captain rapier
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@@ -184,6 +184,8 @@
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if(!can_active_block())
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return BLOCK_NONE
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var/datum/block_parry_data/data = get_block_parry_data()
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if(attack_type && !(attack_type & data.can_block_attack_types))
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return BLOCK_NONE
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var/incoming_direction
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if(isnull(override_direction))
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if(istype(object, /obj/item/projectile))
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@@ -174,6 +174,8 @@
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if(stage == NOT_PARRYING)
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return BLOCK_NONE
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var/datum/block_parry_data/data = get_parry_data()
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if(attack_type && !(attack_type & data.parry_attack_types))
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return BLOCK_NONE
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var/efficiency = get_parry_efficiency(attack_type)
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switch(parrying)
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if(ITEM_PARRY)
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@@ -25,6 +25,8 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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/// See defines. Point of reference is someone facing north.
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var/can_block_directions = BLOCK_DIR_NORTH | BLOCK_DIR_NORTHEAST | BLOCK_DIR_NORTHWEST
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/// Attacks we can block
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var/can_block_attack_types = ALL
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/// Our slowdown added while blocking
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var/block_slowdown = 2
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/// Clickdelay added to user after block ends
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@@ -89,6 +91,8 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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var/parry_respect_clickdelay = TRUE
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/// Parry stamina cost
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var/parry_stamina_cost = 5
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/// Attack types we can block
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var/parry_attack_types = ALL
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/// Parry windup duration in deciseconds. 0 to this is windup, afterwards is main stage.
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var/parry_time_windup = 2
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