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Unconscious and Knockdown are now status effects (#28696)
* Unconscious and Knockdown are now status effects * Fixes #28628 * fixes borgs * the terrifying second argument * Much better
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@@ -20,7 +20,7 @@
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var/egged = 0
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/obj/structure/closet/cardboard/relaymove(mob/user, direction)
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if(opened || move_delay || user.stat || user.IsStun() || user.knockdown || user.unconscious || !isturf(loc) || !has_gravity(loc))
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if(opened || move_delay || user.stat || user.IsStun() || user.IsKnockdown() || user.IsUnconscious() || !isturf(loc) || !has_gravity(loc))
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return
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move_delay = 1
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if(step(src, direction))
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@@ -198,7 +198,7 @@
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if(M.has_gravity() && M.mob_size > MOB_SIZE_SMALL && !(M.movement_type & FLYING))
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table_shatter(M)
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/obj/structure/table/glass/proc/table_shatter(mob/M)
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/obj/structure/table/glass/proc/table_shatter(mob/living/L)
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visible_message("<span class='warning'>[src] breaks!</span>",
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"<span class='danger'>You hear breaking glass.</span>")
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var/turf/T = get_turf(src)
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@@ -208,8 +208,8 @@
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AM.forceMove(T)
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debris -= AM
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if(istype(AM, /obj/item/weapon/shard))
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AM.throw_impact(M)
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M.Knockdown(100)
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AM.throw_impact(L)
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L.Knockdown(100)
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qdel(src)
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/obj/structure/table/glass/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
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@@ -451,7 +451,7 @@
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attack_hand(user)
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/obj/structure/rack/attack_hand(mob/living/user)
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if(user.knockdown || user.resting || user.lying || user.get_num_legs() < 2)
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if(user.IsKnockdown() || user.resting || user.lying || user.get_num_legs() < 2)
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src, ATTACK_EFFECT_KICK)
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@@ -463,7 +463,7 @@
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user.clean_blood()
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/obj/structure/sink/attackby(obj/item/O, mob/user, params)
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/obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
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if(busy)
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to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
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return
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