let's make it pretty
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@@ -24,7 +24,7 @@
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var/shieldbash_push_distance = 1
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var/shieldbash_push_distance = 1
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/datum/block_parry_data/shield
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/datum/block_parry_data/shield
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block_stamina_efficiency = 1
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block_stamina_efficiency = 1.5
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block_stamina_cost_per_second = 3
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block_stamina_cost_per_second = 3
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/obj/item/shield/examine(mob/user)
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/obj/item/shield/examine(mob/user)
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@@ -193,7 +193,7 @@
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var/repair_material = /obj/item/stack/sheet/mineral/titanium
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var/repair_material = /obj/item/stack/sheet/mineral/titanium
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var/can_shatter = TRUE
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var/can_shatter = TRUE
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shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_TRANSPARENT
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shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_TRANSPARENT
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max_integrity = 300
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max_integrity = 450
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/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
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/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/melee/baton))
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if(istype(W, /obj/item/melee/baton))
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@@ -246,13 +246,13 @@
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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shield_flags = SHIELD_FLAGS_DEFAULT
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shield_flags = SHIELD_FLAGS_DEFAULT
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max_integrity = 200
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max_integrity = 300
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obj/item/shield/riot/bullet_proof
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obj/item/shield/riot/bullet_proof
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name = "bullet resistant shield"
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name = "bullet resistant shield"
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desc = "A far more frail shield made of resistant plastics and kevlar meant to block ballistics."
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desc = "A far more frail shield made of resistant plastics and kevlar meant to block ballistics."
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armor = list("melee" = 30, "bullet" = 80, "laser" = 0, "energy" = 0, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
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armor = list("melee" = 30, "bullet" = 80, "laser" = 0, "energy" = 0, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
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max_integrity = 200
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max_integrity = 300
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/obj/item/shield/riot/roman
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/obj/item/shield/riot/roman
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name = "\improper Roman shield"
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name = "\improper Roman shield"
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@@ -20,7 +20,12 @@
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if(istype(J) && (movement_dir || J.stabilizers) && J.allow_thrust(0.01, src))
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if(istype(J) && (movement_dir || J.stabilizers) && J.allow_thrust(0.01, src))
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return 1
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return 1
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/mob/living/carbon/Move(NewLoc, direct)
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/mob/living/carbon/Moved()
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wrongdirmovedelay = FALSE
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if((combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && client && lastmousedir)
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if(lastmousedir != dir)
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wrongdirmovedelay = TRUE
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setDir(lastmousedir, ismousemovement = TRUE)
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. = ..()
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. = ..()
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if(. && (movement_type & FLOATING)) //floating is easy
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if(. && (movement_type & FLOATING)) //floating is easy
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if(HAS_TRAIT(src, TRAIT_NOHUNGER))
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if(HAS_TRAIT(src, TRAIT_NOHUNGER))
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@@ -3,12 +3,12 @@
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update_turf_movespeed(loc)
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update_turf_movespeed(loc)
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//Hide typing indicator if we move.
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//Hide typing indicator if we move.
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clear_typing_indicator()
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clear_typing_indicator()
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update_pixel_shifting()
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update_pixel_shifting(TRUE)
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/mob/living/proc/update_pixel_shifting()
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/mob/living/proc/update_pixel_shifting(moved = FALSE)
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if(active_blocking)
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if(active_blocking)
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animate(src, pixel_x = get_standard_pixel_x_offset(), pixel_y = get_standard_pixel_y_offset(), time = 1.5, easing = SINE_EASING | EASE_OUT , flags = ANIMATION_END_NOW)
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animate(src, pixel_x = get_standard_pixel_x_offset(), pixel_y = get_standard_pixel_y_offset(), time = 1.5, flags = ANIMATION_END_NOW)
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else
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else if(moved)
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if(is_shifted)
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if(is_shifted)
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is_shifted = FALSE
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is_shifted = FALSE
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pixel_x = get_standard_pixel_x_offset(lying)
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pixel_x = get_standard_pixel_x_offset(lying)
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@@ -14,14 +14,6 @@
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SEND_SIGNAL(src, COMSIG_VORE_TOGGLED, src, voremode)
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SEND_SIGNAL(src, COMSIG_VORE_TOGGLED, src, voremode)
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return TRUE
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return TRUE
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/mob/living/carbon/Move(atom/newloc, direct = 0)
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. = ..()
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wrongdirmovedelay = FALSE
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if((combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && client && lastmousedir)
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if(lastmousedir != dir)
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wrongdirmovedelay = TRUE
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setDir(lastmousedir, ismousemovement = TRUE)
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/mob/living/carbon/onMouseMove(object, location, control, params)
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/mob/living/carbon/onMouseMove(object, location, control, params)
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if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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return
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return
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