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Handcuff refactor, IV drip fix
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@@ -240,7 +240,7 @@
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new /obj/item/weapon/storage/belt/security(src)
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new /obj/item/weapon/grenade/flashbang(src)
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new /obj/item/device/flash(src)
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new /obj/item/weapon/handcuffs(src)
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new /obj/item/weapon/restraints/handcuffs(src)
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new /obj/item/weapon/melee/baton/loaded(src)
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new /obj/item/clothing/glasses/sunglasses(src)
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new /obj/item/clothing/glasses/hud/health_advanced
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@@ -1,4 +1,5 @@
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//Alium nests. Essentially beds with an unbuckle delay that only aliums can buckle mobs to.
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#define NEST_RESIST_TIME 1200
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/obj/structure/stool/bed/nest
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name = "alien nest"
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@@ -16,15 +17,20 @@
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"<span class='notice'>[user.name] pulls you free from the gelatinous resin.</span>",\
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"<span class='notice'>You hear squelching...</span>")
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buckled_mob.pixel_y = 0
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buckled_mob.old_y = 0
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unbuckle()
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else
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if(world.time <= buckled_mob.last_special+NEST_RESIST_TIME)
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return
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buckled_mob.visible_message(\
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"<span class='warning'>[buckled_mob.name] struggles to break free of the gelatinous resin...</span>",\
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"<span class='warning'>You struggle to break free from the gelatinous resin...</span>",\
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"<span class='notice'>You hear squelching...</span>")
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spawn(600)
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spawn(NEST_RESIST_TIME)
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if(user && buckled_mob && user.buckled == src)
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buckled_mob.last_special = world.time
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buckled_mob.pixel_y = 0
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buckled_mob.old_y = 0
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unbuckle()
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src.add_fingerprint(user)
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return
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@@ -70,8 +76,7 @@
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var/aforce = W.force
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health = max(0, health - aforce)
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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for(var/mob/M in viewers(src, 7))
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M.show_message("<span class='warning'>[user] hits [src] with [W]!</span>", 1)
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visible_message("<span class='warning'>[user] hits [src] with [W]!</span>", 1)
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healthcheck()
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/obj/structure/stool/bed/nest/proc/healthcheck()
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