No gunning sadly
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@@ -445,21 +445,23 @@
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var/mob/living/simple_animal/revenant/spooker = user
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if(!istype(throwable))
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return
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if(!throwable.anchored && !spooker.telekinesis_cooldown && spooker.castcheck(-5))
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spooker.change_essence_amount(-5, FALSE, "telekinesis")
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if(!throwable.anchored && !spooker.telekinesis_cooldown && spooker.castcheck(-25))
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spooker.change_essence_amount(-20, FALSE, "telekinesis")
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spooker.stun(20)
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spooker.reveal(50)
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spooker.telekinesis_cooldown = TRUE
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throwable.float(TRUE)
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sleep(10)
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throwable.float(TRUE, TRUE)
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sleep(20)
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throwable.DoRevenantThrowEffects(over)
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throwable.throw_at(over, 10, 2)
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ADD_TRAIT(throwable, TRAIT_SPOOKY_THROW, "revenant")
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throwable.float(FALSE, TRUE)
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log_combat(throwable, over, "spooky telekinesised at", throwable)
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var/obj/effect/temp_visual/telekinesis/T = new(get_turf(throwable))
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T.color = "#8715b4"
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addtimer(CALLBACK(spooker, /mob/living/simple_animal/revenant.proc/telekinesis_cooldown_end), 50)
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sleep(5)
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throwable.float(FALSE, TRUE)
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//Use this for effects you want to happen when a revenant throws itself, check the TRAIT_SPOOKY_THROW if you want to know if its still being thrown
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/obj/item/proc/DoRevenantThrowEffects(atom/target)
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