agony
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@@ -66,12 +66,17 @@
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//slowdown when in softcrit
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#define SOFTCRIT_ADD_SLOWDOWN 6
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//Attack types for checking shields/hit reactions
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#define MELEE_ATTACK 1
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#define UNARMED_ATTACK 2
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#define PROJECTILE_ATTACK 3
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#define THROWN_PROJECTILE_ATTACK 4
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#define LEAP_ATTACK 5
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/// Attack types for check_block()/run_block(). Flags, combinable.
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/// Attack was melee, whether or not armed.
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#define ATTACK_TYPE_MELEE (1<<0)
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/// Attack was with a gun or something that should count as a gun (but not if a gun shouldn't count for a gun, crazy right?)
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#define ATTACK_TYPE_PROJECTILE (1<<1)
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/// Attack was unarmed.. this usually means hand to hand combat.
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#define ATTACK_TYPE_UNARMED (1<<2)
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/// Attack was a thrown atom hitting the victim.
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#define ATTACK_TYPE_THROWN (1<<3)
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/// Attack was a bodyslam/leap/tackle. See: Xenomorph leap tackles.
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#define ATTACK_TYPE_TACKLE (1<<4)
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//attack visual effects
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#define ATTACK_EFFECT_PUNCH "punch"
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@@ -203,3 +208,24 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
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#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
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/// Bitflags for check_block() and handle_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
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/// Attack was not blocked
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#define BLOCK_NONE NONE
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/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
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#define BLOCK_SUCCESS (1<<1)
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/// The below are for "metadata" on "how" the attack was blocked.
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/// Attack was and should be reflected (NOTE: the SHOULD here is important, as it says "the thing blocking isn't handling the reflecting for you so do it yourself"!)
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#define BLOCK_SHOULD_REFLECT (1<<2)
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/// Attack was manually redirected (including reflected) by any means by the defender. For when YOU are handling the reflection, rather than the thing hitting you. (see sleeping carp)
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#define BLOCK_REDIRECTED (1<<3)
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/// Attack was blocked by something like a shield.
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#define BLOCK_PHYSICAL_EXTERNAL (1<<4)
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/// Attack was blocked by something worn on you.
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#define BLOCK_PHYSICAL_INTERNAL (1<<5)
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/// Attack should pass through. Like SHOULD_REFLECT but for.. well, passing through harmlessly.
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#define BLOCK_SHOULD_PASSTHROUGH (1<<6)
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/// Attack outright missed because the target dodged. Should usually be combined with SHOULD_PASSTHROUGH or something (see martial arts)
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#define BLOCK_TARGET_DODGED (1<<7)
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