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Airflow now takes more air to stun you, and slamming into an object while being pushed by airflow will stun you.
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@@ -54,7 +54,7 @@ vs_control/var
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airflow_light_pressure = 30
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airflow_medium_pressure = 45
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airflow_heavy_pressure = 60
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airflow_heaviest_pressure = 100
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airflow_heaviest_pressure = 85
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airflow_damage = 0.3
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airflow_stun = 0.15
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@@ -85,7 +85,7 @@ mob/living/carbon/human/airflow_stun()
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if(shoes)
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if(shoes.flags & NOSLIP) return 0
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if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
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weakened = max(weakened,rand(1,2))
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weakened = max(weakened,rand(1,5))
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last_airflow_stun = world.time
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atom/movable/proc/check_airflow_movable(n)
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@@ -151,7 +151,7 @@ proc/Airflow(zone/A,zone/B)
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if(M.last_airflow > world.time - vsc.airflow_delay) continue
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//Check for knocking people over
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if(ismob(M) && n > vsc.airflow_medium_pressure)
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if(ismob(M) && n > vsc.airflow_heaviest_pressure)
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if(M:nodamage) continue
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M:airflow_stun()
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@@ -350,6 +350,7 @@ mob/airflow_hit(atom/A)
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for(var/mob/M in hearers(src))
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M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
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playsound(src.loc, "smash.ogg", 25, 1, -1)
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weakened = max(weakened, (A.vars["w_class"] ? A:w_class : rand(1,5))) //Heheheh
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. = ..()
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obj/airflow_hit(atom/A)
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