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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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