5fc7af7fbf
Items reset their pixel_x and pixel_y values on pickup.
230 lines
6.4 KiB
Plaintext
230 lines
6.4 KiB
Plaintext
/atom/movable
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layer = 3
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var/last_move = null
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var/anchored = 0
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var/move_speed = 10
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var/l_move_time = 1
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var/throwing = 0
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var/throw_speed = 2
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var/throw_range = 7
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var/mob/pulledby = null
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var/languages = 0 //For say() and Hear()
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var/inertia_dir = 0
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var/pass_flags = 0
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glide_size = 8
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/atom/movable/Move(atom/newloc, direct = 0)
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if(!loc || !newloc) return 0
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var/atom/oldloc = loc
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if(loc != newloc)
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if (!(direct & (direct - 1))) //Cardinal move
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. = ..()
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else //Diagonal move, split it into cardinal moves
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if (direct & 1)
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if (direct & 4)
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if (step(src, NORTH))
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. = step(src, EAST)
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else if (step(src, EAST))
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. = step(src, NORTH)
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else if (direct & 8)
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if (step(src, NORTH))
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. = step(src, WEST)
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else if (step(src, WEST))
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. = step(src, NORTH)
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else if (direct & 2)
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if (direct & 4)
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if (step(src, SOUTH))
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. = step(src, EAST)
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else if (step(src, EAST))
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. = step(src, SOUTH)
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else if (direct & 8)
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if (step(src, SOUTH))
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. = step(src, WEST)
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else if (step(src, WEST))
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. = step(src, SOUTH)
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if(!loc || (loc == oldloc && oldloc != newloc))
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last_move = 0
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return
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last_move = direct
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src.move_speed = world.timeofday - src.l_move_time
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src.l_move_time = world.timeofday
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spawn(5) // Causes space drifting. /tg/station has no concept of speed, we just use 5
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if(loc && direct && last_move == direct)
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if(loc == newloc) //Remove this check and people can accelerate. Not opening that can of worms just yet.
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newtonian_move(last_move)
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/atom/movable/Del()
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if(isnull(gc_destroyed) && loc)
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testing("GC: -- [type] was deleted via del() rather than qdel() --")
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// else if(isnull(gc_destroyed))
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// testing("GC: [type] was deleted via GC without qdel()") //Not really a huge issue but from now on, please qdel()
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// else
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// testing("GC: [type] was deleted via GC with qdel()")
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..()
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/atom/movable/Destroy()
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if(reagents)
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qdel(reagents)
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for(var/atom/movable/AM in contents)
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qdel(AM)
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tag = null
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loc = null
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invisibility = 101
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// Do not call ..()
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// Previously known as HasEntered()
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// This is automatically called when something enters your square
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/atom/movable/Crossed(atom/movable/AM)
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return
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/atom/movable/Bump(var/atom/A as mob|obj|turf|area, yes)
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if(src.throwing)
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src.throw_impact(A)
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src.throwing = 0
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if ((A && yes))
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A.last_bumped = world.time
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A.Bumped(src)
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return
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..()
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return
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/atom/movable/proc/forceMove(atom/destination)
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if(destination)
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if(loc)
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loc.Exited(src)
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loc = destination
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loc.Entered(src)
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for(var/atom/movable/AM in loc)
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AM.Crossed(src)
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return 1
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return 0
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//Called whenever an object moves and by mobs when they attempt to move themselves through space
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//And when an object or action applies a force on src, see newtonian_move() below
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//Return 0 to have src start/keep drifting in a no-grav area and 1 to stop/not start drifting
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//Mobs should return 1 if they should be able to move of their own volition, see client/Move() in mob_movement.dm
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//movement_dir == 0 when stopping or any dir when trying to move
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/atom/movable/proc/Process_Spacemove(var/movement_dir = 0)
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if(has_gravity(src))
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return 1
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if(pulledby)
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return 1
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if(locate(/obj/structure/lattice) in orange(1, get_turf(src))) //Not realistic but makes pushing things in space easier
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return 1
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return 0
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/atom/movable/proc/newtonian_move(direction) //Only moves the object if it's under no gravity
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if(!loc || Process_Spacemove(0))
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inertia_dir = 0
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return 0
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inertia_dir = direction
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if(!direction)
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return 1
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var/old_dir = dir
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. = step(src, direction)
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dir = old_dir
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/atom/movable/proc/checkpass(passflag)
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return pass_flags&passflag
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/atom/movable/proc/hit_check() // todo: this is partly obsolete due to passflags already, add throwing stuff to mob CanPass and finish it
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if(src.throwing)
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for(var/atom/A in get_turf(src))
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if(A == src) continue
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if(istype(A,/mob/living))
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if(A:lying) continue
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src.throw_impact(A)
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if(src.throwing == 1)
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src.throwing = 0
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if(isobj(A))
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if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
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src.throw_impact(A)
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src.throwing = 0
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/atom/movable/proc/throw_at(atom/target, range, speed)
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if(!target || !src || (flags & NODROP)) return 0
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//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
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src.throwing = 1
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var/dist_x = abs(target.x - src.x)
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var/dist_y = abs(target.y - src.y)
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var/dx = (target.x > src.x) ? EAST : WEST
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var/dy = (target.y > src.y) ? NORTH : SOUTH
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var/dist_travelled = 0
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var/dist_since_sleep = 0
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var/tdist_x = dist_x;
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var/tdist_y = dist_y;
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var/tdx = dx;
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var/tdy = dy;
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if(dist_x <= dist_y)
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tdist_x = dist_y;
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tdist_y = dist_x;
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tdx = dy;
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tdy = dx;
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var/error = tdist_x/2 - tdist_y
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while(target && (((((dist_x > dist_y) && ((src.x < target.x && dx == EAST) || (src.x > target.x && dx == WEST))) || ((dist_x <= dist_y) && ((src.y < target.y && dy == NORTH) || (src.y > target.y && dy == SOUTH))) || (src.x > target.x && dx == WEST)) && dist_travelled < range) || !has_gravity(src)))
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// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
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if(!src.throwing) break
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if(!istype(src.loc, /turf)) break
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var/atom/step = get_step(src, (error < 0) ? tdy : tdx)
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step, get_dir(loc, step))
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hit_check()
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error += (error < 0) ? tdist_x : -tdist_y;
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dist_travelled++
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dist_since_sleep++
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if(dist_since_sleep >= speed)
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dist_since_sleep = 0
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sleep(1)
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//done throwing, either because it hit something or it finished moving
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src.throwing = 0
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if(isobj(src))
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src.throw_impact(get_turf(src))
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return 1
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//Overlays
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/atom/movable/overlay
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var/atom/master = null
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anchored = 1
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/atom/movable/overlay/New()
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verbs.Cut()
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return
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/atom/movable/overlay/attackby(a, b, c)
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if (src.master)
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return src.master.attackby(a, b, c)
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return
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/atom/movable/overlay/attack_paw(a, b, c)
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if (src.master)
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return src.master.attack_paw(a, b, c)
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return
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/atom/movable/overlay/attack_hand(a, b, c)
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if (src.master)
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return src.master.attack_hand(a, b, c)
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return
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