let's finish parrying
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@@ -27,6 +27,30 @@
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var/mobility_flags = MOBILITY_FLAGS_DEFAULT
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// Combat - Blocking/Parrying system
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/// Our block_parry_data for unarmed blocks/parries. Currently only used for parrying, as unarmed block isn't implemented yet. YOU MUST RUN [get_block_parry_data(this)] INSTEAD OF DIRECTLY ACCESSING!
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var/datum/block_parry_data/block_parry_data
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// Blocking
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/// Whether or not the user is actively blocking.
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var/active_blocking = FALSE
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/// Whether or not we can actively block. Disabled by default since a lot of mobs do not support stamina damage. Imagine a dextrous guardian with a shield..
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var/active_block_enabled = FALSE
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/// Whether or not we are in the process of raising our shield/whatever.
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var/active_block_starting = FALSE
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/// The item the user is actively blocking with if any.
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var/obj/item/active_block_item
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// Parrying
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/// Whether or not the user is in the middle of an active parry. Set to [UNARMED_PARRY], [ITEM_PARRY], [MARTIAL_PARRY] if parrying.
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var/parrying = FALSE
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/// The itme the user is currently parrying with, if any.
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var/obj/item/active_parry_item
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/// world.time of parry action start
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var/parry_start_time = 0
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/// Whether or not we can unarmed parry
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var/parry_while_unarmed = FALSE
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/// Successful parries within the current parry cycle. It's a list of efficiency percentages.
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var/list/successful_parries
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var/confused = 0 //Makes the mob move in random directions.
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var/hallucination = 0 //Directly affects how long a mob will hallucinate for
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