mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-11 15:14:27 +01:00
Merge pull request #812 from TheDZD/punch-me-i-dare-you
Martial Arts Port from /tg/
This commit is contained in:
@@ -1,6 +1,6 @@
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/mob/living/carbon/alien/hitby(atom/movable/AM)
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..(AM, 1)
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/*Code for aliens attacking aliens. Because aliens act on a hivemind, I don't see them as very aggressive with each other.
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As such, they can either help or harm other aliens. Help works like the human help command while harm is a simple nibble.
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In all, this is a lot like the monkey code. /N
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@@ -25,23 +25,8 @@ In all, this is a lot like the monkey code. /N
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visible_message("<span class='notice'>[M.name] nuzzles [src] trying to wake it up!</span>")
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if ("grab")
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if (M == src || anchored)
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return
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if (!(status_flags & CANPUSH))
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return
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var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src )
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M.put_in_active_hand(G)
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grabbed_by += G
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G.synch()
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LAssailant = M
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
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src.grabbedby(M)
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return 1
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else
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if (health > 0)
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@@ -69,23 +54,7 @@ In all, this is a lot like the monkey code. /N
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if("help")
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help_shake_act(M)
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if("grab")
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if (M == src || anchored)
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return
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if (!(status_flags & CANPUSH))
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return
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var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src )
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M.put_in_active_hand(G)
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grabbed_by += G
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G.synch()
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LAssailant = M
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
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src.grabbedby(M)
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if ("harm", "disarm")
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return 1
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return 0
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@@ -53,6 +53,8 @@
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// log_debug("No gloves, [M] is truing to infect [src]")
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M.spread_disease_to(src, "Contact")
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var/datum/martial_art/attacker_style = M.martial_art
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switch(M.a_intent)
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if("help")
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if(health >= config.health_threshold_crit)
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@@ -81,149 +83,142 @@
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return 1
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if("grab")
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if(M == src || anchored)
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return 0
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if(w_uniform)
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w_uniform.add_fingerprint(M)
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var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src)
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if(buckled)
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M << "<span class='notice'>You cannot grab [src], \he is buckled in!</span>"
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if(!G) //the grab will delete itself in New if affecting is anchored
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return
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M.put_in_active_hand(G)
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grabbed_by += G
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G.synch()
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LAssailant = M
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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visible_message("<span class='warning'>[M] has grabbed [src] passively!</span>")
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add_logs(src, M, "grabbed", addition="passively")
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return 1
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if(attacker_style && attacker_style.grab_act(H, src))
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return 1
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else
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src.grabbedby(M)
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return 1
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if("harm")
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var/datum/unarmed_attack/attack = M.species.unarmed
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//Vampire code
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if(M.zone_sel && M.zone_sel.selecting == "head" && src != M)
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if(M.mind && M.mind.vampire && (M.mind in ticker.mode.vampires) && !M.mind.vampire.draining)
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if((head && (head.flags & HEADCOVERSMOUTH)) || (wear_mask && (wear_mask.flags & MASKCOVERSMOUTH)))
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M << "\red Remove their mask!"
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return 0
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if((M.head && (M.head.flags & HEADCOVERSMOUTH)) || (M.wear_mask && (M.wear_mask.flags & MASKCOVERSMOUTH)))
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M << "\red Remove your mask!"
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return 0
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if(mind && mind.vampire && (mind in ticker.mode.vampires))
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M << "\red Your fangs fail to pierce [src.name]'s cold flesh"
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return 0
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if(SKELETON in mutations)
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M << "\red There is no blood in a skeleton!"
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return 0
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//we're good to suck the blood, blaah
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M.handle_bloodsucking(src)
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add_logs(src, M, "vampirebit")
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message_admins("[M.name] ([M.ckey]) vampirebit [src.name] ([src.ckey])")
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return
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//end vampire codes
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M.do_attack_animation(src)
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add_logs(src, M, "[pick(attack.attack_verb)]ed")
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if(!iscarbon(M))
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LAssailant = null
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if(attacker_style && attacker_style.harm_act(H, src))
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return 1
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else
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LAssailant = M
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var/datum/unarmed_attack/attack = M.species.unarmed
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var/damage = rand(0, M.species.max_hurt_damage)//BS12 EDIT
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if(!damage)
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playsound(loc, attack.miss_sound, 25, 1, -1)
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visible_message("\red <B>[M] tried to [pick(attack.attack_verb)] [src]!</B>")
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return 0
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//Vampire code
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if(M.zone_sel && M.zone_sel.selecting == "head" && src != M)
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if(M.mind && M.mind.vampire && (M.mind in ticker.mode.vampires) && !M.mind.vampire.draining)
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if((head && (head.flags & HEADCOVERSMOUTH)) || (wear_mask && (wear_mask.flags & MASKCOVERSMOUTH)))
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M << "\red Remove their mask!"
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return 0
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if((M.head && (M.head.flags & HEADCOVERSMOUTH)) || (M.wear_mask && (M.wear_mask.flags & MASKCOVERSMOUTH)))
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M << "\red Remove your mask!"
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return 0
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if(mind && mind.vampire && (mind in ticker.mode.vampires))
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M << "\red Your fangs fail to pierce [src.name]'s cold flesh"
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return 0
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if(SKELETON in mutations)
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M << "\red There is no blood in a skeleton!"
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return 0
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//we're good to suck the blood, blaah
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M.handle_bloodsucking(src)
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add_logs(src, M, "vampirebit")
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message_admins("[M.name] ([M.ckey]) vampirebit [src.name] ([src.ckey])")
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return
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//end vampire codes
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M.do_attack_animation(src)
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add_logs(src, M, "[pick(attack.attack_verb)]ed")
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var/obj/item/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
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var/armor_block = run_armor_check(affecting, "melee")
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if(HULK in M.mutations)
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damage += 5
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Weaken(4)
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playsound(loc, attack.attack_sound, 25, 1, -1)
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visible_message("\red <B>[M] [pick(attack.attack_verb)]ed [src]!</B>")
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damage += attack.damage
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apply_damage(damage, BRUTE, affecting, armor_block, sharp=attack.sharp, edge=attack.edge) //moving this back here means Armalis are going to knock you down 70% of the time, but they're pure adminbus anyway.
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if((stat != DEAD) && damage >= 9)
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visible_message("<span class='danger'>[M] has weakened [src]!</span>", \
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"<span class='userdanger'>[M] has weakened [src]!</span>")
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apply_effect(4, WEAKEN, armor_block)
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forcesay(hit_appends)
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else if(lying)
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forcesay(hit_appends)
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if("disarm")
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add_logs(src, M, "disarmed")
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if(w_uniform)
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w_uniform.add_fingerprint(M)
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var/obj/item/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
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var/randn = rand(1, 100)
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if (randn <= 25)
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apply_effect(2, WEAKEN, run_armor_check(affecting, "melee"))
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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visible_message("\red <B>[M] has pushed [src]!</B>")
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>Pushed [src.name] ([src.ckey])</font>")
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been pushed by [M.name] ([M.ckey])</font>")
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if(!iscarbon(M))
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LAssailant = null
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else
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LAssailant = M
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log_attack("[M.name] ([M.ckey]) pushed [src.name] ([src.ckey])")
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return
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var/damage = rand(0, M.species.max_hurt_damage)//BS12 EDIT
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if(!damage)
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playsound(loc, attack.miss_sound, 25, 1, -1)
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visible_message("\red <B>[M] tried to [pick(attack.attack_verb)] [src]!</B>")
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return 0
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/* if(randn <= 45 && !lying)
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if(head)
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var/obj/item/clothing/head/H = head
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if(!istype(H) || prob(H.loose))
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if(unEquip(H))
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if(prob(60))
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step_away(H,M)
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visible_message("<span class='warning'>[M] has knocked [src]'s [H] off!</span>",
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"<span class='warning'>[M] knocked \the [H] clean off your head!</span>") */
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var/talked = 0 // BubbleWrap
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var/obj/item/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
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var/armor_block = run_armor_check(affecting, "melee")
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if(randn <= 60)
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//BubbleWrap: Disarming breaks a pull
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if(pulling)
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visible_message("\red <b>[M] has broken [src]'s grip on [pulling]!</B>")
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talked = 1
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stop_pulling()
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if(HULK in M.mutations)
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damage += 5
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Weaken(4)
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//BubbleWrap: Disarming also breaks a grab - this will also stop someone being choked, won't it?
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if(istype(l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/lgrab = l_hand
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if(lgrab.affecting)
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visible_message("\red <b>[M] has broken [src]'s grip on [lgrab.affecting]!</B>")
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playsound(loc, attack.attack_sound, 25, 1, -1)
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visible_message("\red <B>[M] [pick(attack.attack_verb)]ed [src]!</B>")
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damage += attack.damage
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apply_damage(damage, BRUTE, affecting, armor_block, sharp=attack.sharp, edge=attack.edge) //moving this back here means Armalis are going to knock you down 70% of the time, but they're pure adminbus anyway.
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if((stat != DEAD) && damage >= 9)
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visible_message("<span class='danger'>[M] has weakened [src]!</span>", \
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"<span class='userdanger'>[M] has weakened [src]!</span>")
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apply_effect(4, WEAKEN, armor_block)
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forcesay(hit_appends)
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else if(lying)
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forcesay(hit_appends)
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if("disarm")
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if(attacker_style && attacker_style.disarm_act(H, src))
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return 1
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else
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add_logs(src, M, "disarmed")
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if(w_uniform)
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w_uniform.add_fingerprint(M)
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var/obj/item/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
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var/randn = rand(1, 100)
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if (randn <= 25)
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apply_effect(2, WEAKEN, run_armor_check(affecting, "melee"))
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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visible_message("\red <B>[M] has pushed [src]!</B>")
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>Pushed [src.name] ([src.ckey])</font>")
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been pushed by [M.name] ([M.ckey])</font>")
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if(!iscarbon(M))
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LAssailant = null
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else
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LAssailant = M
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log_attack("[M.name] ([M.ckey]) pushed [src.name] ([src.ckey])")
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return
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/* if(randn <= 45 && !lying)
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if(head)
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var/obj/item/clothing/head/H = head
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if(!istype(H) || prob(H.loose))
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if(unEquip(H))
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if(prob(60))
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step_away(H,M)
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visible_message("<span class='warning'>[M] has knocked [src]'s [H] off!</span>",
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"<span class='warning'>[M] knocked \the [H] clean off your head!</span>") */
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var/talked = 0 // BubbleWrap
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if(randn <= 60)
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//BubbleWrap: Disarming breaks a pull
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if(pulling)
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visible_message("\red <b>[M] has broken [src]'s grip on [pulling]!</B>")
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talked = 1
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spawn(1)
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del(lgrab)
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if(istype(r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/rgrab = r_hand
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if(rgrab.affecting)
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visible_message("\red <b>[M] has broken [src]'s grip on [rgrab.affecting]!</B>")
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talked = 1
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spawn(1)
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del(rgrab)
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//End BubbleWrap
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stop_pulling()
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if(!talked) //BubbleWrap
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if(drop_item())
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visible_message("\red <B>[M] has disarmed [src]!</B>")
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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return
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//BubbleWrap: Disarming also breaks a grab - this will also stop someone being choked, won't it?
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if(istype(l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/lgrab = l_hand
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if(lgrab.affecting)
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visible_message("\red <b>[M] has broken [src]'s grip on [lgrab.affecting]!</B>")
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talked = 1
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spawn(1)
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del(lgrab)
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if(istype(r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/rgrab = r_hand
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if(rgrab.affecting)
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visible_message("\red <b>[M] has broken [src]'s grip on [rgrab.affecting]!</B>")
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talked = 1
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spawn(1)
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del(rgrab)
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//End BubbleWrap
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if(!talked) //BubbleWrap
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if(drop_item())
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visible_message("\red <B>[M] has disarmed [src]!</B>")
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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return
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playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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@@ -55,6 +55,8 @@
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var/speech_problem_flag = 0
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var/datum/martial_art/martial_art = null
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var/miming = null //Toggle for the mime's abilities.
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var/special_voice = "" // For changing our voice. Used by a symptom.
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var/said_last_words=0
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@@ -257,3 +257,24 @@
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IgniteMob()
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//Mobs on Fire end
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/mob/living/proc/grabbedby(mob/living/carbon/user,var/supress_message = 0)
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if(user == src || anchored)
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return 0
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if(!(status_flags & CANPUSH))
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return 0
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add_logs(user, src, "grabbed", addition="passively")
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var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(user, src)
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if(buckled)
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user << "<span class='notice'>You cannot grab [src], \he is buckled in!</span>"
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if(!G) //the grab will delete itself in New if src is anchored
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return 0
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user.put_in_active_hand(G)
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G.synch()
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LAssailant = user
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playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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if(!supress_message)
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visible_message("<span class='warning'>[user] has grabbed [src] passively!</span>")
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