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https://github.com/ParadiseSS13/Paradise.git
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tweak
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@@ -25,6 +25,7 @@
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var/blade_status = GUILLOTINE_BLADE_RAISED
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var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP // How sharp the blade is
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var/kill_count = 0
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var/force_clap = FALSE //You WILL clap if I want you to
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var/current_action = 0 // What's currently happening to the guillotine
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/obj/structure/guillotine/examine(mob/user)
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@@ -65,7 +66,7 @@
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if(GUILLOTINE_BLADE_DROPPED)
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_raise"
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addtimer(src, "raise_blade", GUILLOTINE_ANIMATION_LENGTH)
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addtimer(CALLBACK(src, .proc/raise_blade), GUILLOTINE_ANIMATION_LENGTH)
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return
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if(GUILLOTINE_BLADE_RAISED)
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if(has_buckled_mobs())
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@@ -79,7 +80,7 @@
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_drop"
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playsound(src, 'sound/items/unsheath.ogg', 100, 1)
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addtimer(src, "drop_blade", GUILLOTINE_ANIMATION_LENGTH - 2, FALSE, user) // Minus two so we play the sound and decap faster
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addtimer(CALLBACK(src, .proc/drop_blade, user), GUILLOTINE_ANIMATION_LENGTH - 2) // Minus two so we play the sound and decap faster
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else
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current_action = 0
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else
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@@ -88,7 +89,7 @@
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_drop"
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playsound(src, 'sound/items/unsheath.ogg', 100, 1)
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addtimer(src, "drop_blade", GUILLOTINE_ANIMATION_LENGTH)
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addtimer(CALLBACK(src, .proc/drop_blade), GUILLOTINE_ANIMATION_LENGTH)
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/obj/structure/guillotine/proc/raise_blade()
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blade_status = GUILLOTINE_BLADE_RAISED
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@@ -129,12 +130,13 @@
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overlays.Cut()
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overlays += mutable_appearance(icon, blood_overlay)
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// The crowd is pleased
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// The delay is to make large crowds have a longer lasting applause
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var/delay_offset = 0
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for(var/mob/living/carbon/human/HM in viewers(src, 7))
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addtimer(HM, "emote", delay_offset * 0.3, FALSE, "clap")
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delay_offset++
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if(force_clap)
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// The crowd is pleased
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// The delay is to make large crowds have a longer lasting applause
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var/delay_offset = 0
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for(var/mob/living/carbon/human/HM in viewers(src, 7))
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addtimer(CALLBACK(HM, /mob/.proc/emote, "clap"), delay_offset * 0.3)
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delay_offset++
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else
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H.apply_damage(15 * blade_sharpness, BRUTE, head)
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add_attack_logs(user, H, "non-fatally dropped the blade on with [src]")
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