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56f4960ed4
* refactor action buttons * fix cult spell charge overlay * lewc review * update for a/mhelp buttons and xenobio organs * update for minebot * properly create button each time * directly add/remove unavail overlay for reasons * lewc review
482 lines
18 KiB
Plaintext
482 lines
18 KiB
Plaintext
#define HAS_COMBOS LAZYLEN(combos)
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#define COMBO_ALIVE_TIME 5 SECONDS // How long the combo stays alive when no new attack is done
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/datum/martial_art
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var/name = "Martial Art"
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var/streak = ""
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var/temporary = FALSE
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var/owner_UID
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/// The permanent style.
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var/datum/martial_art/base = null
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/// Chance to deflect projectiles while on throw mode.
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var/deflection_chance = 0
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/// Can it reflect projectiles in a random direction?
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var/reroute_deflection = FALSE
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var/help_verb = null
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/// Set to TRUE to prevent users of this style from using guns (sleeping carp, highlander). They can still pick them up, but not fire them.
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var/no_guns = FALSE
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/// Message to tell the style user if they try and use a gun while no_guns = TRUE (DISHONORABRU!)
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var/no_guns_message = ""
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/// If the martial art has it's own explaination verb.
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var/has_explaination_verb = FALSE
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/// What combos can the user do? List of combo types.
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var/list/combos = list()
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/// What combos are currently (possibly) being performed.
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var/list/datum/martial_art/current_combos = list()
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/// Stores the timer_id for the combo timeout timer
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var/combo_timer
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/// If the user is preparing a martial arts stance.
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var/in_stance = FALSE
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/// If the martial art allows parrying.
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var/can_parry = FALSE
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/// Set to TRUE to prevent users of this style from using stun batons (and stunprods)
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var/no_baton = FALSE
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/// The priority of which martial art is picked from all the ones someone knows, the higher the number, the higher the priority.
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var/weight = 0
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/// Message displayed when someone uses a baton when its forbidden by a martial art
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var/no_baton_reason = "Your martial arts training prevents you from wielding batons."
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/// Whether or not you can grab someone while horizontal with this Martial Art
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var/can_horizontally_grab = TRUE
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/datum/martial_art/New()
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. = ..()
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reset_combos()
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/datum/martial_art/proc/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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return act(MARTIAL_COMBO_STEP_DISARM, A, D)
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/datum/martial_art/proc/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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return act(MARTIAL_COMBO_STEP_HARM, A, D)
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/datum/martial_art/proc/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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return act(MARTIAL_COMBO_STEP_GRAB, A, D)
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/datum/martial_art/proc/help_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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return act(MARTIAL_COMBO_STEP_HELP, A, D)
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/datum/martial_art/proc/can_use(mob/living/carbon/human/H)
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return !HAS_TRAIT(H, TRAIT_PACIFISM)
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/datum/martial_art/proc/act(step, mob/living/carbon/human/user, mob/living/carbon/human/target, could_start_new_combo = TRUE)
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if(!can_use(user))
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return MARTIAL_ARTS_CANNOT_USE
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if(combo_timer)
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deltimer(combo_timer)
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combo_timer = addtimer(CALLBACK(src, PROC_REF(reset_combos)), COMBO_ALIVE_TIME, TIMER_UNIQUE | TIMER_STOPPABLE)
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if(HAS_COMBOS)
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streak += intent_to_streak(step)
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var/mob/living/carbon/human/owner = locateUID(owner_UID)
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if(istype(owner) && !QDELETED(owner))
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if(owner.hud_used)
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owner.hud_used.combo_display.update_icon(ALL, streak)
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return check_combos(step, user, target, could_start_new_combo)
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return FALSE
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/datum/martial_art/proc/reset_combos(mob/living/carbon/human/H)
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current_combos.Cut()
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streak = ""
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var/mob/living/carbon/human/owner
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if(H)
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owner = H
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else
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owner = locateUID(owner_UID)
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if(istype(owner) && !QDELETED(owner))
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owner.hud_used.combo_display.update_icon(ALL, streak)
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for(var/combo_type in combos)
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current_combos.Add(new combo_type())
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/datum/martial_art/proc/check_combos(step, mob/living/carbon/human/user, mob/living/carbon/human/target, could_start_new_combo = TRUE)
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. = FALSE
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for(var/thing in current_combos)
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var/datum/martial_combo/MC = thing
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if(!MC.check_combo(step, target))
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current_combos -= MC // It failed so remove it
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else
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switch(MC.progress_combo(user, target, src))
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if(MARTIAL_COMBO_FAIL)
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current_combos -= MC
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if(MARTIAL_COMBO_DONE_NO_CLEAR)
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. = MARTIAL_ARTS_ACT_SUCCESS
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current_combos -= MC
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if(MARTIAL_COMBO_DONE)
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reset_combos()
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return MARTIAL_ARTS_ACT_SUCCESS
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if(MARTIAL_COMBO_DONE_BASIC_HIT)
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basic_hit(user, target)
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reset_combos()
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return MARTIAL_ARTS_ACT_SUCCESS
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if(MARTIAL_COMBO_DONE_CLEAR_COMBOS)
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combos.Cut()
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reset_combos()
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return MARTIAL_ARTS_ACT_SUCCESS
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if(!LAZYLEN(current_combos))
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reset_combos()
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if(HAS_COMBOS && could_start_new_combo)
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act(step, user, target, could_start_new_combo = FALSE)
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/datum/martial_art/proc/basic_hit(mob/living/carbon/human/A, mob/living/carbon/human/D)
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var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
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var/datum/unarmed_attack/attack = A.get_unarmed_attack()
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var/atk_verb = "[pick(attack.attack_verb)]"
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if(IS_HORIZONTAL(D))
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atk_verb = "kick"
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switch(atk_verb)
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if("kick")
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A.do_attack_animation(D, ATTACK_EFFECT_KICK)
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else
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A.do_attack_animation(D, attack.animation_type)
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if(!damage)
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playsound(D.loc, attack.miss_sound, 25, TRUE, -1)
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D.visible_message("<span class='warning'>[A] has attempted to [atk_verb] [D]!</span>")
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return FALSE
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var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_selected))
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var/armor_block = D.run_armor_check(affecting, MELEE)
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playsound(D.loc, attack.attack_sound, 25, TRUE, -1)
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D.visible_message("<span class='danger'>[A] has [atk_verb]ed [D]!</span>", \
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"<span class='userdanger'>[A] has [atk_verb]ed [D]!</span>")
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D.apply_damage(damage, BRUTE, affecting, armor_block)
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add_attack_logs(A, D, "Melee attacked with martial-art [src]", (damage > 0) ? null : ATKLOG_ALL)
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if((D.stat != DEAD) && damage >= A.dna.species.punchstunthreshold)
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D.visible_message("<span class='danger'>[A] has weakened [D]!!</span>", \
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"<span class='userdanger'>[A] has weakened [D]!</span>")
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D.apply_effect(8 SECONDS, WEAKEN, armor_block)
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return TRUE
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/datum/martial_art/proc/teach(mob/living/carbon/human/H, make_temporary = FALSE)
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if(!H.mind)
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return
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for(var/datum/martial_art/MA in H.mind.known_martial_arts)
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if(istype(MA, src))
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return
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if(has_explaination_verb)
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add_verb(H, /mob/living/carbon/human/proc/martial_arts_help)
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temporary = make_temporary
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owner_UID = H.UID()
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H.mind.known_martial_arts.Add(src)
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H.mind.martial_art = get_highest_weight(H)
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/datum/martial_art/proc/remove(mob/living/carbon/human/H)
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var/datum/martial_art/MA = src
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if(!H.mind)
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return
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if(H.hud_used)
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reset_combos()
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deltimer(combo_timer)
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H.mind.known_martial_arts.Remove(MA)
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H.mind.martial_art = get_highest_weight(H)
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remove_verb(H, /mob/living/carbon/human/proc/martial_arts_help)
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/// Returns the martial art with the highest weight from all the ones someone knows.
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/datum/martial_art/proc/get_highest_weight(mob/living/carbon/human/H)
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var/datum/martial_art/highest_weight = null
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for(var/datum/martial_art/MA in H.mind.known_martial_arts)
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if(!highest_weight || MA.weight > highest_weight.weight)
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highest_weight = MA
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return highest_weight
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/mob/living/carbon/human/proc/martial_arts_help()
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set name = "Show Info"
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set desc = "Gives information about the martial arts you know."
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set category = "Martial Arts"
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var/mob/living/carbon/human/H = usr
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if(istype(H))
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H.mind.martial_art.give_explaination(H)
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return
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if(isobserver(H) || iscameramob(H))
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to_chat(usr, "<span class='warning'>You shouldn't have access to this verb. Report this as a bug to the github please.</span>")
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return
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if(isanimal(H))
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to_chat(usr, "<span class='notice'>Your beastial form isn't compatible with any martial arts you know.</span>")
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return
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if(issilicon(H))
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to_chat(usr, "<span class='notice'>Your malformed steel body can barely perform basic tasks, let alone complex martial arts.</span>")
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return
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if(isalien(H))
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to_chat(usr, "<span class='notice'>The hivemind's fighting style has been blessed upon you, you have no need for this useless style.</span>")
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return
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/datum/martial_art/proc/give_explaination(user = usr)
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explaination_header(user)
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explaination_combos(user)
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explaination_footer(user)
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// Put after the header and before the footer in the explaination text
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/datum/martial_art/proc/explaination_combos(user)
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if(HAS_COMBOS)
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for(var/combo_type in combos)
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var/datum/martial_combo/MC = new combo_type()
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MC.give_explaination(user)
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// Put on top of the explaination text
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/datum/martial_art/proc/explaination_header(user)
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return
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// Put below the combos in the explaination text
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/datum/martial_art/proc/explaination_footer(user)
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return
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/datum/martial_art/proc/try_deflect(mob/user)
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return prob(deflection_chance)
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/datum/martial_art/proc/intent_to_streak(intent)
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switch(intent)
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if(MARTIAL_COMBO_STEP_HARM)
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return "E" // these hands are rated E for everyone
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if(MARTIAL_COMBO_STEP_DISARM)
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return "D"
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if(MARTIAL_COMBO_STEP_GRAB)
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return "G"
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if(MARTIAL_COMBO_STEP_HELP)
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return "H"
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/datum/action/defensive_stance
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name = "Defensive Stance - Ready yourself to be attacked, allowing you to parry incoming melee hits."
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button_icon_state = "block"
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/datum/action/defensive_stance/Trigger(left_click)
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var/mob/living/carbon/human/H = owner
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var/datum/martial_art/MA = H.mind.martial_art //This should never be available to non-martial-arts users anyway
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if(!MA.can_parry)
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to_chat(H, "<span class='warning'>You can't parry right now.</span>")
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return
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if(H.incapacitated())
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to_chat(H, "<span class='warning'>You can't defend yourself while you're incapacitated.</span>")
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return
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var/obj/item/slapper/parry/slap = new(H)
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if(H.put_in_hands(slap))
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H.visible_message("<span class='danger'>[H] assumes a defensive stance!</span>", "<b><i>You drop back into a defensive stance.</i></b>")
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else
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to_chat(H, "<span class='warning'>Your hands are full.</span>")
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/obj/item/storage/belt/champion/wrestling
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name = "Wrestling Belt"
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layer_over_suit = TRUE
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var/datum/martial_art/wrestling/style
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/obj/item/storage/belt/champion/wrestling/Initialize(mapload)
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. = ..()
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style = new()
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/obj/item/storage/belt/champion/wrestling/equipped(mob/user, slot)
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if(!ishuman(user))
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return
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if(slot == ITEM_SLOT_BELT)
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var/mob/living/carbon/human/H = user
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='warning'>In spite of the grandiosity of the belt, you don't feel like getting into any fights.</span>")
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return
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style.teach(H, TRUE)
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to_chat(user, "<span class='sciradio'>You have an urge to flex your muscles and get into a fight. You have the knowledge of a thousand wrestlers before you. You can remember more by using the verb in the martial arts tab.</span>")
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return
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/obj/item/storage/belt/champion/wrestling/dropped(mob/user)
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..()
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/H = user
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if(H.get_item_by_slot(ITEM_SLOT_BELT) == src)
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style.remove(H)
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to_chat(user, "<span class='sciradio'>You no longer have an urge to flex your muscles.</span>")
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/obj/item/plasma_fist_scroll
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name = "frayed scroll"
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desc = "An aged and frayed scrap of paper written in shifting runes. There are hand-drawn illustrations of pugilism."
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icon = 'icons/obj/wizard.dmi'
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icon_state ="scroll2"
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var/used = FALSE
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/obj/item/plasma_fist_scroll/attack_self__legacy__attackchain(mob/user as mob)
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if(!ishuman(user))
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return
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if(!used)
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var/mob/living/carbon/human/H = user
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var/datum/martial_art/plasma_fist/F = new/datum/martial_art/plasma_fist(null)
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F.teach(H)
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to_chat(H, "<span class='boldannounceic'>You have learned the ancient martial art of Plasma Fist.</span>")
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used = TRUE
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desc = "It's completely blank."
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name = "empty scroll"
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icon_state = "blankscroll"
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/obj/item/sleeping_carp_scroll
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name = "mysterious scroll"
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desc = "A scroll filled with strange markings. It seems to be drawings of some sort of martial art."
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icon = 'icons/obj/wizard.dmi'
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icon_state = "scroll2"
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/obj/item/sleeping_carp_scroll/attack_self__legacy__attackchain(mob/living/carbon/human/user as mob)
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if(!istype(user) || !user)
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return
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if(user.mind) //Prevents changelings and vampires from being able to learn it
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if(IS_CHANGELING(user) || IS_MINDFLAYER(user))
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to_chat(user, "<span class ='warning'>We try multiple times, but we are not able to comprehend the contents of the scroll!</span>")
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return
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else if(user.mind.has_antag_datum(/datum/antagonist/vampire)) //Vampires
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to_chat(user, "<span class ='warning'>Your blood lust distracts you too much to be able to concentrate on the contents of the scroll!</span>")
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return
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var/datum/martial_art/the_sleeping_carp/theSleepingCarp = new(null)
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theSleepingCarp.teach(user)
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user.drop_item()
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visible_message("<span class='warning'>[src] lights up in fire and quickly burns to ash.</span>")
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new /obj/effect/decal/cleanable/ash(get_turf(src))
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qdel(src)
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/obj/item/cqc_manual
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name = "old manual"
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desc = "A small, black manual. There are drawn instructions of tactical hand-to-hand combat."
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icon = 'icons/obj/library.dmi'
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icon_state = "cqcmanual"
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/obj/item/cqc_manual/attack_self__legacy__attackchain(mob/living/carbon/human/user)
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if(!istype(user) || !user)
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return
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if(user.mind) //Prevents changelings and vampires from being able to learn it
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if(IS_CHANGELING(user) || IS_MINDFLAYER(user))
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to_chat(user, "<span class='warning'>We try multiple times, but we simply cannot grasp the basics of CQC!</span>")
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return
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else if(user.mind.has_antag_datum(/datum/antagonist/vampire)) //Vampires
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to_chat(user, "<span class='warning'>Your blood lust distracts you from the basics of CQC!</span>")
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return
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else if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='warning'>The mere thought of combat, let alone CQC, makes your head spin!</span>")
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return
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to_chat(user, "<span class='boldannounceic'>You remember the basics of CQC.</span>")
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var/datum/martial_art/cqc/CQC = new(null)
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CQC.teach(user)
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user.drop_item()
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visible_message("<span class='warning'>[src] beeps ominously, and a moment later it bursts up in flames.</span>")
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new /obj/effect/decal/cleanable/ash(get_turf(src))
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qdel(src)
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/obj/item/bostaff
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name = "bo staff"
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desc = "A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts. Can be wielded to both kill and incapacitate."
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icon = 'icons/obj/weapons/melee.dmi'
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icon_state = "bostaff0"
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base_icon_state = "bostaff"
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lefthand_file = 'icons/mob/inhands/staves_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/staves_righthand.dmi'
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force = 10
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = ITEM_SLOT_BACK
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throwforce = 20
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attack_verb = list("smashed", "slammed", "whacked", "thwacked")
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/obj/item/bostaff/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = ALL_ATTACK_TYPES)
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AddComponent(/datum/component/two_handed, force_wielded = 24, force_unwielded = force, icon_wielded = "[base_icon_state]1")
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/obj/item/bostaff/update_icon_state()
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icon_state = "[base_icon_state]0"
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/obj/item/bostaff/attack__legacy__attackchain(mob/target, mob/living/user)
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add_fingerprint(user)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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to_chat(user, "<span class ='warning'>You club yourself over the head with [src].</span>")
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user.Weaken(6 SECONDS)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.apply_damage(2*force, BRUTE, "head")
|
|
else
|
|
user.take_organ_damage(2*force)
|
|
return
|
|
if(isrobot(target))
|
|
return ..()
|
|
if(!isliving(target))
|
|
return ..()
|
|
var/mob/living/carbon/C = target
|
|
if(C.stat)
|
|
to_chat(user, "<span class='warning'>It would be dishonorable to attack a foe while [C.p_they()] cannot retaliate.</span>")
|
|
return
|
|
if(HAS_TRAIT(user, TRAIT_PACIFISM))
|
|
to_chat(user, "<span class='warning'>You feel violence is not the answer.</span>")
|
|
return
|
|
switch(user.a_intent)
|
|
if(INTENT_DISARM)
|
|
if(!HAS_TRAIT(src, TRAIT_WIELDED))
|
|
return ..()
|
|
if(!ishuman(target))
|
|
return ..()
|
|
|
|
var/mob/living/carbon/human/H = target
|
|
var/list/fluffmessages = list("[user] clubs [H] with [src]!", \
|
|
"[user] smacks [H] with the butt of [src]!", \
|
|
"[user] broadsides [H] with [src]!", \
|
|
"[user] smashes [H]'s head with [src]!", \
|
|
"[user] beats [H] with front of [src]!", \
|
|
"[user] twirls and slams [H] with [src]!")
|
|
H.visible_message("<span class='warning'>[pick(fluffmessages)]</span>", \
|
|
"<span class='userdanger'>[pick(fluffmessages)]</span>")
|
|
playsound(get_turf(user), 'sound/effects/woodhit.ogg', 75, TRUE, -1)
|
|
H.apply_damage(rand(13,20), STAMINA)
|
|
if(prob(10))
|
|
H.visible_message("<span class='warning'>[H] collapses!</span>", \
|
|
"<span class='userdanger'>Your legs give out!</span>")
|
|
H.Weaken(8 SECONDS)
|
|
if(H.getStaminaLoss() && !H.IsSleeping())
|
|
var/total_health = (H.health - H.getStaminaLoss())
|
|
if(total_health <= HEALTH_THRESHOLD_CRIT && !H.stat)
|
|
H.visible_message("<span class='warning'>[user] delivers a heavy hit to [H]'s head, knocking [H.p_them()] out cold!</span>", \
|
|
"<span class='userdanger'>[user] knocks you unconscious!</span>")
|
|
H.SetSleeping(60 SECONDS)
|
|
H.adjustBrainLoss(25)
|
|
return
|
|
else
|
|
return ..()
|
|
|
|
/obj/item/bostaff/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
|
if(HAS_TRAIT(src, TRAIT_WIELDED))
|
|
return ..()
|
|
return FALSE
|
|
|
|
/atom/movable/screen/combo
|
|
icon_state = ""
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
screen_loc = ui_combo
|
|
layer = ABOVE_HUD_LAYER
|
|
var/streak
|
|
|
|
/atom/movable/screen/combo/proc/clear_streak()
|
|
cut_overlays()
|
|
streak = ""
|
|
icon_state = ""
|
|
|
|
/atom/movable/screen/combo/update_icon(updates, _streak)
|
|
streak = _streak
|
|
return ..()
|
|
|
|
/atom/movable/screen/combo/update_overlays()
|
|
. = list()
|
|
for(var/i in 1 to length(streak))
|
|
var/intent_text = copytext(streak, i, i + 1)
|
|
var/image/intent_icon = image(icon, src, "combo_[intent_text]")
|
|
intent_icon.pixel_x = 16 * (i - 1) - 8 * length(streak)
|
|
. += intent_icon
|
|
|
|
/atom/movable/screen/combo/update_icon_state()
|
|
icon_state = ""
|
|
if(!streak)
|
|
return
|
|
icon_state = "combo"
|
|
|
|
|
|
#undef HAS_COMBOS
|
|
#undef COMBO_ALIVE_TIME
|