
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/datum/martial_art/mushpunch/harm_act(mob/living/A, mob/living/D)
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var/atk_verb
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to_chat(A, span_spider("You begin to wind up an attack..."))
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if(!do_after(A, 25, target = D))
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if(!do_after(A, 2.5 SECONDS, target = D))
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to_chat(A, span_spider("<b>Your attack was interrupted!</b>"))
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return TRUE //martial art code was a mistake
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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@@ -17,7 +17,7 @@
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playsound(D, 'sound/effects/meteorimpact.ogg', 25, TRUE, -1)
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var/throwtarget = get_edge_target_turf(A, get_dir(A, get_step_away(D, A)))
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D.throw_at(throwtarget, 4, 2, A)//So stuff gets tossed around at the same time.
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D.Paralyze(20)
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D.Paralyze(2 SECONDS)
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if(atk_verb)
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log_combat(A, D, "[atk_verb] (Mushroom Punch)")
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return TRUE
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@@ -21,7 +21,7 @@
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atk_verb = "helped"
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if(2)
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A.emote("cry")
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A.Stun(20)
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A.Stun(2 SECONDS)
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atk_verb = "cried looking at"
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if(3)
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if(A.grab_state >= GRAB_AGGRESSIVE)
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@@ -53,8 +53,8 @@
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var/mob/living/carbon/defender = D
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if(!istype(defender.head,/obj/item/clothing/head/helmet/) && !istype(defender.head,/obj/item/clothing/head/utility/hardhat))
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defender.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5)
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A.Stun(rand(10,45))
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D.Stun(rand(5,30))
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A.Stun(rand(1 SECONDS, 4.5 SECONDS))
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D.Stun(rand(0.5 SECONDS, 3 SECONDS))
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if(5,6)
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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atk_verb = pick("kick", "hit", "slam")
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@@ -65,7 +65,7 @@
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playsound(get_turf(D), 'sound/effects/meteorimpact.ogg', 25, TRUE, -1)
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var/throwtarget = get_edge_target_turf(A, get_dir(A, get_step_away(D, A)))
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D.throw_at(throwtarget, 4, 2, A)//So stuff gets tossed around at the same time.
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D.Paralyze(60)
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D.Paralyze(6 SECONDS)
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if(7,8)
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return FALSE //Resume default behaviour
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@@ -75,7 +75,7 @@
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if(D.body_position == STANDING_UP)
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D.apply_damage(10, A.get_attack_type(), BODY_ZONE_HEAD, wound_bonus = CANT_WOUND)
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D.apply_damage(40, STAMINA, BODY_ZONE_HEAD)
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D.Knockdown(40)
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D.Knockdown(4 SECONDS)
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D.visible_message(span_warning("[A] kicks [D] in the head, sending them face first into the floor!"), \
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span_userdanger("You are kicked in the head by [A], sending you crashing to the floor!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), COMBAT_MESSAGE_RANGE, A)
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else
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@@ -204,7 +204,7 @@
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add_fingerprint(user)
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if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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to_chat(user, span_warning("You club yourself over the head with [src]."))
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user.Paralyze(60)
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user.Paralyze(6 SECONDS)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD)
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@@ -235,14 +235,14 @@
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if(prob(10))
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H.visible_message(span_warning("[H] collapses!"), \
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span_userdanger("Your legs give out!"))
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H.Paralyze(80)
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H.Paralyze(8 SECONDS)
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if(H.staminaloss && !H.IsSleeping())
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var/total_health = (H.health - H.staminaloss)
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if(total_health <= HEALTH_THRESHOLD_CRIT && !H.stat)
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H.visible_message(span_warning("[user] delivers a heavy hit to [H]'s head, knocking [H.p_them()] out cold!"), \
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span_userdanger("You're knocked unconscious by [user]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), null, user)
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to_chat(user, span_danger("You deliver a heavy hit to [H]'s head, knocking [H.p_them()] out cold!"))
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H.SetSleeping(600)
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H.SetSleeping(60 SECONDS)
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H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 150)
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else
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return ..()
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@@ -136,7 +136,7 @@ If you make a derivative work from this code, you must include this notification
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D.forceMove(A.loc)
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D.setDir(get_dir(D, A))
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D.Stun(80)
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D.Stun(8 SECONDS)
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D.visible_message(span_danger("[A] starts spinning around with [D]!"), \
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span_userdanger("You're spun around by [A]!"), span_hear("You hear aggressive shuffling!"), null, A)
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to_chat(A, span_danger("You start spinning around with [D]!"))
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@@ -299,7 +299,7 @@ If you make a derivative work from this code, you must include this notification
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playsound(A.loc, SFX_SWING_HIT, 50, TRUE)
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if (!D.stat)
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D.emote("scream")
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D.Paralyze(40)
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D.Paralyze(4 SECONDS)
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switch(rand(1,3))
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if (2)
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@@ -343,7 +343,7 @@ If you make a derivative work from this code, you must include this notification
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to_chat(A, span_danger("You headbutt [D]!"))
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D.adjustBruteLoss(rand(10,20))
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playsound(A.loc, SFX_SWING_HIT, 50, TRUE)
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D.Unconscious(20)
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D.Unconscious(2 SECONDS)
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log_combat(A, D, "headbutted")
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/datum/martial_art/wrestling/proc/kick(mob/living/A, mob/living/D)
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@@ -361,7 +361,7 @@ If you make a derivative work from this code, you must include this notification
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var/turf/T = get_edge_target_turf(A, get_dir(A, get_step_away(D, A)))
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if (T && isturf(T))
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D.Paralyze(20)
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D.Paralyze(2 SECONDS)
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D.throw_at(T, 3, 2)
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log_combat(A, D, "roundhouse-kicked")
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@@ -433,7 +433,7 @@ If you make a derivative work from this code, you must include this notification
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else
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D.adjustBruteLoss(rand(20,30))
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D.Paralyze(40)
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D.Paralyze(4 SECONDS)
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A.pixel_y = A.base_pixel_y
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@@ -458,7 +458,7 @@ If you make a derivative work from this code, you must include this notification
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D.visible_message(span_danger("[A] gets [D] in a cinch!"), \
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span_userdanger("You're put into a cinch by [A]!"), span_hear("You hear aggressive shuffling!"), COMBAT_MESSAGE_RANGE, A)
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to_chat(A, span_danger("You get [D] in a cinch!"))
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D.Stun(rand(60,100))
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D.Stun(rand(6 SECONDS, 10 SECONDS))
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log_combat(A, D, "cinched")
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return 1
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