5e7cffcf5c
>update_mutantrace() is no more, it is now part of update_body() >Moved a lot of stuff into update_base_icon_state(), this will allow making mutantraces modular. Almost all icon operations are now removed from human overlays (obviously some are still required for recolouring hair and eyes). Any remaining dynamically generated overlay icons are applied individually. This will allow byond to cache them better. This will also eliminate the bug where humans are initially invisible/unclickable when you first encounter them (due to network latency where the icons are being downloaded). >UpdateDamageIcons() renamed to update_damage_overlays(), so it has the same sort of name as the other procs >update_icons=true or false arguments removed from human overaly-update procs, no longer required. (i.e. the update_body() update_inv_whatever etc procs do not call update_icons() - see documentation for details) >mutantrace icon_states moved into human.dmi >skeletons are now a mutantrace, not a mutation. >update_icons system should now be even more efficient (thanks partly to aranclanos) >documentation rewritten >copypasted code moved into helper procs - super tidy code :3 Other: >Removed compile error where the core code was reliant on compiling away mission code. >:[ >s_tone renamed to skin_tone Modified code/modules/mob/living/carbon/human/update_icons.dm Modified code/__DEFINES.dm Modified code/datums/datumvars.dm Modified code/datums/limbs.dm Modified code/game/dna.dm Modified code/game/gamemodes/changeling/changeling_powers.dm Modified code/game/gamemodes/cult/cult_items.dm Modified code/game/gamemodes/cult/runes.dm Modified code/game/machinery/doors/airlock.dm Modified code/game/machinery/portable_turret.dm Modified code/game/machinery/teleporter.dm Modified code/game/mecha/combat/combat.dm Modified code/game/objects/items.dm Modified code/game/objects/items/stacks/medical.dm Modified code/game/objects/items/stacks/sheets/glass.dm Modified code/game/objects/items/weapons/storage/bible.dm Modified code/modules/assembly/mousetrap.dm Modified code/modules/hydroponics/hydroitemcode.dm Modified code/modules/mob/living/carbon/carbon.dm Modified code/modules/mob/living/carbon/human/death.dm Modified code/modules/mob/living/carbon/human/human.dm Modified code/modules/mob/living/carbon/human/human_damage.dm Modified code/modules/mob/living/carbon/human/human_defines.dm Modified code/modules/mob/living/living.dm Modified code/modules/mob/living/simple_animal/friendly/slime.dm Modified code/modules/mob/mob_grab.dm Modified code/modules/power/lighting.dm Modified code/modules/reagents/Chemistry-Reagents.dm Modified code/unused/_debug.dm Modified icons/effects/genetics.dmi Modified icons/mob/human.dmi Modified maps/RandomZLevels/wildwest.dm Modified tgstation.dme Signed-off-by: carnie <elly1989@rocketmail.com>
208 lines
6.5 KiB
Plaintext
208 lines
6.5 KiB
Plaintext
#define UPGRADE_COOLDOWN 40
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#define UPGRADE_KILL_TIMER 100
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/obj/item/weapon/grab
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name = "grab"
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var/obj/screen/grab/hud = null
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var/mob/affecting = null
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var/mob/assailant = null
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var/state = GRAB_PASSIVE
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var/allow_upgrade = 1
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var/last_upgrade = 0
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layer = 21
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abstract = 1
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item_state = "nothing"
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w_class = 5.0
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/obj/item/weapon/grab/New(mob/user, mob/victim)
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..()
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loc = user
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assailant = user
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affecting = victim
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if(affecting.anchored)
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del(src)
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return
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hud = new /obj/screen/grab(src)
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hud.icon_state = "reinforce"
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hud.name = "reinforce grab"
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hud.master = src
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//Used by throw code to hand over the mob, instead of throwing the grab. The grab is then deleted by the throw code.
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/obj/item/weapon/grab/proc/throw()
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if(affecting)
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if(state >= GRAB_AGGRESSIVE)
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return affecting
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return null
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//This makes sure that the grab screen object is displayed in the correct hand.
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/obj/item/weapon/grab/proc/synch()
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if(affecting)
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if(assailant.r_hand == src)
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hud.screen_loc = ui_rhand
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else
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hud.screen_loc = ui_lhand
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/obj/item/weapon/grab/process()
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confirm()
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if(assailant.client)
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assailant.client.screen -= hud
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assailant.client.screen += hud
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if(assailant.pulling == affecting)
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assailant.stop_pulling()
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if(state <= GRAB_AGGRESSIVE)
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allow_upgrade = 1
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if((assailant.l_hand && assailant.l_hand != src && istype(assailant.l_hand, /obj/item/weapon/grab)))
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var/obj/item/weapon/grab/G = assailant.l_hand
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if(G.affecting != affecting)
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allow_upgrade = 0
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if((assailant.r_hand && assailant.r_hand != src && istype(assailant.r_hand, /obj/item/weapon/grab)))
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var/obj/item/weapon/grab/G = assailant.r_hand
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if(G.affecting != affecting)
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allow_upgrade = 0
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if(state == GRAB_AGGRESSIVE)
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var/h = affecting.hand
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affecting.hand = 0
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affecting.drop_item()
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affecting.hand = 1
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affecting.drop_item()
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affecting.hand = h
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for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
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if(G.state == GRAB_AGGRESSIVE)
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allow_upgrade = 0
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if(allow_upgrade)
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hud.icon_state = "reinforce"
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else
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hud.icon_state = "!reinforce"
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else
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if(!affecting.buckled)
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affecting.loc = assailant.loc
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if(state >= GRAB_NECK)
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affecting.Stun(5) //It will hamper your voice, being choked and all.
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if(isliving(affecting))
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var/mob/living/L = affecting
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L.adjustOxyLoss(1)
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if(state >= GRAB_KILL)
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affecting.Weaken(5) //Should keep you down unless you get help.
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affecting.losebreath = min(affecting.losebreath + 2, 3)
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/obj/item/weapon/grab/proc/s_click(obj/screen/S)
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if(!affecting)
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return
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if(state == GRAB_UPGRADING)
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return
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if(assailant.next_move > world.time)
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return
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if(last_upgrade > world.time + UPGRADE_COOLDOWN)
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return
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if(!assailant.canmove || assailant.lying)
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del(src)
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return
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last_upgrade = world.time
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if(state < GRAB_AGGRESSIVE)
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if(!allow_upgrade)
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return
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assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
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state = GRAB_AGGRESSIVE
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icon_state = "grabbed1"
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else
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if(state < GRAB_NECK)
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if(isslime(affecting))
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assailant << "<span class='notice'>You squeeze [affecting], but nothing interesting happens.</span>"
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return
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assailant.visible_message("<span class='warning'>[assailant] has reinforced \his grip on [affecting] (now neck)!</span>")
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state = GRAB_NECK
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icon_state = "grabbed+1"
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if(!affecting.buckled)
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affecting.loc = assailant.loc
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affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
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assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>"
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log_attack("<font color='red'>[assailant.name] ([assailant.ckey]) grabbed the neck of [affecting.name] ([affecting.ckey])</font>")
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hud.icon_state = "disarm/kill"
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hud.name = "disarm/kill"
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else
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if(state < GRAB_UPGRADING)
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assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
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hud.icon_state = "disarm/kill1"
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state = GRAB_UPGRADING
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if(do_after(assailant, UPGRADE_KILL_TIMER))
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if(state == GRAB_KILL)
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return
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if(!affecting)
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del(src)
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return
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if(!assailant.canmove || assailant.lying)
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del(src)
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return
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state = GRAB_KILL
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assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
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affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
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assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
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log_attack("<font color='red'>[assailant.name] ([assailant.ckey]) Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>")
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assailant.next_move = world.time + 10
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affecting.losebreath += 1
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else
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assailant.visible_message("<span class='warning'>[assailant] was unable to tighten \his grip on [affecting]'s neck!</span>")
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hud.icon_state = "disarm/kill"
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state = GRAB_NECK
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//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
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/obj/item/weapon/grab/proc/confirm()
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if(!assailant || !affecting)
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del(src)
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return 0
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if(affecting)
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if(!isturf(assailant.loc) || ( !isturf(affecting.loc) || assailant.loc != affecting.loc && get_dist(assailant, affecting) > 1) )
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del(src)
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return 0
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return 1
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/obj/item/weapon/grab/attack(mob/M, mob/user)
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if(!affecting)
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return
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if(M == affecting)
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s_click(hud)
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return
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if(M == assailant && state >= GRAB_AGGRESSIVE)
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if( (ishuman(user) && (FAT in user.mutations) && ismonkey(affecting) ) || ( isalien(user) && iscarbon(affecting) ) )
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var/mob/living/carbon/attacker = user
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user.visible_message("<span class='danger'>[user] is attempting to devour [affecting]!</span>")
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if(istype(user, /mob/living/carbon/alien/humanoid/hunter))
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if(!do_mob(user, affecting)||!do_after(user, 30)) return
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else
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if(!do_mob(user, affecting)||!do_after(user, 100)) return
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user.visible_message("<span class='danger'>[user] devours [affecting]!</span>")
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affecting.loc = user
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attacker.stomach_contents.Add(affecting)
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del(src)
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/obj/item/weapon/grab/dropped()
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del(src)
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/obj/item/weapon/grab/Del()
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del(hud)
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..() |