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Allows resisting while restrained, prevents stop-drop-and-roll while buckled.
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@@ -2,7 +2,7 @@
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/mob/living/carbon/process_resist()
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//drop && roll
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if(on_fire)
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if(on_fire && !buckled)
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fire_stacks -= 1.2
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Weaken(3)
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spin(32,2)
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@@ -574,21 +574,12 @@ default behaviour is:
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set name = "Resist"
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set category = "IC"
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if(can_resist())
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if(!(stat || next_move > world.time))
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next_move = world.time + 20
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resist_grab()
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if(!weakened && !restrained())
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if(!weakened)
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process_resist()
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/mob/living/proc/can_resist()
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//need to allow !canmove, or otherwise neck grabs can't be resisted
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//similar thing with weakened and pinning
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if(stat)
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return 0
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if(next_move > world.time)
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return 0
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return 1
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/mob/living/proc/process_resist()
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//Getting out of someone's inventory.
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if(istype(src.loc, /obj/item/weapon/holder))
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@@ -34,9 +34,6 @@
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/mob/living/captive_brain/emote(var/message)
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return
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/mob/living/captive_brain/can_resist()
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return !(stat || next_move > world.time)
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/mob/living/captive_brain/process_resist()
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//Resisting control by an alien mind.
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if(istype(src.loc,/mob/living/simple_animal/borer))
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