Finishing touches, fixes icons
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@@ -190,7 +190,6 @@
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target.Knockdown(30)
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if(ishuman(target) && iscarbon(user))
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target.grabbedby(user)
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target.grippedby(user, instant = TRUE)
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if(5 to INFINITY) // absolutely BODIED
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user.visible_message("<span class='warning'>[user] lands a monster tackle on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", "<span class='userdanger'>You land a monster tackle on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", target)
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@@ -20,7 +20,7 @@
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UnregisterSignal(owner, COMSIG_CARBON_TACKLED)
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/datum/action/bloodsucker/lunge/ActivatePower()
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var/mob/living/user = owner
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var/mob/living/carbon/user = owner
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var/datum/antagonist/bloodsucker/B = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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var/datum/component/tackler/T = user.LoadComponent(/datum/component/tackler)
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T.stamina_cost = 50
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@@ -30,14 +30,16 @@
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T.skill_mod = 5
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T.min_distance = 2
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active = TRUE
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RegisterSignal(user, COMSIG_CARBON_TACKLED, .proc/DeactivatePower)
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user.toggle_throw_mode()
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RegisterSignal(user, COMSIG_CARBON_TACKLED, .proc/DelayedDeactivatePower)
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while(B && ContinueActive(user))
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B.AddBloodVolume(-0.1)
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sleep(5)
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/*/datum/action/bloodsucker/lunge/proc/Delayed_DeactivatePower()
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//Without this, the leap component would get removed too early, causing the normal crash into effects.
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/datum/action/bloodsucker/lunge/proc/DelayedDeactivatePower()
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addtimer(CALLBACK(src, .proc/DeactivatePower), 1 SECONDS, TIMER_UNIQUE)
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*/
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/datum/action/bloodsucker/lunge/DeactivatePower(mob/living/user = owner)
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. = ..()
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qdel(user.GetComponent(/datum/component/tackler))
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@@ -21,7 +21,7 @@
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/// See: [/datum/component/tackler/var/speed]
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var/tackle_speed = 1
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/// See: [/datum/component/tackler/var/skill_mod]
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var/skill_mod = 0
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var/skill_mod = 1
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/obj/item/clothing/gloves/tackler/equipped(mob/user, slot)
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. = ..()
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@@ -61,7 +61,7 @@
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tackle_stam_cost = 35
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base_knockdown = 1.5 SECONDS
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tackle_range = 5
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skill_mod = 2
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skill_mod = 3
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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