o boy
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@@ -87,7 +87,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/tool_behaviour = NONE
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var/toolspeed = 1
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var/block_chance = 0
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var/reach = 1 //In tiles, how far this weapon can reach; 1 for adjacent, which is default
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//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
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@@ -277,7 +277,7 @@
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return
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else
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if(cooldown_check < world.time)
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if(target.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
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if(target.run_block(src, 0, "[user]'s [name]", MELEE_ATTACK, 0, user) & BLOCK_SUCCESS)
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playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
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return
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if(ishuman(target))
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@@ -11,7 +11,7 @@
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var/charge_cost = 30
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/obj/item/borg/stun/attack(mob/living/M, mob/living/user)
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if(M.check_shields(src, 0, "[M]'s [name]", MELEE_ATTACK))
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if(M.check_shields(src, 0, "[M]'s [name]", MELEE_ATTACK, 0, user, ran_zone(user.zone_selected)) & BLOCK_SUCCESS)
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playsound(M, 'sound/weapons/genhit.ogg', 50, 1)
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return FALSE
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if(iscyborg(user))
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@@ -172,7 +172,7 @@
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return disarming || (user.a_intent != INTENT_HARM)
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user, disarming = FALSE)
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if(L.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
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if(L.run_block(src, 0, "[user]'s [name]", MELEE_ATTACK, 0, user) & BLOCK_SUCCESS) //No message; check_shields() handles that
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playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
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return FALSE
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var/stunpwr = stamforce
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@@ -1180,7 +1180,7 @@
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if(iscyborg(target))
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..()
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return
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if(target.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
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if(target.run_block(src, 0, "[user]'s [name]", MELEE_ATTACK, 0, user) & BLOCK_SUCCESS) //No message; check_shields() handles that
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playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
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return FALSE
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if(user.a_intent != INTENT_HARM)
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