changes
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@@ -234,7 +234,7 @@
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var/stage = get_parry_stage()
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if(stage != PARRY_ACTIVE)
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// If they're not currently parrying, attempt auto parry
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if((stage == NOT_PARRYING) && allow_auto)
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if((stage == NOT_PARRYING) && allow_auto && !SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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return attempt_auto_parry()
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return BLOCK_NONE
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var/datum/block_parry_data/data = get_parry_data()
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@@ -37,7 +37,7 @@
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var/results
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if(I == active_block_item)
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results = I.active_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list, attack_direction)
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else if(I.can_passive_block())
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else if(I.can_passive_block() && !SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
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results = I.passive_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list, attack_direction)
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else
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results = I.run_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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@@ -99,6 +99,10 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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var/block_automatic_enabled = TRUE
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/// Directions that you can autoblock in
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var/block_automatic_directions = BLOCK_DIR_NORTH | BLOCK_DIR_NORTHEAST | BLOCK_DIR_NORTHWEST
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/// Effectiveness multiplier for automated block
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var/block_automatic_mitigation_multiplier = 0.33
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/// Stamina cost multiplier for automated block
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var/block_automatic_stamina_multiplier = 1
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/////////// PARRYING ////////////
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/// Prioriry for [mob/do_run_block()] while we're being used to parry.
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