62b848c6ce
This updates everything that used equip_e, particularly the strip panel, but also DNA injectors and CPR. Removed unused mob vars: var/obj/effect/organstructure/organStructure var/other var/proc_holder_list[] Removed unused alien suit and head slots. Removed var/obj/item/weapon/card/id/wear_id from monkeys, and updated ed209s to not use : Renamed HUMAN_STRIP_DELAY to STRIP_DELAY. Muddled Topics() around so that mobs are now a bit more OO. Also updated quite a few misc inventory procs to various degrees. Updated monkey and aliens huds a little bit. Random movement when confused now happens half the time. Fixed monkey breathmask onmobs. Added a .unconscious text style, for that nice bold blue text you get when you're unconscious. Only CPR uses it at the moment. This has been tested fairly extensively, and everything seems to work fine. -Merged commits ~carnie Signed-off-by: carnie <elly1989@rocketmail.com>
488 lines
12 KiB
Plaintext
488 lines
12 KiB
Plaintext
/mob/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(ismob(mover))
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var/mob/moving_mob = mover
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if ((other_mobs && moving_mob.other_mobs))
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return 1
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return (!mover.density || !density || lying)
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else
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return (!mover.density || !density || lying)
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return
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/client/Northeast()
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swap_hand()
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return
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/client/Southeast()
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attack_self()
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return
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/client/Southwest()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.toggle_throw_mode()
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else
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usr << "\red This mob type cannot throw items."
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return
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/client/Northwest()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(!C.get_active_hand())
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usr << "\red You have nothing to drop in your hand."
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return
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drop_item()
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else
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usr << "\red This mob type cannot drop items."
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return
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//This gets called when you press the delete button.
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/client/verb/delete_key_pressed()
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set hidden = 1
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if(!usr.pulling)
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usr << "\blue You are not pulling anything."
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return
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usr.stop_pulling()
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/client/verb/swap_hand()
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set hidden = 1
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if(istype(mob, /mob/living/carbon))
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mob:swap_hand()
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if(istype(mob,/mob/living/silicon/robot))//Oh nested logic loops, is there anything you can't do? -Sieve
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var/mob/living/silicon/robot/R = mob
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if(!R.module_active)
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if(!R.module_state_1)
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if(!R.module_state_2)
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if(!R.module_state_3)
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return
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else
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R:inv1.icon_state = "inv1"
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R:inv2.icon_state = "inv2"
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R:inv3.icon_state = "inv3 +a"
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R:module_active = R:module_state_3
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else
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R:inv1.icon_state = "inv1"
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R:inv2.icon_state = "inv2 +a"
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R:inv3.icon_state = "inv3"
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R:module_active = R:module_state_2
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else
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R:inv1.icon_state = "inv1 +a"
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R:inv2.icon_state = "inv2"
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R:inv3.icon_state = "inv3"
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R:module_active = R:module_state_1
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else
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if(R.module_active == R.module_state_1)
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if(!R.module_state_2)
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if(!R.module_state_3)
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return
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else
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R:inv1.icon_state = "inv1"
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R:inv2.icon_state = "inv2"
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R:inv3.icon_state = "inv3 +a"
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R:module_active = R:module_state_3
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else
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R:inv1.icon_state = "inv1"
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R:inv2.icon_state = "inv2 +a"
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R:inv3.icon_state = "inv3"
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R:module_active = R:module_state_2
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else if(R.module_active == R.module_state_2)
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if(!R.module_state_3)
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if(!R.module_state_1)
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return
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else
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R:inv1.icon_state = "inv1 +a"
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R:inv2.icon_state = "inv2"
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R:inv3.icon_state = "inv3"
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R:module_active = R:module_state_1
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else
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R:inv1.icon_state = "inv1"
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R:inv2.icon_state = "inv2"
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R:inv3.icon_state = "inv3 +a"
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R:module_active = R:module_state_3
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else if(R.module_active == R.module_state_3)
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if(!R.module_state_1)
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if(!R.module_state_2)
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return
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else
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R:inv1.icon_state = "inv1"
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R:inv2.icon_state = "inv2 +a"
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R:inv3.icon_state = "inv3"
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R:module_active = R:module_state_2
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else
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R:inv1.icon_state = "inv1 +a"
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R:inv2.icon_state = "inv2"
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R:inv3.icon_state = "inv3"
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R:module_active = R:module_state_1
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else
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return
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return
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/client/verb/attack_self()
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set hidden = 1
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if(mob)
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mob.mode()
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return
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/client/verb/toggle_throw_mode()
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set hidden = 1
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if(!istype(mob, /mob/living/carbon))
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return
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if (!mob.stat && isturf(mob.loc) && !mob.restrained())
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mob:toggle_throw_mode()
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else
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return
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/client/verb/drop_item()
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set hidden = 1
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if(!isrobot(mob))
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mob.drop_item_v()
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return
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/client/Center()
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if (isobj(mob.loc))
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var/obj/O = mob.loc
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if (mob.canmove)
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return O.relaymove(mob, 16)
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return
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/atom/movable/Move(NewLoc, direct)
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if (direct & direct - 1)
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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
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if (step(src, EAST))
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step(src, NORTH)
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else
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if (direct & 8)
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if (step(src, NORTH))
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step(src, WEST)
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else
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if (step(src, WEST))
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step(src, NORTH)
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else
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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
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if (step(src, EAST))
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step(src, SOUTH)
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else
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if (direct & 8)
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if (step(src, SOUTH))
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step(src, WEST)
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else
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if (step(src, WEST))
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step(src, SOUTH)
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else
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. = ..()
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return
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/client/proc/Move_object(direct)
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if(mob && mob.control_object)
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if(mob.control_object.density)
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step(mob.control_object,direct)
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if(!mob.control_object) return
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mob.control_object.dir = direct
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else
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mob.control_object.loc = get_step(mob.control_object,direct)
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return
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/client/Move(n, direct)
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if(!mob)
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return 0
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if(mob.monkeyizing)
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return 0 //This is sota the goto stop mobs from moving var
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if(mob.control_object)
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return Move_object(direct)
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if(isobserver(mob))
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return mob.Move(n,direct)
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if(moving)
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return 0
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if(world.time < move_delay)
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return 0
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if(mob.stat == DEAD)
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return 0
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if(isAI(mob))
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return AIMove(n,direct,mob)
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if(isliving(mob))
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var/mob/living/L = mob
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if(L.incorporeal_move) //Move though walls
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Process_Incorpmove(direct)
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return 0
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if(Process_Grab()) return
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if(mob.buckled) //if we're buckled to something, tell it we moved.
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return mob.buckled.relaymove(mob, direct)
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if(!mob.canmove)
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return 0
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if(!mob.lastarea)
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mob.lastarea = get_area(mob.loc)
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if((istype(mob.loc, /turf/space)) || (mob.lastarea.has_gravity == 0))
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if(!mob.Process_Spacemove(0))
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return 0
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if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
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var/atom/O = mob.loc
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return O.relaymove(mob, direct)
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if(isturf(mob.loc))
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if(mob.restrained()) //Why being pulled while cuffed prevents you from moving
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for(var/mob/M in range(mob, 1))
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if(M.pulling == mob && !M.restrained() && M.stat == 0 && M.canmove)
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src << "\blue You're restrained! You can't move!"
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return 0
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move_delay = world.time//set move delay
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switch(mob.m_intent)
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if("run")
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if(mob.drowsyness > 0)
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move_delay += 6
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move_delay += 1 + config.run_speed
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if("walk")
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move_delay += 7 + config.walk_speed
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move_delay += mob.movement_delay()
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if(config.Tickcomp)
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move_delay -= 1.3
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var/tickcomp = (1 / (world.tick_lag)) * 1.3
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move_delay = move_delay + tickcomp
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//We are now going to move
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moving = 1
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//Something with pulling things
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if(locate(/obj/item/weapon/grab, mob))
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move_delay = max(move_delay, world.time + 7)
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var/list/L = mob.ret_grab()
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if(istype(L, /list))
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if(L.len == 2)
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L -= mob
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var/mob/M = L[1]
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if(M)
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if ((get_dist(mob, M) <= 1 || M.loc == mob.loc))
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var/turf/T = mob.loc
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. = ..()
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if (isturf(M.loc))
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var/diag = get_dir(mob, M)
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if ((diag - 1) & diag)
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else
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diag = null
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if ((get_dist(mob, M) > 1 || diag))
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step(M, get_dir(M.loc, T))
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else
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for(var/mob/M in L)
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M.other_mobs = 1
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if(mob != M)
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M.animate_movement = 3
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for(var/mob/M in L)
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spawn( 0 )
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step(M, direct)
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return
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spawn( 1 )
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M.other_mobs = null
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M.animate_movement = 2
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return
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if(mob.confused && IsEven(world.time))
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step(mob, pick(cardinal))
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else
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. = ..()
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moving = 0
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return .
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///Process_Grab()
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///Called by client/Move()
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///Checks to see if you are being grabbed and if so attemps to break it
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/client/proc/Process_Grab()
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if(locate(/obj/item/weapon/grab, locate(/obj/item/weapon/grab, mob.grabbed_by.len)))
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var/list/grabbing = list()
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if(istype(mob.l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = mob.l_hand
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grabbing += G.affecting
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if(istype(mob.r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = mob.r_hand
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grabbing += G.affecting
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for(var/obj/item/weapon/grab/G in mob.grabbed_by)
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if(G.state == GRAB_PASSIVE && !grabbing.Find(G.assailant))
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del(G)
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if(G.state == GRAB_AGGRESSIVE)
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move_delay = world.time + 10
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if(!prob(25))
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return 1
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mob.visible_message("<span class='warning'>[mob] has broken free of [G.assailant]'s grip!</span>")
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del(G)
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if(G.state == GRAB_NECK)
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move_delay = world.time + 10
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if(!prob(5))
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return 1
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mob.visible_message("<span class='warning'>[mob] has broken free of [G.assailant]'s headlock!</span>")
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del(G)
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return 0
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///Process_Incorpmove
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///Called by client/Move()
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///Allows mobs to run though walls
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/client/proc/Process_Incorpmove(direct)
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var/turf/mobloc = get_turf(mob)
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if(!isliving(mob))
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return
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var/mob/living/L = mob
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switch(L.incorporeal_move)
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if(1)
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L.loc = get_step(L, direct)
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L.dir = direct
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if(2)
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if(prob(50))
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var/locx
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var/locy
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switch(direct)
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if(NORTH)
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locx = mobloc.x
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locy = (mobloc.y+2)
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if(locy>world.maxy)
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return
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if(SOUTH)
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locx = mobloc.x
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locy = (mobloc.y-2)
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if(locy<1)
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return
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if(EAST)
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locy = mobloc.y
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locx = (mobloc.x+2)
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if(locx>world.maxx)
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return
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if(WEST)
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locy = mobloc.y
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locx = (mobloc.x-2)
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if(locx<1)
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return
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else
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return
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L.loc = locate(locx,locy,mobloc.z)
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spawn(0)
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var/limit = 2//For only two trailing shadows.
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for(var/turf/T in getline(mobloc, L.loc))
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spawn(0)
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anim(T,L,'icons/mob/mob.dmi',,"shadow",,L.dir)
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limit--
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if(limit<=0) break
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else
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spawn(0)
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anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir)
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L.loc = get_step(L, direct)
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L.dir = direct
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return 1
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///Process_Spacemove
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///Called by /client/Move()
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///For moving in space
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///Return 1 for movement 0 for none
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/mob/proc/Process_Spacemove(var/check_drift = 0)
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//First check to see if we can do things
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if(restrained())
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return 0
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if(!isturf(loc)) //if they're in a disposal unit, for example
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return 1
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/*
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if(istype(src,/mob/living/carbon))
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if(src.l_hand && src.r_hand)
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return 0
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*/
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var/dense_object = 0
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for(var/turf/turf in oview(1,src))
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if(istype(turf,/turf/space))
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continue
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if(istype(src,/mob/living/carbon/human/)) // Only humans can wear magboots, so we give them a chance to.
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if((istype(turf,/turf/simulated/floor)) && (src.lastarea.has_gravity == 0) && !(istype(src:shoes, /obj/item/clothing/shoes/magboots) && (src:shoes:flags & NOSLIP)))
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continue
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else
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if((istype(turf,/turf/simulated/floor)) && (src.lastarea.has_gravity == 0)) // No one else gets a chance.
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continue
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/*
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if(istype(turf,/turf/simulated/floor) && (src.flags & NOGRAV))
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continue
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*/
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dense_object++
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break
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if(!dense_object && (locate(/obj/structure/lattice) in oview(1, src)))
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dense_object++
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//Lastly attempt to locate any dense objects we could push off of
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//TODO: If we implement objects drifing in space this needs to really push them
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//Due to a few issues only anchored and dense objects will now work.
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if(!dense_object)
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for(var/obj/O in oview(1, src))
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if((O) && (O.density) && (O.anchored))
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dense_object++
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break
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//Nothing to push off of so end here
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if(!dense_object)
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return 0
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//Check to see if we slipped
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if(prob(Process_Spaceslipping(5)))
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src << "\blue <B>You slipped!</B>"
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src.inertia_dir = src.last_move
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step(src, src.inertia_dir)
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return 0
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//If not then we can reset inertia and move
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inertia_dir = 0
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return 1
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/mob/proc/Process_Spaceslipping(var/prob_slip = 5)
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//Setup slipage
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//If knocked out we might just hit it and stop. This makes it possible to get dead bodies and such.
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if(stat)
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prob_slip = 0 // Changing this to zero to make it line up with the comment.
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prob_slip = round(prob_slip)
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return(prob_slip) |