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Merge pull request #3539 from VampyrBytes/Bolas
Bolas now affect walking people
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@@ -72,26 +72,19 @@
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var/mob/living/M = hit_atom
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if(ishuman(M)) //if they're a human species
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var/mob/living/carbon/human/H = M
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if(H.m_intent == "run") //if they're set to run (though not necessarily running at that moment)
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if(prob(trip_prob)) //this probability is up for change and mostly a placeholder - Comic
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step(H, H.dir)
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H.visible_message("<span class='warning'>[H] was tripped by the bolas!</span>","<span class='warning'>Your legs have been tangled!</span>");
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H.Stun(2) //used instead of setting damage in vars to avoid non-human targets being affected
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H.Weaken(4)
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H.legcuffed = src //applies legcuff properties inherited through legcuffs
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src.loc = H
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H.update_inv_legcuffed()
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if(!H.legcuffed) //in case it didn't happen, we need a safety net
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throw_failed()
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else if(H.legcuffed) //if the target is already legcuffed (has to be walking)
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if(H.legcuffed) //if the target is already legcuffed (has to be walking)
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throw_failed()
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return
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else //walking, but uncuffed, or the running prob() failed
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H << "<span class='notice'>You stumble over the thrown bolas</span>"
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if(prob(trip_prob)) //this probability is up for change and mostly a placeholder - Comic
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step(H, H.dir)
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H.Stun(1)
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throw_failed()
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return
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H.visible_message("<span class='warning'>[H] was tripped by the bolas!</span>","<span class='warning'>Your legs have been tangled!</span>");
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H.Stun(2) //used instead of setting damage in vars to avoid non-human targets being affected
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H.Weaken(4)
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H.legcuffed = src //applies legcuff properties inherited through legcuffs
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src.loc = H
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H.update_inv_legcuffed()
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if(!H.legcuffed) //in case it didn't happen, we need a safety net
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throw_failed()
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else
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M.Stun(2) //minor stun damage to anything not human
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throw_failed()
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