compile
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@@ -97,7 +97,8 @@
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/datum/action/proc/IsAvailable()
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if(!owner)
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return FALSE
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if(!CHECK_ALL_MOBILITY(owner, required_mobility_flags))
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var/mob/living/L = owner
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if(istype(L) && !CHECK_ALL_MOBILITY(L, required_mobility_flags))
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return FALSE
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if(check_flags & AB_CHECK_RESTRAINED)
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if(owner.restrained())
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@@ -117,7 +117,8 @@
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if(DEAD)
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to_chat(user, "<span class='notice'>You cannot [key] while dead.</span>")
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return FALSE
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if(restraint_check && !CHECK_MOBILITY(user, MOBILITY_MOVE))
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var/mob/living/L = user
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if(restraint_check && (istype(L) && !CHECK_MOBILITY(user, MOBILITY_USE)))
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if(!intentional)
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return FALSE
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to_chat(user, "<span class='notice'>You cannot [key] while stunned.</span>")
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@@ -227,7 +227,7 @@
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H.visible_message("<span class='warning'>[H] collapses!</span>", \
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"<span class='userdanger'>Your legs give out!</span>")
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H.DefaultCombatKnockdown(80)
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if(H.staminaloss && !_REFACTORING_H.IsSleeping())
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if(H.staminaloss && !H._REFACTORING_IsSleeping())
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var/total_health = (H.health - H.staminaloss)
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if(total_health <= HEALTH_THRESHOLD_CRIT && !H.stat)
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H.visible_message("<span class='warning'>[user] delivers a heavy hit to [H]'s head, knocking [H.p_them()] out cold!</span>", \
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