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@@ -138,14 +138,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL | MOBILITY_RESIST)
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#define MOBILITY_FLAGS_ANY_INTERACTION (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_UI | MOBILITY_STORAGE)
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// melee_attack_chain() attackchain_flags
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/// The attack is from a parry counterattack.
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#define ATTACKCHAIN_PARRY_COUNTERATTACK (1<<0)
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// UnarmedAttack() flags
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/// Attack is from a parry counterattack
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#define UNARMED_ATTACK_PARRY (1<<0)
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/// If the thing can reflect light (lasers/energy)
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#define RICOCHET_SHINY (1<<0)
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/// If the thing can reflect matter (bullets/bomb shrapnel)
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@@ -0,0 +1,17 @@
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// melee_attack_chain() attackchain_flags
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/// The attack is from a parry counterattack.
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#define ATTACKCHAIN_PARRY_COUNTERATTACK (1<<0)
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// melee_attack_chain(), attackby(), pre_attack(), afterattack(), and tool_act() return values.
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/// Stop the attack chain if still in melee_attack_chain()
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#define STOP_ATTACK_PROC_CHAIN (1<<0)
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/// This attack should discard last_action instead of flushing (storing) it). You should probably know what you're doing if you use this considering this is how clickdelay is enforced.
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#define DISCARD_LAST_ACTION (1<<1)
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// UnarmedAttack() flags
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/// Attack is from a parry counterattack
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#define UNARMED_ATTACK_PARRY (1<<0)
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// obj/item/dropped()
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/// dropped() relocated this item, return FALSE for doUnEquip.
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#define ITEM_RELOCATED_BY_DROPPED "relocated_by_dropped"
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