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Refactors and tweaks krav maga disarms (#15722)
* refactors stinky krav disarms * refactors the refactor of disarm messages maybe it shouldn't say it disarmed when it didn't for NODROP, and it should definitely not duplicate DROPDEL items... * do the same for CQC * Apply suggestions from code review Co-authored-by: dearmochi <1496804+dearmochi@users.noreply.github.com> * Update code/modules/martial_arts/krav_maga.dm * Update code/modules/martial_arts/cqc.dm Co-authored-by: dearmochi <1496804+dearmochi@users.noreply.github.com>
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@@ -76,8 +76,8 @@
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I = D.get_active_hand()
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D.visible_message("<span class='warning'>[A] strikes [D]'s jaw with their hand!</span>", \
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"<span class='userdanger'>[A] strikes your jaw, disorienting you!</span>")
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playsound(get_turf(D), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
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if(I && D.drop_item())
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playsound(get_turf(D), 'sound/weapons/cqchit1.ogg', 50, TRUE, -1)
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if(D.unEquip(I) && !(QDELETED(I) || (I.flags & ABSTRACT)))
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A.put_in_hands(I)
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D.Jitter(2)
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D.apply_damage(5, BRUTE)
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@@ -104,20 +104,13 @@
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/datum/martial_art/krav_maga/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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MARTIAL_ARTS_ACT_CHECK
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if(prob(60))
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if(D.hand)
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if(istype(D.l_hand, /obj/item))
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var/obj/item/I = D.l_hand
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if(D.drop_item())
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A.put_in_hands(I)
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else
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if(istype(D.r_hand, /obj/item))
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var/obj/item/I = D.r_hand
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if(D.drop_item())
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A.put_in_hands(I)
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var/obj/item/I = D.get_active_hand()
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if(prob(60) && D.unEquip(I))
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if(!(QDELETED(I) || (I.flags & ABSTRACT)))
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A.put_in_hands(I)
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D.visible_message("<span class='danger'>[A] has disarmed [D]!</span>", \
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"<span class='userdanger'>[A] has disarmed [D]!</span>")
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playsound(D, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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playsound(D, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
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else
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D.visible_message("<span class='danger'>[A] attempted to disarm [D]!</span>", \
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"<span class='userdanger'>[A] attempted to disarm [D]!</span>")
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