procs
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@@ -64,7 +64,7 @@
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if (GUILLOTINE_BLADE_DROPPED)
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_raise"
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addtimer(CALLBACK(src, .proc/raise_blade), GUILLOTINE_ANIMATION_LENGTH)
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addtimer(CALLBACK(src, PROC_REF(raise_blade)), GUILLOTINE_ANIMATION_LENGTH)
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return
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if (GUILLOTINE_BLADE_RAISED)
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if (LAZYLEN(buckled_mobs))
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@@ -77,7 +77,7 @@
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current_action = 0
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_drop"
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addtimer(CALLBACK(src, .proc/drop_blade, user), GUILLOTINE_ANIMATION_LENGTH - 2) // Minus two so we play the sound and decap faster
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addtimer(CALLBACK(src, PROC_REF(drop_blade), user), GUILLOTINE_ANIMATION_LENGTH - 2) // Minus two so we play the sound and decap faster
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else
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current_action = 0
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else
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@@ -90,7 +90,7 @@
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else
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_drop"
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addtimer(CALLBACK(src, .proc/drop_blade), GUILLOTINE_ANIMATION_LENGTH)
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addtimer(CALLBACK(src, PROC_REF(drop_blade)), GUILLOTINE_ANIMATION_LENGTH)
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/obj/structure/guillotine/proc/raise_blade()
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blade_status = GUILLOTINE_BLADE_RAISED
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@@ -133,7 +133,7 @@
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for(var/mob/M in fov_viewers(world.view, src))
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var/mob/living/carbon/human/C = M
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if (ishuman(M))
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addtimer(CALLBACK(C, /mob/.proc/emote, "clap"), delay_offset * 0.3)
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addtimer(CALLBACK(C, TYPE_PROC_REF(/mob, emote), "clap"), delay_offset * 0.3)
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delay_offset++
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else
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H.apply_damage(15 * blade_sharpness, BRUTE, head)
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