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Final adjustments to icons, adds delay to pinning
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@@ -28,12 +28,14 @@
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// Knifing
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if(edge)
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for(var/obj/item/weapon/grab/G in M.grabbed_by)
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if(G.assailant == user && G.state >= GRAB_NECK)
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if(G.assailant == user && G.state >= GRAB_NECK && world.time >= (G.last_action + 20))
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//TODO: better alternative for applying damage multiple times? Nice knifing sound?
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M.apply_damage(20, BRUTE, "head", 0, sharp=sharp, edge=edge)
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M.apply_damage(20, BRUTE, "head", 0, sharp=sharp, edge=edge)
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M.apply_damage(20, BRUTE, "head", 0, sharp=sharp, edge=edge)
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M.adjustOxyLoss(60) // Brain lacks oxygen immediately, pass out
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flick(G.hud.icon_state, G.hud)
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G.last_action = world.time
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user.visible_message("<span class='danger'>[user] slit [M]'s throat open with \the [name]!</span>")
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Knifed [M.name] ([M.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
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M.attack_log += "\[[time_stamp()]\]<font color='orange'> Got knifed by [user.name] ([user.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
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