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Adds knifing, pressing eyes, jointlocking, headbutting, pushing, dancing and forcing onto the floor
fixup
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@@ -25,6 +25,21 @@
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if(!istype(M) || (can_operate(M) && do_surgery(M,user,src))) return 0
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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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//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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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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msg_admin_attack("[key_name(user)] knifed [key_name(M)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])" )
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return
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/////////////////////////
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user.lastattacked = M
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M.lastattacker = user
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