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Reworks disarms into shoves, mostly from TG (#18186)
* Disarm rework * martial arts should work * farie review * bug fix + sound * fixes all the things * fixes diagonals * fixes anchoring, buckling and adds feedback messages. * fixes blockers ontop of tables * grammar + tabling fix * steel review
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@@ -230,6 +230,20 @@
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else
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return ..()
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/obj/structure/table/shove_impact(mob/living/target, mob/living/attacker)
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if(locate(/obj/structure/table) in get_turf(target))
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return FALSE
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if(flipped)
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return FALSE
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var/pass_flags_cache = target.pass_flags
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target.pass_flags |= PASSTABLE
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if(target.Move(loc))
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. = TRUE
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target.Weaken(4 SECONDS)
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add_attack_logs(attacker, target, "pushed onto [src]", ATKLOG_ALL)
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else
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. = FALSE
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target.pass_flags = pass_flags_cache
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/obj/structure/table/screwdriver_act(mob/user, obj/item/I)
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if(flags & NODECONSTRUCT)
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@@ -441,6 +455,16 @@
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L.Weaken(10 SECONDS)
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qdel(src)
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/obj/structure/table/glass/shove_impact(mob/living/target, mob/living/attacker)
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var/pass_flags_cache = target.pass_flags
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target.pass_flags |= PASSTABLE
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if(target.Move(loc)) // moving onto a table smashes it, stunning them
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. = TRUE
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add_attack_logs(attacker, target, "pushed onto [src]", ATKLOG_ALL)
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else
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. = FALSE
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target.pass_flags = pass_flags_cache
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/obj/structure/table/glass/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
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if(!(flags & NODECONSTRUCT))
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if(disassembled)
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