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Adjusts simple mobs
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@@ -108,6 +108,8 @@
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var/attack_sound = null // Sound to play when I attack
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var/environment_smash = 0 // How much environment damage do I do when I hit stuff?
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var/melee_miss_chance = 25 // percent chance to miss a melee attack.
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var/melee_attack_minDelay = 5 // How long between attacks at least
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var/melee_attack_maxDelay = 10 // How long between attacks at most
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//Special attacks
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var/spattack_prob = 0 // Chance of the mob doing a special attack (0 for never)
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@@ -1168,7 +1170,7 @@
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if(!Adjacent(target_mob))
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return
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if(!client)
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sleep(rand(8) + 8)
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sleep(rand(melee_attack_minDelay, melee_attack_maxDelay))
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if(isliving(target_mob))
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var/mob/living/L = target_mob
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@@ -1448,6 +1450,19 @@
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agonyDam += agony_amount * 0.5
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adjustFireLoss(agonyDam)
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/mob/living/simple_animal/emp_act(severity)
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if(!isSynthetic())
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return
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switch(severity)
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if(1)
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adjustFireLoss(rand(15, 25))
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if(2)
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adjustFireLoss(10, 18)
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if(3)
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adjustFireLoss(rand(5, 12))
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if(4)
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adjustFireLoss(rand(1, 6))
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// Force it to target something
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/mob/living/simple_animal/proc/taunt(var/mob/living/new_target, var/forced = FALSE)
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if(intelligence_level == SA_HUMANOID && !forced)
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