changes
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@@ -260,6 +260,8 @@
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var/stam_dmg = 30
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var/cooldown_check = 0 // Used internally, you don't want to modify
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var/cooldown = 13 // Default wait time until can stun again.
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/// block mitigation needed to prevent knockdown/disarms
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var/block_percent_to_counter = 50
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var/stun_time_silicon = 60 // How long it stuns silicons for - 6 seconds.
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var/affect_silicon = FALSE // Does it stun silicons.
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var/on_sound // "On" sound, played when switching between able to stun or not.
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@@ -354,7 +356,8 @@
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if(cooldown_check < world.time)
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if(!UseStaminaBufferStandard(user, STAM_COST_BATON_MOB_MULT, warn = TRUE))
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return DISCARD_LAST_ACTION
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if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS)
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var/list/block_return = list()
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if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, block_return) & BLOCK_SUCCESS)
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playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
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return
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if(ishuman(target))
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@@ -365,7 +368,8 @@
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if(stun_animation)
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user.do_attack_animation(target)
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playsound(get_turf(src), on_stun_sound, 75, 1, -1)
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target.DefaultCombatKnockdown(softstun_ds, TRUE, FALSE, hardstun_ds, stam_dmg)
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var/countered = block_return[BLOCK_RETURN_MITIGATION_PERCENT] > block_percent_to_counter
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target.DefaultCombatKnockdown(softstun_ds, TRUE, FALSE, countered? 0 : hardstun_ds, stam_dmg, !countered)
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additional_effects_carbon(target, user)
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log_combat(user, target, "stunned", src)
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add_fingerprint(user)
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@@ -20,7 +20,7 @@
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var/turned_on = FALSE
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var/knockdown = TRUE
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/// block percent needed to prevent knockdown/disarm
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var/block_percent_to_counter = 60
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var/block_percent_to_counter = 50
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var/obj/item/stock_parts/cell/cell
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var/hitcost = 750
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var/throw_hit_chance = 35
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@@ -204,7 +204,7 @@
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if(!disarming)
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if(knockdown && !countered)
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L.DefaultCombatKnockdown(50, override_stamdmg = 0) //knockdown
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L.DefaultCombatKnockdown(50, override_stamdmg = 0, knocktofloor = !countered) //knockdown
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L.adjustStaminaLoss(stunpwr)
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else if(!countered)
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L.drop_all_held_items() //no knockdown/stamina damage, instead disarm.
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@@ -314,7 +314,7 @@
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force = 3
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throwforce = 5
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stamforce = 35
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block_percent_to_counter = 45
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block_percent_to_counter = 30
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hitcost = 1000
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throw_hit_chance = 10
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slot_flags = ITEM_SLOT_BACK
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@@ -4,7 +4,8 @@
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// ignore_castun = same logic as Paralyze() in general
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// override_duration = If this is set, does Paralyze() for this duration.
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// override_stam = If this is set, does this amount of stamina damage.
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/mob/living/proc/DefaultCombatKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg)
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// knocktofloor - whether to knock them to the ground
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/mob/living/proc/DefaultCombatKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg, knocktofloor = TRUE)
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if(!iscarbon(src))
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return Paralyze(amount, updating, ignore_canknockdown)
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if(!ignore_canknockdown && !(status_flags & CANKNOCKDOWN))
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@@ -13,7 +14,8 @@
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buckled.unbuckle_mob(src)
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var/drop_items = amount > 80 //80 is cutoff for old item dropping behavior
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var/stamdmg = isnull(override_stamdmg)? (amount * 0.25) : override_stamdmg
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KnockToFloor(drop_items, TRUE, updating)
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if(knocktofloor)
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KnockToFloor(drop_items, TRUE, updating)
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adjustStaminaLoss(stamdmg)
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if(!isnull(override_hardstun))
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Paralyze(override_hardstun)
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