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@@ -33,7 +33,7 @@
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* item/afterattack(atom,user,adjacent,params) - used both ranged and adjacent
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* mob/RangedAttack(atom,params) - used only ranged, only used for tk and laser eyes but could be changed
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*/
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/mob/proc/ClickOn( atom/A, params )
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/mob/proc/ClickOn( atom/A, params)
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if(check_click_intercept(params,A))
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return
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@@ -83,7 +83,7 @@
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return M.click_action(A,src,params)
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if(restrained())
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changeNext_move(CLICK_CD_HANDCUFFED) //Doing shit in cuffs shall be vey slow
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DelayNextAction(CLICK_CD_HANDCUFFED)
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RestrainedClickOn(A)
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return
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@@ -104,9 +104,7 @@
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if(W)
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W.melee_attack_chain(src, A, params)
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else
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if(ismob(A) && !CheckActionCooldown(CLICK_CD_MELEE))
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return
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DelayNextAction()
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DelayNextAction(ismob(A)? 8 : 0)
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UnarmedAttack(A)
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return
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@@ -119,9 +117,8 @@
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if(W)
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W.melee_attack_chain(src, A, params)
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else
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if(ismob(A) && !CheckActionCooldown(CLICK_CD_MELEE))
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return
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DelayNextAction()
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DelayNextAction(ismob(A)? 8 : 0)
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DelayNextAction(ismob(A)? 8 : 0)
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UnarmedAttack(A, 1)
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else
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if(W)
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@@ -56,9 +56,6 @@
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if(id && usr.client) //try to (un)remember position
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usr.client.prefs.action_buttons_screen_locs["[name]_[id]"] = locked ? moved : null
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return TRUE
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if(usr.next_click > world.time)
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return
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usr.next_click = world.time + 1
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linked_action.Trigger()
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return TRUE
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@@ -47,17 +47,7 @@
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name = "swap hand"
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/obj/screen/swap_hand/Click()
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// At this point in client Click() code we have passed the 1/10 sec check and little else
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// We don't even know if it's a middle click
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if(world.time <= usr.next_move)
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return 1
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if(usr.incapacitated())
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return 1
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if(ismob(usr))
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var/mob/M = usr
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M.swap_hand()
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usr.swap_hand()
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return 1
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/obj/screen/craft
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@@ -21,7 +21,6 @@
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return
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if(QDELETED(src) || QDELETED(target))
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return
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PostattackClickdelaySet(user, target)
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afterattack(target, user, TRUE, params)
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/// Like melee_attack_chain but for ranged.
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@@ -81,6 +80,7 @@
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user.do_attack_animation(M)
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M.attacked_by(src, user, attackchain_flags, damage_multiplier)
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PostattackClickdelaySet(user, M)
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log_combat(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
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add_fingerprint(user)
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@@ -96,8 +96,8 @@
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if(item_flags & NOBLUDGEON)
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return
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user.do_attack_animation(O)
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if(!O.attacked_by(src, user))
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user.changeNext_move(click_delay)
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O.attacked_by(src, user)
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PostattackClickdelaySet(user, O)
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var/weight = getweight(user, STAM_COST_ATTACK_OBJ_MULT)
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if(weight)
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user.adjustStaminaLossBuffered(weight)//CIT CHANGE - makes attacking things cause stamina loss
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@@ -110,12 +110,9 @@
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var/bad_trait
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var/stamloss = user.getStaminaLoss()
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var/next_move_mult = 1
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if(stamloss > STAMINA_NEAR_SOFTCRIT) //The more tired you are, the less damage you do.
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var/penalty = (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*STAM_CRIT_ITEM_ATTACK_PENALTY
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totitemdamage *= 1 - penalty
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next_move_mult += penalty*STAM_CRIT_ITEM_ATTACK_DELAY
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user.changeNext_move(I.click_delay*next_move_mult)
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if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
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