patching some combat mode edge cases and issues.
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@@ -18,7 +18,7 @@
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return FALSE
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return .
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/mob/living/carbon/proc/toggle_combat_mode(forced)
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/mob/living/carbon/proc/toggle_combat_mode(forced, silent)
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if(recoveringstam)
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return TRUE
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if(!forced)
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@@ -28,20 +28,21 @@
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combatmode = !combatmode
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if(voremode)
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toggle_vore_mode()
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if(combatmode)
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playsound_local(src, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay!
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else
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playsound_local(src, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above!
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if(!silent)
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if(combatmode)
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if(world.time >= combatmessagecooldown)
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if(a_intent != INTENT_HELP)
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visible_message("<span class='warning'>[src] [resting ? "tenses up" : (prob(95)? "drops into a combative stance" : (prob(95)? "poses aggressively" : "asserts dominance with their pose"))].</span>")
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else
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visible_message("<span class='notice'>[src] [pick("looks","seems","goes")] [pick("alert","attentive","vigilant")].</span>")
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playsound_local(src, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay!
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else
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playsound_local(src, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above!
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if(client)
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client.show_popup_menus = !combatmode // So we can right-click for alternate actions and all that other good shit. Also moves examine to shift+rightclick to make it possible to attack while sprinting
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if(hud_used && hud_used.static_inventory)
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for(var/obj/screen/combattoggle/selector in hud_used.static_inventory)
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selector.rebasetointerbay(src)
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if(world.time >= combatmessagecooldown && combatmode)
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if(a_intent != INTENT_HELP)
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visible_message("<span class='warning'>[src] [resting ? "tenses up" : (prob(95)? "drops into a combative stance" : (prob(95)? "poses aggressively" : "asserts dominance with their pose"))].</span>")
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else
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visible_message("<span class='notice'>[src] [pick("looks","seems","goes")] [pick("alert","attentive","vigilant")].</span>")
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combatmessagecooldown = 10 SECONDS + world.time //This is set 100% of the time to make sure squeezing regen out of process cycles doesn't result in the combat mode message getting spammed
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SEND_SIGNAL(src, COMSIG_COMBAT_TOGGLED, src, combatmode)
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return TRUE
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