mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-21 03:55:05 +01:00
tiggersgonnaeatme
This commit is contained in:
@@ -5,6 +5,22 @@
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icon_state = "sheet-hide"
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origin_tech = ""
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var/global/list/datum/stack_recipe/human_recipes = list( \
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new/datum/stack_recipe("bloated human costume", /obj/item/clothing/suit/bloated_human, 5, on_floor = 1), \
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new/datum/stack_recipe("bloated human costume head", /obj/item/clothing/head/human_head, 5, on_floor = 1), \
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)
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/obj/item/stack/sheet/animalhide/human/New(var/loc, var/amount=null)
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recipes = human_recipes
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return ..()
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/obj/item/stack/sheet/animalhide/generic
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name = "generic skin"
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desc = "A piece of generic skin."
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singular_name = "generic skin piece"
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icon_state = "sheet-hide"
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origin_tech = null
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/obj/item/stack/sheet/animalhide/corgi
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name = "corgi hide"
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desc = "The by-product of corgi farming."
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@@ -51,6 +51,7 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
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new/datum/stack_recipe("wall girders", /obj/structure/girder, 2, time = 50, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("machine frame", /obj/machinery/constructable_frame/machine_frame, 5, time = 25, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("turret frame", /obj/machinery/porta_turret_construct, 5, time = 25, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("meatspike frame", /obj/structure/kitchenspike_frame, 5, time = 25, one_per_turf = 1, on_floor = 1), \
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null, \
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new/datum/stack_recipe_list("airlock assemblies", list( \
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new/datum/stack_recipe("standard airlock assembly", /obj/structure/door_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1), \
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@@ -1,5 +1,33 @@
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//////Kitchen Spike
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/obj/structure/kitchenspike_frame
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name = "meatspike frame"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spikeframe"
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desc = "The frame of a meat spike."
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density = 1
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anchored = 0
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/obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params)
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add_fingerprint(user)
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if(istype(I, /obj/item/weapon/wrench))
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if(anchored)
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user << "<span class='notice'>You unwrench [src] from the floor.</span>"
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anchored = 0
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else
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user << "<span class='notice'>You wrench [src] into place.</span>"
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anchored = 1
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else if(istype(I, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = I
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if(R.get_amount() >= 4)
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R.use(4)
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user << "<span class='notice'>You add spikes to the frame.</span>"
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new /obj/structure/kitchenspike(src.loc,)
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add_fingerprint(user)
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qdel(src)
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/obj/structure/kitchenspike
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name = "a meat spike"
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icon = 'icons/obj/kitchen.dmi'
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@@ -7,54 +35,104 @@
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desc = "A spike for collecting meat from animals."
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density = 1
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anchored = 1
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var/meat = 0
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var/occupied
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var/meat_type
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var/victim_name = "corpse"
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buckle_lying = 0
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can_buckle = 1
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/obj/structure/kitchenspike/attackby(obj/item/weapon/grab/G as obj, mob/user as mob)
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if(istype(G, /obj/item/weapon/crowbar))
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if(!src.buckled_mob)
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playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
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if(do_after(user, 20, target = src))
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user << "<span class='notice'>You pry the spikes out of the frame.</span>"
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new /obj/item/stack/rods(loc, 4)
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new /obj/structure/kitchenspike_frame(src.loc,)
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add_fingerprint(user)
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qdel(src)
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else
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user << "<span class='notice'>You can't do that while something's on the spike!</span>"
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return
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if(!istype(G, /obj/item/weapon/grab) || !G.affecting)
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return
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if(occupied)
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if(buckled_mob)
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user << "<span class = 'danger'>The spike already has something on it, finish collecting its meat first!</span>"
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else
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if(spike(G.affecting))
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visible_message("<span class = 'danger'>[user] has forced [G.affecting] onto the spike, killing them instantly!</span>")
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qdel(G.affecting)
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qdel(G)
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else
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user << "<span class='danger'>They are too big for the spike, try something smaller!</span>"
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if(istype(G.affecting, /mob/living/))
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if(!buckled_mob)
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if(do_mob(src, src, 120))
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if(spike(G.affecting))
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qdel(G)
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user << "<span class='danger'>You can't use that on the spike!</span>"
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return
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/obj/structure/kitchenspike/proc/spike(var/mob/living/victim)
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if(!istype(victim))
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return
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if(istype(victim, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = victim
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if(!H.species.is_small)
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return 0
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meat_type = H.species.meat_type
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icon_state = "spikebloody"
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else if(istype(victim, /mob/living/carbon/alien))
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/xenomeat
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icon_state = "spikebloodygreen"
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else
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return 0
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victim_name = victim.name
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occupied = 1
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meat = 5
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if(buckled_mob) //to prevent spam/queing up attacks
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return 0
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if(victim.buckled)
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return 0
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var/mob/living/H = victim
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playsound(src.loc, "sound/effects/splat.ogg", 25, 1)
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H.visible_message("<span class='danger'>[src] slams [victim] onto the meat spike!</span>", "<span class='userdanger'>[src] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
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H.loc = src.loc
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H.emote("scream")
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if(istype(H, /mob/living/carbon/human)) //So you don't get human blood when you spike a giant spidere
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var/turf/simulated/pos = get_turf(H)
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pos.add_blood_floor(H)
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H.adjustBruteLoss(30)
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H.buckled = src
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H.dir = 2
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buckled_mob = H
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var/matrix/m180 = matrix()
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m180.Turn(180)
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animate(H, transform = m180, time = 3)
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H.pixel_y = H.get_standard_pixel_y_offset(180)
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return 1
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/obj/structure/kitchenspike/attack_hand(mob/user as mob)
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if(..() || !occupied)
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return
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meat--
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new meat_type(get_turf(src))
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if(src.meat > 1)
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user << "You remove some meat from \the [victim_name]."
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else if(src.meat == 1)
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user << "You remove the last piece of meat from \the [victim_name]!"
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icon_state = "spike"
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occupied = 0
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/obj/structure/kitchenspike/user_buckle_mob(mob/living/M, mob/living/user) //Don't want them getting put on the rack other than by spiking
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return
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/obj/structure/kitchenspike/user_unbuckle_mob(mob/living/carbon/human/user)
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if(buckled_mob && buckled_mob.buckled == src)
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var/mob/living/M = buckled_mob
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if(M != user)
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M.visible_message(\
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"[user.name] tries to pull [M.name] free of the [src]!",\
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"<span class='notice'>[user.name] is trying to pull you off of [src], opening up fresh wounds!</span>",\
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"<span class='italics'>You hear a squishy wet noise.</span>")
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if(!do_after(user, 300, target = src))
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if(M && M.buckled)
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M.visible_message(\
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"[user.name] fails to free [M.name]!",\
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"<span class='notice'>[user.name] fails to pull you off of [src].</span>")
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return
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else
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M.visible_message(\
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"<span class='warning'>[M.name] struggles to break free from the [src]!</span>",\
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"<span class='notice'>You struggle to break free from the [src], exacerbating your wounds! (Stay still for two minutes.)</span>",\
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"<span class='italics'>You hear a wet squishing noise..</span>")
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M.adjustBruteLoss(30)
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if(!do_after(M, 1200, target = src))
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if(M && M.buckled)
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M << "<span class='warning'>You fail to free yourself!</span>"
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return
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if(!M.buckled)
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return
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var/matrix/m180 = matrix(M.transform)
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m180.Turn(180)
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animate(M, transform = m180, time = 3)
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M.pixel_y = M.get_standard_pixel_y_offset(180)
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M.adjustBruteLoss(30)
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src.visible_message(text("<span class='danger'>[M] falls free of the [src]!</span>"))
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unbuckle_mob()
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M.emote("scream")
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M.AdjustWeakened(10)
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