Conflicts sure are !!FUN!!
Also adds dolphin gloves to the glove crate, and fixes fortitude
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@@ -11,6 +11,7 @@
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bloodsucker_can_buy = TRUE
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amToggle = TRUE
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warn_constant_cost = TRUE
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var/was_running
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var/fortitude_resist // So we can raise and lower your brute resist based on what your level_current WAS.
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@@ -27,10 +28,11 @@
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fortitude_resist = max(0.3, 0.7 - level_current * 0.1)
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H.physiology.brute_mod *= fortitude_resist
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H.physiology.burn_mod *= fortitude_resist
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var/was_running = (user.m_intent == MOVE_INTENT_RUN)
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was_running = (user.m_intent == MOVE_INTENT_RUN)
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if(was_running)
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user.toggle_move_intent()
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while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
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was_running = TRUE
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while(B && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
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if(istype(user.buckled, /obj/vehicle)) //We dont want people using fortitude being able to use vehicles
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var/obj/vehicle/V = user.buckled
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var/datum/component/riding/VRD = V.GetComponent(/datum/component/riding)
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@@ -57,3 +59,6 @@
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var/mob/living/carbon/human/H = owner
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H.physiology.brute_mod /= fortitude_resist
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H.physiology.burn_mod /= fortitude_resist
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if(was_running && user.m_intent == MOVE_INTENT_WALK)
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user.toggle_move_intent()
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@@ -309,7 +309,7 @@
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/datum/export/gear/combatgloves
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cost = 80
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unit_name = "combat gloves"
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export_types = list(/obj/item/clothing/gloves/combat, /obj/item/clothing/gloves/fingerless/pugilist/rapid, /obj/item/clothing/gloves/krav_maga)
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export_types = list(/obj/item/clothing/gloves/tackler/combat, /obj/item/clothing/gloves/tackler/dolphin, /obj/item/clothing/gloves/fingerless/pugilist/rapid, /obj/item/clothing/gloves/krav_maga)
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include_subtypes = TRUE
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/datum/export/gear/bonegloves
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