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- combat
- proc
- ATTACK4(player/p)
- HOLD4(player/p)
- RELEASE4(player/p)
- antelope_warrior
- ATTACK4(player/p)
- p.start_shield()
- p.shield = new/combat_obj/antelope/shield(p)
- p.overlays += p.shield
- HOLD4(player/p)
- p.start_shield()
- if(p.shield) return
- p.shield = new/combat_obj/antelope/shield(p)
- RELEASE4(player/p)
- p << "release triggered"
- if( p.state == p.STATE_DEFEND )
- p << "should be deleting. [p.shield]"
- del p.shield
- p.stop_shield()
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