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Stunbaton delayed knockdown now respects antistuns (#21069)
* stunbaton delayed knockdown now moved into status effect * renaming proc to keep its meaning * made STATUS_EFFECT_DELAYED as status effect for any delayed logic, removed STATUS_EFFECT_BATONNED * cleanup, little bug fixing * cleanup * whoopsie * updates * signal string changed * Update code/datums/status_effects/neutral.dm Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> --------- Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
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@@ -486,6 +486,7 @@
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RestoreEars()
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heal_overall_damage(1000, 1000)
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ExtinguishMob()
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SEND_SIGNAL(src, COMSIG_LIVING_CLEAR_STUNS)
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fire_stacks = 0
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on_fire = 0
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suiciding = 0
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@@ -576,7 +576,7 @@
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C.SetStuttering(10 SECONDS)
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C.adjustStaminaLoss(60)
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baton_delayed = TRUE
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addtimer(CALLBACK(C, PROC_REF(KnockDown), 10 SECONDS), 2.5 SECONDS)
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C.apply_status_effect(STATUS_EFFECT_DELAYED, 2.5 SECONDS, CALLBACK(C, TYPE_PROC_REF(/mob/living/, KnockDown), 10 SECONDS), COMSIG_LIVING_CLEAR_STUNS)
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addtimer(VARSET_CALLBACK(src, baton_delayed, FALSE), BATON_COOLDOWN)
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add_attack_logs(src, C, "batoned")
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if(declare_arrests)
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@@ -266,7 +266,7 @@
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C.SetStuttering(10 SECONDS)
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C.adjustStaminaLoss(60)
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baton_delayed = TRUE
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addtimer(CALLBACK(C, PROC_REF(KnockDown), 10 SECONDS), 2.5 SECONDS)
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C.apply_status_effect(STATUS_EFFECT_DELAYED, 2.5 SECONDS, CALLBACK(C, TYPE_PROC_REF(/mob/living/, KnockDown), 10 SECONDS), COMSIG_LIVING_CLEAR_STUNS)
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addtimer(VARSET_CALLBACK(src, baton_delayed, FALSE), BATON_COOLDOWN)
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add_attack_logs(src, C, "batoned")
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if(declare_arrests)
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