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Dec 4th, 2012
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  1. combat
  2. proc
  3. ATTACK4(player/p)
  4. HOLD4(player/p)
  5. RELEASE4(player/p)
  6.  
  7. antelope_warrior
  8. ATTACK4(player/p)
  9. p.start_shield()
  10. p.shield = new/combat_obj/antelope/shield(p)
  11. p.overlays += p.shield
  12.  
  13. HOLD4(player/p)
  14. p.start_shield()
  15. if(p.shield) return
  16. p.shield = new/combat_obj/antelope/shield(p)
  17.  
  18. RELEASE4(player/p)
  19. p << "release triggered"
  20. if( p.state == p.STATE_DEFEND )
  21. p << "should be deleting. [p.shield]"
  22. del p.shield
  23. p.stop_shield()
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