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Airflow runtime/bugfix.
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+5
-5
@@ -54,12 +54,12 @@ vs_control/var
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airflow_light_pressure = 30
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airflow_medium_pressure = 45
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airflow_heavy_pressure = 60
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airflow_heaviest_pressure = 85
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airflow_heaviest_pressure = 90
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airflow_damage = 0.3
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airflow_stun = 0.15
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airflow_speed_decay = 1
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airflow_delay = 35 //Time in deciseconds before they can be moved by airflow again.
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airflow_delay = 25 //Time in deciseconds before they can be moved by airflow again.
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airflow_mob_slowdown = 3 //Time in tenths of a second to add as a delay to each movement by a mob.\
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Only active if they are fighting the pull of the airflow.
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airflow_stun_cooldown = 10 //How long, in tenths of a second, to wait before stunning them again.
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@@ -350,7 +350,7 @@ mob/airflow_hit(atom/A)
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for(var/mob/M in hearers(src))
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M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
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playsound(src.loc, "smash.ogg", 25, 1, -1)
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weakened = max(weakened, (A.vars["w_class"] ? A:w_class : rand(1,5))) //Heheheh
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weakened = max(weakened, (A.vars.Find("w_class") ? A:w_class : rand(1,5))) //Heheheh
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. = ..()
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obj/airflow_hit(atom/A)
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@@ -364,8 +364,8 @@ obj/item/airflow_hit(atom/A)
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airflow_dest = null
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mob/living/carbon/human/airflow_hit(atom/A)
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for(var/mob/M in hearers(src))
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M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
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// for(var/mob/M in hearers(src))
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// M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
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playsound(src.loc, "punch", 25, 1, -1)
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loc:add_blood(src)
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if (src.wear_suit)
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