more handling
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@@ -1,9 +1,4 @@
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// Active directional block system. Shared code is in [living_blocking_parrying.dm]
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/mob/living/on_item_dropped(obj/item/I)
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if(I == active_block_item)
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stop_active_blocking()
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return ..()
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/mob/living/proc/stop_active_blocking(was_forced = FALSE)
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if(!(combat_flags & (COMBAT_FLAG_ACTIVE_BLOCK_STARTING | COMBAT_FLAG_ACTIVE_BLOCKING)))
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return FALSE
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@@ -43,7 +43,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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/// Override absorption, list("[ATTACK_TYPE_DEFINE]" = absorption), see [block_damage_absorption]
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var/list/block_damage_absorption_override
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/// Ratio of damage block above absorption amount, coefficient, lower is better, this is multiplied by damage to determine how much is blocked.
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/// Ratio of damage to allow through above absorption and below limit. Multiplied by damage to determine how much to let through. Lower is better.
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var/block_damage_multiplier = 0.5
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/// Override damage overrun efficiency, list("[ATTACK_TYPE_DEFINE]" = absorption), see [block_damage_efficiency]
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var/list/block_damage_multiplier_override
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@@ -170,3 +170,10 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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if(!CHECK_MOBILITY(src, MOBILITY_USE))
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to_chat(src, "<span class='warning'>Your parry is interrupted!</span>")
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end_parry_sequence()
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/mob/living/on_item_dropped(obj/item/I)
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if(I == active_block_item)
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stop_active_blocking()
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if(I == active_parry_item))
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end_parry_sequence()
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return ..()
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