fix
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@@ -17,7 +17,7 @@
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/obj/screen/action_bar/proc/update_to_mob(mob/living/L)
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return FALSE
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/datum/hud/var/obj/screen/action_bar/clickdelay
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/datum/hud/var/obj/screen/action_bar/clickdelay/clickdelay
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/obj/screen/action_bar/clickdelay
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name = "click delay"
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@@ -41,7 +41,7 @@
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icon = 'icons/effects/progessbar.dmi'
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icon_state = "prog_bar_100"
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/obj/screen/clickdelay/proc/update_to_mob(mob/living/L)
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/obj/screen/action_bar/clickdelay/proc/update_to_mob(mob/living/L)
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var/diff = L.next_resist - L.last_resist
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var/left = L.next_resist - world.time
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if(left < 0 || diff < 0)
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@@ -144,7 +144,6 @@
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id = "tased"
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alert_type = null
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var/movespeed_mod = /datum/movespeed_modifier/status_effect/tased
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var/nextmove_modifier = 1
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var/stamdmg_per_ds = 0 //a 20 duration would do 20 stamdmg, disablers do 24 or something
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var/last_tick = 0 //fastprocess processing speed is a goddamn sham, don't trust it.
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@@ -173,13 +172,9 @@
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C.adjustStaminaLoss(max(0, stamdmg_per_ds * diff)) //if you really want to try to stamcrit someone with a taser alone, you can, but it'll take time and good timing.
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last_tick = world.time
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/datum/status_effect/electrode/nextmove_modifier() //why is this a proc. its no big deal since this doesnt get called often at all but literally w h y
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return nextmove_modifier
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/datum/status_effect/electrode/no_combat_mode
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id = "tased_strong"
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movespeed_mod = /datum/movespeed_modifier/status_effect/tased/no_combat_mode
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nextmove_modifier = 2
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blocks_combatmode = TRUE
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stamdmg_per_ds = 1
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@@ -324,13 +324,10 @@
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/mob/living/carbon/resist_restraints()
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var/obj/item/I = null
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var/type = 0
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if(handcuffed)
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I = handcuffed
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type = 1
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else if(legcuffed)
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I = legcuffed
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type = 2
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if(I)
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MarkResistTime()
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cuff_resist(I)
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