([\W\.])Knockdown\(
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@@ -8,7 +8,7 @@
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to_chat(src, "<span class='warning'>You trip off of the elevated surface!</span>")
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for(var/obj/item/I in held_items)
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accident(I)
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Knockdown(80)
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DefaultCombatKnockdown(80)
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/mob/living/carbon/human/movement_delay()
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. = 0
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@@ -55,7 +55,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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var/cachedstam = M.getStaminaLoss()
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var/totalstuntime = cachedstam * stamtostunconversion * (M.lying ? 2 : 1)
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if(!M.resting)
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M.Knockdown(cachedstam*2) //BORK BORK. GET DOWN.
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M.DefaultCombatKnockdown(cachedstam*2) //BORK BORK. GET DOWN.
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M.Stun(totalstuntime)
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user.do_attack_animation(A, ATTACK_EFFECT_BITE)
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user.start_pulling(M, TRUE) //Yip yip. Come with.
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@@ -284,7 +284,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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to_chat(R, "Insufficent Power!")
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return
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L.Stun(4) // normal stunbaton is force 7 gimme a break good sir!
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L.Knockdown(80)
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L.DefaultCombatKnockdown(80)
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L.apply_effect(EFFECT_STUTTER, 4)
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L.visible_message("<span class='danger'>[R] has shocked [L] with its tongue!</span>", \
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"<span class='userdanger'>[R] has shocked you with its tongue!</span>")
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@@ -426,13 +426,13 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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var/mob/living/L = A
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if(!L.check_shields(0, "the [name]", src, attack_type = LEAP_ATTACK))
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L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
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L.Knockdown(iscarbon(L) ? 60 : 45, override_stamdmg = CLAMP(pounce_stamloss, 0, pounce_stamloss_cap-L.getStaminaLoss())) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
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L.DefaultCombatKnockdown(iscarbon(L) ? 60 : 45, override_stamdmg = CLAMP(pounce_stamloss, 0, pounce_stamloss_cap-L.getStaminaLoss())) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
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playsound(src, 'sound/weapons/Egloves.ogg', 50, 1)
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sleep(2)//Runtime prevention (infinite bump() calls on hulks)
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step_towards(src,L)
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log_combat(src, L, "borg pounced")
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else
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Knockdown(15, 1, 1)
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DefaultCombatKnockdown(15, 1, 1)
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pounce_cooldown = !pounce_cooldown
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spawn(pounce_cooldown_time) //3s by default
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@@ -440,7 +440,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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else if(A.density && !A.CanPass(src))
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visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='userdanger'>You smash into [A]!</span>")
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playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
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Knockdown(15, 1, 1)
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DefaultCombatKnockdown(15, 1, 1)
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if(leaping)
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leaping = 0
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