port1
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@@ -2,7 +2,7 @@
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var/speed = 80 //time in deciseconds taken to butcher something
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var/effectiveness = 100 //percentage effectiveness; numbers above 100 yield extra drops
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var/bonus_modifier = 0 //percentage increase to bonus item chance
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var/butcher_sound = 'sound/weapons/slice.ogg' //sound played when butchering
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var/butcher_sound = 'sound/effects/butcher.ogg' //sound played when butchering
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var/butchering_enabled = TRUE
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var/can_be_blunt = FALSE
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@@ -64,8 +64,11 @@
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H.visible_message("<span class='danger'>[user] slits [H]'s throat!</span>", \
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"<span class='userdanger'>[user] slits your throat...</span>")
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log_combat(user, H, "finishes slicing the throat of")
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H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD)
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H.bleed_rate = clamp(H.bleed_rate + 20, 0, 30)
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H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND) // easy tiger, we'll get to that in a sec
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var/obj/item/bodypart/slit_throat = H.get_bodypart(BODY_ZONE_HEAD)
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if(slit_throat)
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var/datum/wound/brute/cut/critical/screaming_through_a_slit_throat = new
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screaming_through_a_slit_throat.apply_wound(slit_throat)
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H.apply_status_effect(/datum/status_effect/neck_slice)
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/datum/component/butchering/proc/Butcher(mob/living/butcher, mob/living/meat)
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@@ -48,7 +48,7 @@
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var/damage = rand(min_damage, max_damage)
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if(HAS_TRAIT(H, TRAIT_LIGHT_STEP))
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damage *= 0.75
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H.apply_damage(damage, BRUTE, picked_def_zone)
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H.apply_damage(damage, BRUTE, picked_def_zone, wound_bonus = CANT_WOUND)
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if(cooldown < world.time - 10) //cooldown to avoid message spam.
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if(!H.incapacitated(ignore_restraints = TRUE))
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@@ -147,7 +147,7 @@
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playsound(victim,'sound/weapons/bladeslice.ogg', 40)
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weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
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var/damage = weapon.w_class * impact_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus=-30, sharpness = TRUE)
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SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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else
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victim.visible_message("<span class='danger'>[weapon] sticks itself to [victim]'s [limb.name]!</span>",ignored_mobs=victim)
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@@ -163,7 +163,7 @@
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if(harmful && prob(chance))
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var/damage = weapon.w_class * jostle_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
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@@ -173,7 +173,7 @@
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if(harmful)
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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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victim.visible_message("<span class='danger'>[weapon] falls out of [victim.name]'s [limb.name]!</span>", ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[weapon] falls out of your [limb.name]!</span>")
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else
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@@ -199,7 +199,7 @@
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if(harmful)
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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage) //It hurts to rip it out, get surgery you dingus.
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE) //It hurts to rip it out, get surgery you dingus.
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victim.emote("scream")
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victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] out of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
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else
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@@ -276,7 +276,7 @@
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damage *= 0.7
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if(harmful && prob(chance))
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] hurts!</span>")
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if(prob(fall_chance))
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@@ -62,6 +62,7 @@
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///Store the thrownthing datum for later use
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/datum/component/tackler/proc/registerTackle(mob/living/carbon/user, datum/thrownthing/TT)
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tackle = TT
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tackle.thrower = user
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///See if we can tackle or not. If we can, leap!
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/datum/component/tackler/proc/checkTackle(mob/living/carbon/user, atom/A, params)
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