changes
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@@ -85,6 +85,9 @@
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if(force && damtype != STAMINA && HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
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return
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if(!UseStaminaBufferStandard(user, STAM_COST_ATTACK_MOB_MULT, null, TRUE))
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return DISCARD_LAST_ACTION
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if(!force)
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playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1)
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@@ -100,10 +103,6 @@
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log_combat(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
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add_fingerprint(user)
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var/weight = getweight(user, STAM_COST_ATTACK_MOB_MULT) //CIT CHANGE - makes attacking things cause stamina loss
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if(weight)
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user.adjustStaminaLossBuffered(weight)
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// CIT SCREENSHAKE
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if(force >= 15)
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shake_camera(user, ((force - 10) * 0.01 + 1), ((force - 10) * 0.01))
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@@ -120,28 +119,23 @@
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_OBJ, O, user) & COMPONENT_NO_ATTACK_OBJ)
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return
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if(item_flags & NOBLUDGEON)
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return
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return DISCARD_LAST_ACTION
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if(!UseStaminaBufferStandard(user, STAM_COST_ATTACK_OBJ_MULT, warn = TRUE))
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return DISCARD_LAST_ACTION
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user.do_attack_animation(O)
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O.attacked_by(src, user)
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var/weight = getweight(user, STAM_COST_ATTACK_OBJ_MULT)
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if(weight)
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user.adjustStaminaLossBuffered(weight)//CIT CHANGE - makes attacking things cause stamina loss
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/atom/movable/proc/attacked_by()
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return
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/obj/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
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var/totitemdamage = I.force * damage_multiplier
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var/bad_trait
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var/stamloss = user.getStaminaLoss()
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if(stamloss > STAMINA_NEAR_SOFTCRIT) //The more tired you are, the less damage you do.
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var/penalty = (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*STAM_CRIT_ITEM_ATTACK_PENALTY
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totitemdamage *= 1 - penalty
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if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
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if(I.used_skills && user.mind)
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if(totitemdamage)
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totitemdamage = user.mind.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_trait)
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@@ -196,19 +190,10 @@
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stam_mobility_mult = LYING_DAMAGE_PENALTY
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. *= stam_mobility_mult
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var/bad_trait
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if(!(I.item_flags & NO_COMBAT_MODE_FORCE_MODIFIER))
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if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
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if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
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. *= 0.8
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else if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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. *= 1.2
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if(!user.mind || !I.used_skills)
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return
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if(.)
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. = user.mind.item_action_skills_mod(I, ., I.skill_difficulty, SKILL_ATTACK_MOB, bad_trait)
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. = user.mind.item_action_skills_mod(I, ., I.skill_difficulty, SKILL_ATTACK_MOB)
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for(var/skill in I.used_skills)
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if(!(SKILL_TRAIN_ATTACK_MOB in I.used_skills[skill]))
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continue
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@@ -264,14 +249,16 @@
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. = (total_mass || w_class * STAM_COST_W_CLASS_MULT) * multiplier
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if(!user)
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return
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var/bad_trait
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if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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. *= STAM_COST_NO_COMBAT_MULT
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bad_trait = SKILL_COMBAT_MODE
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if(used_skills && user.mind)
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. = user.mind.item_action_skills_mod(src, ., skill_difficulty, trait, bad_trait, FALSE)
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var/total_health = user.getStaminaLoss()
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. = clamp(., 0, STAMINA_NEAR_CRIT - total_health)
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. = user.mind.item_action_skills_mod(src, ., skill_difficulty, trait, null, FALSE)
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/**
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* Uses the amount of stamina required for a standard hit
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*/
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/obj/item/proc/UseStaminaBufferStandard(mob/living/user, multiplier = 1, trait = SKILL_STAMINA_COST, warn = TRUE)
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ASSERT(user)
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var/cost = getweight(user, multiplier, trait)
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return user.UseStaminaBuffer(cost, warn)
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/// How long this staggers for. 0 and negatives supported.
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/obj/item/proc/melee_stagger_duration(force_override)
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