Merge pull request #11868 from Arturlang/tackling_and_lunge
Ports TG Tackling and uses it to rework bloodsucker lunge
This commit is contained in:
@@ -3,7 +3,7 @@
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/datum/action/bloodsucker/fortitude
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name = "Fortitude"//"Cellular Emporium"
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name = "Fortitude"
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desc = "Withstand egregious physical wounds and walk away from attacks that would stun, pierce, and dismember lesser beings. You cannot run while active."
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button_icon_state = "power_fortitude"
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bloodcost = 30
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@@ -11,28 +11,27 @@
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bloodsucker_can_buy = TRUE
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amToggle = TRUE
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warn_constant_cost = TRUE
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var/was_running
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var/this_resist // So we can raise and lower your brute resist based on what your level_current WAS.
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var/fortitude_resist // So we can raise and lower your brute resist based on what your level_current WAS.
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/datum/action/bloodsucker/fortitude/ActivatePower()
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var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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var/datum/antagonist/bloodsucker/B = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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var/mob/living/user = owner
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to_chat(user, "<span class='notice'>Your flesh, skin, and muscles become as steel.</span>")
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// Traits & Effects
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ADD_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
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ADD_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
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ADD_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
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ADD_TRAIT(user, TRAIT_NORUNNING, "fortitude")
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if(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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this_resist = max(0.3, 0.7 - level_current * 0.1)
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H.physiology.brute_mod *= this_resist//0.5
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H.physiology.burn_mod *= this_resist//0.5
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// Stop Running (Taken from /datum/quirk/nyctophobia in negative.dm)
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var/was_running = (user.m_intent == MOVE_INTENT_RUN)
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fortitude_resist = max(0.3, 0.7 - level_current * 0.1)
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H.physiology.brute_mod *= fortitude_resist
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H.physiology.burn_mod *= fortitude_resist
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was_running = (user.m_intent == MOVE_INTENT_RUN)
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if(was_running)
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user.toggle_move_intent()
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while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
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while(B && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
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if(istype(user.buckled, /obj/vehicle)) //We dont want people using fortitude being able to use vehicles
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var/obj/vehicle/V = user.buckled
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var/datum/component/riding/VRD = V.GetComponent(/datum/component/riding)
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@@ -44,20 +43,21 @@
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to_chat(user, "<span class='notice'>You fall off the [V], your weight making you too heavy to be supported by it.</span>")
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// Pay Blood Toll (if awake)
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if(user.stat == CONSCIOUS)
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bloodsuckerdatum.AddBloodVolume(-0.5) // Used to be 0.3 blood per 2 seconds, but we're making it more expensive to keep on.
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B.AddBloodVolume(-0.5)
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sleep(20) // Check every few ticks that we haven't disabled this power
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// Return to Running (if you were before)
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if(was_running && user.m_intent != MOVE_INTENT_RUN)
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user.toggle_move_intent()
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/datum/action/bloodsucker/fortitude/DeactivatePower(mob/living/user = owner, mob/living/target)
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..()
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// Restore Traits & Effects
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REMOVE_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
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REMOVE_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
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REMOVE_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
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REMOVE_TRAIT(user, TRAIT_NORUNNING, "fortitude")
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if(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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H.physiology.brute_mod /= this_resist//0.5
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H.physiology.burn_mod /= this_resist//0.5
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if(!ishuman(owner))
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return
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var/mob/living/carbon/human/H = owner
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H.physiology.brute_mod /= fortitude_resist
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H.physiology.burn_mod /= fortitude_resist
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if(was_running && user.m_intent == MOVE_INTENT_WALK)
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user.toggle_move_intent()
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@@ -1,88 +1,46 @@
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// Level 1: Grapple level 2
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// Level 2: Grapple 3 from Behind
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// Level 3: Grapple 3 from Shadows
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/datum/action/bloodsucker/targeted/lunge
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/datum/action/bloodsucker/lunge
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name = "Predatory Lunge"
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desc = "Spring at your target and aggressively grapple them without warning. Attacks from concealment or the rear may even knock them down."
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desc = "Prepare the strenght to grapple your prey."
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button_icon_state = "power_lunge"
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bloodcost = 10
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cooldown = 120
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target_range = 3
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power_activates_immediately = TRUE
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message_Trigger = "Whom will you ensnare within your grasp?"
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must_be_capacitated = TRUE
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cooldown = 30
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bloodsucker_can_buy = TRUE
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warn_constant_cost = TRUE
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amToggle = TRUE
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var/leap_skill_mod = 5
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/datum/action/bloodsucker/targeted/lunge/CheckCanUse(display_error)
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if(!..(display_error))// DEFAULT CHECKS
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return FALSE
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// Being Grabbed
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if(owner.pulledby && owner.pulledby.grab_state >= GRAB_AGGRESSIVE)
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if(display_error)
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to_chat(owner, "<span class='warning'>You're being grabbed!</span>")
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return FALSE
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if(!owner.has_gravity(owner.loc))//TODO figure out how to check if theyre able to move while in nograv
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if(display_error)
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to_chat(owner, "<span class='warning'>You cant lunge while floating!</span>")
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return FALSE
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return TRUE
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/datum/action/bloodsucker/lunge/New()
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. = ..()
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/datum/action/bloodsucker/targeted/lunge/CheckValidTarget(atom/A)
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return iscarbon(A)
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/datum/action/bloodsucker/lunge/Destroy()
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. = ..()
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UnregisterSignal(owner, COMSIG_CARBON_TACKLED)
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/datum/action/bloodsucker/targeted/lunge/CheckCanTarget(atom/A, display_error)
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// Check: Self
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if(target == owner)
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return FALSE
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// Check: Range
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//if (!(target in view(target_range, get_turf(owner))))
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// if (display_error)
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// to_chat(owner, "<span class='warning'>Your victim is too far away.</span>")
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// return FALSE
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// DEFAULT CHECKS (Distance)
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if(!..())
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return FALSE
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// Check: Turf
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var/mob/living/L = A
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if(!isturf(L.loc))
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return FALSE
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return TRUE
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/datum/action/bloodsucker/lunge/ActivatePower()
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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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T.base_knockdown = 3 SECONDS
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T.range = 4
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T.speed = 0.8
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T.skill_mod = 5 //Monstrous tackling
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T.min_distance = 2
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active = TRUE
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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/targeted/lunge/FireTargetedPower(atom/A)
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// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
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var/mob/living/carbon/target = A
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var/turf/T = get_turf(target)
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var/mob/living/L = owner
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// Clear Vars
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owner.pulling = null
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// Will we Knock them Down?
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var/do_knockdown = !is_A_facing_B(target,owner) || owner.alpha <= 0 || istype(owner.loc, /obj/structure/closet)
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// CAUSES: Target has their back to me, I'm invisible, or I'm in a Closet
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// Step One: Heatseek toward Target's Turf
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addtimer(CALLBACK(GLOBAL_PROC, .proc/_walk, owner, 0), 2 SECONDS)
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target.playsound_local(get_turf(owner), 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // target-only telegraphing
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owner.playsound_local(owner, 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // audio feedback to the user
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if(do_mob(owner, owner, 7, TRUE, TRUE))
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walk_towards(owner, T, 0.1, 10) // yes i know i shouldn't use this but i don't know how to work in anything better
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if(get_turf(owner) != T && !(isliving(target) && target.Adjacent(owner)) && owner.incapacitated() && !CHECK_MOBILITY(L, MOBILITY_STAND))
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var/send_dir = get_dir(owner, T)
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new /datum/forced_movement(owner, get_ranged_target_turf(owner, send_dir, 1), 1, FALSE)
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owner.spin(10)
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// Step Two: Check if I'm at/adjectent to Target's CURRENT turf (not original...that was just a destination)
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for(var/i in 1 to 6)
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if (target.Adjacent(owner))
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// LEVEL 2: If behind target, mute or unconscious!
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if(do_knockdown) // && level_current >= 1)
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target.Knockdown(15 + 10 * level_current,1)
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target.adjustStaminaLoss(40 + 10 * level_current)
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// Cancel Walk (we were close enough to contact them)
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walk(owner, 0)
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target.Stun(10,1) //Without this the victim can just walk away
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target.grabbedby(owner) // Taken from mutations.dm under changelings
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target.grippedby(owner, instant = TRUE) //instant aggro grab
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break
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sleep(3)
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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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/datum/action/bloodsucker/targeted/lunge/DeactivatePower(mob/living/user = owner, mob/living/target)
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..() // activate = FALSE
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user.update_mobility()
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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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UnregisterSignal(user, COMSIG_CARBON_TACKLED)
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