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@@ -231,7 +231,7 @@
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if(!islist(determined))
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return FALSE
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var/datum/block_parry_data/data = return_block_parry_datum(determined[2])
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if(!data.parry_automatic_enabled)
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if(!data.parry_automatic_enabled || (last_autoparry > (world.time + data.autoparry_cooldown_absolute)))
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return FALSE
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// before doing anything, check if the user moused over them properly
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if(!client)
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@@ -249,6 +249,7 @@
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// first, check cooldowns
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// now, depending on if we're doing a single simulation or a full sequence
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last_autoparry = world.time
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if(data.autoparry_sequence_simulation)
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// for full sequence simulation
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initiate_parry_sequence(TRUE, determined)
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@@ -189,10 +189,6 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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/// Autoparry : Simulate a parry sequence starting at a certain tick, or simply simulate a single attack parry?
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var/autoparry_sequence_simulation = FALSE
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// Single attack simulation:
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/// Parry cooldown to inflict on single-attack autoparry
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var/autoparry_single_parry_cooldown = 3 SECONDS
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/// Clickdelay to inflict on single-attack autoparry
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var/autoparry_single_click_cooldown = 0
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/// Single attack autoparry - efficiency
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var/autoparry_single_efficiency = 75
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/// Single attack autoparry - efficiency overrides by attack type, see above
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@@ -50,6 +50,8 @@
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var/obj/effect/abstract/parry/parry_visual_effect
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/// world.time of last parry end
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var/parry_end_time_last = 0
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/// Last autoparry
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var/last_autoparry = 0
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/// Successful parries within the current parry cycle. It's a list of efficiency percentages.
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var/list/successful_parries
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/// Current parry counterattacks. Makes sure we can only counterattack someone once per parry.
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