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refactor buckling to be more generic
Buckling procs and vars have been moved down to /obj. Behaviour is mostly the same, but you can buckle cuffed people to pipes and they will automatically unbuckle if the cuffs are removed. Signed-off-by: Mloc-Argent <colmohici@gmail.com>
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@@ -8,7 +8,7 @@
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if(prob(100 * weakness))
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user << "\red You are suddenly zapped away elsewhere!"
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if (user.buckled)
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user.buckled.unbuckle()
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user.buckled.unbuckle_mob()
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var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
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sparks.set_up(3, 0, get_turf(user))
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@@ -28,7 +28,7 @@
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if(prob(100 * weakness))
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M << "\red You are displaced by a strange force!"
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if(M.buckled)
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M.buckled.unbuckle()
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M.buckled.unbuckle_mob()
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var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
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sparks.set_up(3, 0, get_turf(M))
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@@ -47,7 +47,7 @@
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if(prob(100 * weakness))
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M << "\red You are displaced by a strange force!"
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if(M.buckled)
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M.buckled.unbuckle()
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M.buckled.unbuckle_mob()
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var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
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sparks.set_up(3, 0, get_turf(M))
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