changes
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@@ -19,6 +19,8 @@
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var/stamforce = 35
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var/turned_on = FALSE
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var/knockdown = TRUE
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/// block percent needed to prevent knockdown/disarm
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var/block_percent_to_counter = 60
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var/obj/item/stock_parts/cell/cell
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var/hitcost = 750
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var/throw_hit_chance = 35
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@@ -180,6 +182,7 @@
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playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
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return FALSE
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var/stunpwr = stamforce
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var/countered = return_list[BLOCK_RETURN_MITIGATION_PERCENT] > block_percent_to_counter
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stunpwr = block_calculate_resultant_damage(stunpwr, return_list)
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var/obj/item/stock_parts/cell/our_cell = get_cell()
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if(!our_cell)
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@@ -200,10 +203,10 @@
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return FALSE
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if(!disarming)
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if(knockdown)
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if(knockdown && !countered)
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L.DefaultCombatKnockdown(50, override_stamdmg = 0) //knockdown
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L.adjustStaminaLoss(stunpwr)
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else
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else if(!countered)
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L.drop_all_held_items() //no knockdown/stamina damage, instead disarm.
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L.apply_effect(EFFECT_STUTTER, stamforce)
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@@ -211,9 +214,13 @@
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if(user)
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L.lastattacker = user.real_name
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L.lastattackerckey = user.ckey
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L.visible_message("<span class='danger'>[user] has [disarming? "disarmed" : "stunned"] [L] with [src]!</span>", \
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if(!countered)
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L.visible_message("<span class='danger'>[user] has [disarming? "disarmed" : "stunned"] [L] with [src]!</span>", \
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"<span class='userdanger'>[user] has [disarming? "disarmed" : "stunned"] you with [src]!</span>")
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log_combat(user, L, disarming? "disarmed" : "stunned")
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else
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L.visible_message("<span class='danger'>[user] tries to [disarming? "disarm" : "stun"] [L] with [src], but is deflected!</span>", \
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"<span class='userdanger'>[user] tries to [disarming? "disarm" : "stun"] you with [src], but is deflected!</span>")
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log_combat(user, L, disarming? "disarmed" : "stunned" + countered? " (countered)" : "")
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playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
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@@ -306,7 +313,8 @@
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w_class = WEIGHT_CLASS_BULKY
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force = 3
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throwforce = 5
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stamforce = 25
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stamforce = 35
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block_percent_to_counter = 45
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hitcost = 1000
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throw_hit_chance = 10
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slot_flags = ITEM_SLOT_BACK
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