Repaths /obj/effect/overlay/temp to /obj/effect/temp_visual
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@@ -96,13 +96,13 @@
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impale_cooldown = world.time + initial(impale_cooldown)
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attack_cooldown = world.time + initial(attack_cooldown) //can't attack until we're done impaling
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if(target)
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new /obj/effect/overlay/temp/dir_setting/bloodsplatter(get_turf(target), get_dir(user, target))
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(get_turf(target), get_dir(user, target))
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target.Stun(2) //brief stun
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to_chat(user, "<span class='brass'>You prepare to remove your ratvarian spear from [target]...</span>")
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var/remove_verb = pick("pull", "yank", "drag")
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if(do_after(user, 10, 1, target))
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var/turf/T = get_turf(target)
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var/obj/effect/overlay/temp/dir_setting/bloodsplatter/B = new /obj/effect/overlay/temp/dir_setting/bloodsplatter(T, get_dir(target, user))
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var/obj/effect/temp_visual/dir_setting/bloodsplatter/B = new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, get_dir(target, user))
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playsound(T, 'sound/misc/splort.ogg', 200, 1)
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playsound(T, 'sound/weapons/pierce.ogg', 200, 1)
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if(target.stat != CONSCIOUS)
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@@ -151,5 +151,5 @@
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T = get_turf(src)
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if(T) //make sure we're not in null or something
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T.visible_message("<span class='warning'>[src] [pick("cracks in two and fades away", "snaps in two and dematerializes")]!</span>")
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new /obj/effect/overlay/temp/ratvar/spearbreak(T)
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new /obj/effect/temp_visual/ratvar/spearbreak(T)
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qdel(src)
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