correct everything and some intention based checks
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@@ -572,6 +572,7 @@ GENETICS SCANNER
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name = "first aid analyzer"
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icon_state = "adv_spectrometer"
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desc = "A prototype MeLo-Tech medical scanner used to diagnose injuries and recommend treatment for serious wounds, but offers no further insight into the patient's health. You hope the final version is less annoying to read!"
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scanmode = SCANMODE_WOUND // Forces context to give correct tip.
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var/next_encouragement
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var/greedy
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@@ -30,24 +30,6 @@
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var/status_duration = 3 SECONDS //how long our status effects last for otherwise
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COOLDOWN_DECLARE(shove_cooldown)
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/// The context to show when the baton is active and targetting a living thing
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var/context_living_target_active = "Stun"
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/// The context to show when the baton is active and targetting a living thing in combat mode
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var/context_living_target_active_combat_mode = "Stun"
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/// The context to show when the baton is inactive and targetting a living thing
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var/context_living_target_inactive = "Prod"
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/// The context to show when the baton is inactive and targetting a living thing in combat mode
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var/context_living_target_inactive_combat_mode = "Attack"
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/// The RMB context to show when the baton is active and targetting a living thing
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var/context_living_rmb_active = "Attack"
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/// The RMB context to show when the baton is inactive and targetting a living thing
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var/context_living_rmb_inactive = "Attack"
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/obj/item/melee/baton/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Right click attack while in combat mode to knockdown, but only once per [cooldown_duration / 10] seconds.</span>"
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@@ -183,19 +165,19 @@
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context[SCREENTIP_CONTEXT_LMB] = "Attack"
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else
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if (turned_on)
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context[SCREENTIP_CONTEXT_RMB] = context_living_rmb_active
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context[SCREENTIP_CONTEXT_RMB] = "Knockdown"
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if (user.a_intent == INTENT_HARM)
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context[SCREENTIP_CONTEXT_LMB] = context_living_target_active_combat_mode
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context[SCREENTIP_CONTEXT_LMB] = "Harmful stun"
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else
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context[SCREENTIP_CONTEXT_LMB] = context_living_target_active
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context[SCREENTIP_CONTEXT_LMB] = "Stun"
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else
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context[SCREENTIP_CONTEXT_RMB] = context_living_rmb_inactive
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context[SCREENTIP_CONTEXT_RMB] = "Knockdown" // DON'T TELL EM, PRANKED.
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if (user.a_intent == INTENT_HARM)
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context[SCREENTIP_CONTEXT_LMB] = context_living_target_inactive_combat_mode
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context[SCREENTIP_CONTEXT_LMB] = "Attack" // It's fine i guess...?
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else
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context[SCREENTIP_CONTEXT_LMB] = context_living_target_inactive
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context[SCREENTIP_CONTEXT_LMB] = "Stun" // STILL DO NOT DARE TELLING THEM
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return CONTEXTUAL_SCREENTIP_SET
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@@ -37,6 +37,16 @@
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smooth = SMOOTH_TRUE
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canSmoothWith = list(/obj/structure/table, /obj/structure/table/reinforced, /obj/structure/table/greyscale)
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/obj/structure/table/Initialize(mapload)
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. = ..()
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var/static/list/barehanded_interactions = list(
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INTENT_HELP = "Slap",
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INTENT_HARM = "Slam"
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)
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AddElement(/datum/element/contextual_screentip_bare_hands, rmb_text_combat_mode = barehanded_interactions)
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/obj/structure/table/examine(mob/user)
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. = ..()
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. += deconstruction_hints(user)
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@@ -493,11 +503,11 @@
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if (!(flags_1 & NODECONSTRUCT_1))
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var/static/list/tool_behaviors = list(
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TOOL_SCREWDRIVER = list(
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SCREENTIP_CONTEXT_RMB = "Disassemble",
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SCREENTIP_CONTEXT_LMB = "Disassemble",
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),
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TOOL_WRENCH = list(
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SCREENTIP_CONTEXT_RMB = "Deconstruct",
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SCREENTIP_CONTEXT_LMB = "Deconstruct",
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),
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)
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