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Restore attack animation to slapper/parry. (#32419)
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@@ -65,7 +65,7 @@
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force = 5
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flags = DROPDEL | ABSTRACT | NODROP
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attack_verb = list("slapped", "backhanded", "smacked", "discombobulated")
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table_smacks_left = 10 //Much more smackitude
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table_smacks_left = 10 // Much more smackitude.
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/obj/item/slapper/parry/Initialize(mapload)
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS, _parry_cooldown = (4 / 3) SECONDS) //75% uptime
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@@ -86,14 +86,15 @@
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UnregisterSignal(owner, COMSIG_MOB_WEAPON_APPEARS)
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return ..()
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/obj/item/slapper/parry/attack(mob/M, mob/living/carbon/human/user)
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if(!isliving(M))
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/obj/item/slapper/parry/after_attack(atom/target, mob/user, proximity_flag, click_parameters)
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if(!isliving(target))
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return ..()
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var/mob/living/creature = M
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var/mob/living/creature = target
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SEND_SOUND(creature, sound('sound/weapons/flash_ring.ogg'))
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creature.Confused(10 SECONDS) // SMACK CAM!
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creature.EyeBlind(2 SECONDS) // OH GOD MY EARS ARE RINGING!
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creature.Deaf(4 SECONDS) // OH MY HEAD!
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return FINISH_ATTACK
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/obj/item/slapper/run_pointed_on_item(mob/pointer_mob, atom/target_atom)
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if(target_atom == src)
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