mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-26 14:47:50 +01:00
Updates grabs
Replaces broken client/Process_Grab(), makes resisting neck grabs actually work. Fixes the grabbed_by list filling up with null entries when a grab is broken. Aggressive grabs now prevent movement, can still be quickly broken using resist or disarm. Neck grabs are easier to resist if the grabber has moved recently. Some minor cleanup.
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@@ -209,7 +209,7 @@
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w_uniform.add_fingerprint(M)
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var/datum/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
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if (istype(r_hand,/obj/item/weapon/gun) || istype(l_hand,/obj/item/weapon/gun))
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if(istype(r_hand,/obj/item/weapon/gun) || istype(l_hand,/obj/item/weapon/gun))
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var/obj/item/weapon/gun/W = null
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var/chance = 0
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@@ -231,9 +231,13 @@
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var/randn = rand(1, 100)
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if(!(species.flags & NO_SLIP) && randn <= 25)
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apply_effect(3, WEAKEN, run_armor_check(affecting, "melee"))
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var/armor_check = run_armor_check(affecting, "melee")
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apply_effect(3, WEAKEN, armor_check)
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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visible_message("\red <B>[M] has pushed [src]!</B>")
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if(armor_check < 2)
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visible_message("<span class='danger'>[M] has pushed [src]!</span>")
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else
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visible_message("<span class='warning'>[M] attempted to push [src]!</span>")
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return
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var/talked = 0 // BubbleWrap
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@@ -514,7 +514,7 @@
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return
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//resisting grabs (as if it helps anyone...)
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if ((!( L.stat ) && L.canmove && !( L.restrained() )))
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if ((!( L.stat ) && !( L.restrained() )))
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var/resisting = 0
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for(var/obj/O in L.requests)
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L.requests.Remove(O)
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@@ -522,23 +522,20 @@
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resisting++
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for(var/obj/item/weapon/grab/G in usr.grabbed_by)
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resisting++
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if (G.state == 1)
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del(G)
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else
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if (G.state == 2)
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if (prob(25))
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for(var/mob/O in viewers(L, null))
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O.show_message(text("\red [] has broken free of []'s grip!", L, G.assailant), 1)
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switch(G.state)
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if(GRAB_PASSIVE)
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del(G)
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if(GRAB_AGGRESSIVE)
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if(prob(60)) //same chance of breaking the grab as disarm
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L.visible_message("<span class='warning'>[L] has broken free of [G.assailant]'s grip!</span>")
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del(G)
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if(GRAB_NECK)
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//If the you move when grabbing someone then it's easier for them to break free. Same if the affected mob is immune to stun.
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if (((world.time - G.assailant.l_move_time < 20 || !L.stunned) && prob(15)) || prob(3))
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L.visible_message("<span class='warning'>[L] has broken free of [G.assailant]'s headlock!</span>")
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del(G)
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else
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if (G.state == 3)
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if (prob(5))
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for(var/mob/O in viewers(usr, null))
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O.show_message(text("\red [] has broken free of []'s headlock!", L, G.assailant), 1)
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del(G)
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if(resisting)
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for(var/mob/O in viewers(usr, null))
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O.show_message(text("\red <B>[] resists!</B>", L), 1)
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L.visible_message("<span class='danger'>[L] resists!</span>")
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//unbuckling yourself
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@@ -868,7 +868,7 @@ note dizziness decrements automatically in the mob's Life() proc.
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else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
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lying = 1
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canmove = 0
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else if( stunned )
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else if(stunned)
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canmove = 0
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else if(captured)
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anchored = 1
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@@ -885,6 +885,11 @@ note dizziness decrements automatically in the mob's Life() proc.
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else
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density = 1
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for(var/obj/item/weapon/grab/G in grabbed_by)
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if(G.state >= GRAB_AGGRESSIVE)
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canmove = 0
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break
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//Temporarily moved here from the various life() procs
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//I'm fixing stuff incrementally so this will likely find a better home.
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//It just makes sense for now. ~Carn
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@@ -35,6 +35,10 @@
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hud.name = "reinforce grab"
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hud.master = src
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/obj/item/weapon/grab/Del()
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//make sure the grabbed_by list doesn't fill up with nulls
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if(affecting) affecting.grabbed_by -= src
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..()
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//Used by throw code to hand over the mob, instead of throwing the grab. The grab is then deleted by the throw code.
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/obj/item/weapon/grab/proc/throw()
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@@ -67,6 +71,7 @@
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if(state <= GRAB_AGGRESSIVE)
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allow_upgrade = 1
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//disallow upgrading if we're grabbing more than one person
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if((assailant.l_hand && assailant.l_hand != src && istype(assailant.l_hand, /obj/item/weapon/grab)))
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var/obj/item/weapon/grab/G = assailant.l_hand
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if(G.affecting != affecting)
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@@ -76,31 +81,29 @@
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if(G.affecting != affecting)
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allow_upgrade = 0
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if(state == GRAB_AGGRESSIVE)
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var/h = affecting.hand
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affecting.hand = 0
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affecting.drop_item()
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affecting.hand = 1
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affecting.drop_item()
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affecting.hand = h
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affecting.drop_l_hand()
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affecting.drop_r_hand()
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//disallow upgrading past aggressive if we're being grabbed aggressively
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for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
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if(G == src) continue
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if(G.state == GRAB_AGGRESSIVE)
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if(G.state >= GRAB_AGGRESSIVE)
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allow_upgrade = 0
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if(allow_upgrade)
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hud.icon_state = "reinforce"
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else
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hud.icon_state = "!reinforce"
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else
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if(!affecting.buckled)
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affecting.loc = assailant.loc
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else if(!affecting.buckled)
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affecting.loc = assailant.loc
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if(state >= GRAB_NECK)
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affecting.Stun(5) //It will hamper your voice, being choked and all.
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affecting.Stun(1)
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if(isliving(affecting))
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var/mob/living/L = affecting
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L.adjustOxyLoss(1)
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if(state >= GRAB_KILL)
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//affecting.apply_effect(STUTTER, 5) //would do this, but affecting isn't declared as mob/living for some stupid reason.
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affecting.stuttering = max(affecting.stuttering, 5) //It will hamper your voice, being choked and all.
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affecting.Weaken(5) //Should keep you down unless you get help.
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affecting.losebreath = min(affecting.losebreath + 2, 3)
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@@ -126,48 +129,46 @@
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assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
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state = GRAB_AGGRESSIVE
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icon_state = "grabbed1"
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else
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if(state < GRAB_NECK)
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if(isslime(affecting))
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assailant << "<span class='notice'>You squeeze [affecting], but nothing interesting happens.</span>"
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else if(state < GRAB_NECK)
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if(isslime(affecting))
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assailant << "<span class='notice'>You squeeze [affecting], but nothing interesting happens.</span>"
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return
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assailant.visible_message("<span class='warning'>[assailant] has reinforced \his grip on [affecting] (now neck)!</span>")
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state = GRAB_NECK
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icon_state = "grabbed+1"
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if(!affecting.buckled)
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affecting.loc = assailant.loc
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affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
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assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>"
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msg_admin_attack("[key_name(assailant)] grabbed the neck of [key_name(affecting)]")
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hud.icon_state = "disarm/kill"
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hud.name = "disarm/kill"
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else if(state < GRAB_UPGRADING)
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assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
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hud.icon_state = "disarm/kill1"
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state = GRAB_UPGRADING
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if(do_after(assailant, UPGRADE_KILL_TIMER))
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if(state == GRAB_KILL)
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return
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if(!affecting)
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del(src)
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return
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if(!assailant.canmove || assailant.lying)
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del(src)
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return
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state = GRAB_KILL
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assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
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affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
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assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
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msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
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assailant.visible_message("<span class='warning'>[assailant] has reinforced \his grip on [affecting] (now neck)!</span>")
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state = GRAB_NECK
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icon_state = "grabbed+1"
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if(!affecting.buckled)
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affecting.loc = assailant.loc
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affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
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assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>"
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msg_admin_attack("[key_name(assailant)] grabbed the neck of [key_name(affecting)]")
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hud.icon_state = "disarm/kill"
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hud.name = "disarm/kill"
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assailant.next_move = world.time + 10
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affecting.losebreath += 1
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else
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if(state < GRAB_UPGRADING)
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assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
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hud.icon_state = "disarm/kill1"
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state = GRAB_UPGRADING
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if(do_after(assailant, UPGRADE_KILL_TIMER))
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if(state == GRAB_KILL)
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return
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if(!affecting)
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del(src)
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return
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if(!assailant.canmove || assailant.lying)
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del(src)
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return
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state = GRAB_KILL
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assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
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affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
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assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
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msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
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assailant.next_move = world.time + 10
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affecting.losebreath += 1
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else
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assailant.visible_message("<span class='warning'>[assailant] was unable to tighten \his grip on [affecting]'s neck!</span>")
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hud.icon_state = "disarm/kill"
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state = GRAB_NECK
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assailant.visible_message("<span class='warning'>[assailant] was unable to tighten \his grip on [affecting]'s neck!</span>")
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hud.icon_state = "disarm/kill"
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state = GRAB_NECK
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//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
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@@ -351,30 +351,13 @@
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///Process_Grab()
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///Called by client/Move()
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///Checks to see if you are being grabbed and if so attemps to break it
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///Checks to see if you are grabbing anything and if moving will affect your grab.
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/client/proc/Process_Grab()
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if(locate(/obj/item/weapon/grab, locate(/obj/item/weapon/grab, mob.grabbed_by.len)))
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var/list/grabbing = list()
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if(istype(mob.l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = mob.l_hand
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grabbing += G.affecting
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if(istype(mob.r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = mob.r_hand
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grabbing += G.affecting
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for(var/obj/item/weapon/grab/G in mob.grabbed_by)
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if((G.state == 1)&&(!grabbing.Find(G.assailant))) del(G)
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if(G.state == 2)
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move_delay = world.time + 10
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if(!prob(25)) return 1
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mob.visible_message("\red [mob] has broken free of [G.assailant]'s grip!")
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del(G)
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if(G.state == 3)
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move_delay = world.time + 10
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if(!prob(5)) return 1
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mob.visible_message("\red [mob] has broken free of [G.assailant]'s headlock!")
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del(G)
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return 0
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for(var/obj/item/weapon/grab/G in list(mob.l_hand, mob.r_hand))
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if(G.state == GRAB_KILL) //no wandering across the station/asteroid while choking someone
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mob.visible_message("<span class='warning'>[mob] lost \his tight grip on [G.affecting]'s neck!</span>")
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G.hud.icon_state = "disarm/kill"
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G.state = GRAB_NECK
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///Process_Incorpmove
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///Called by client/Move()
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