3e7184c975
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102 Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move. Adds Immobilize()d status effect that freezes movement but does not prevent anything else. Adds Paralyze()d which is oldstun "You can't do anything at all and knock down). Stun() will now prevent any item/UI usage and movement (which is similar to before). Knockdown() will now only knockdown without preventing item usage/movement. People knocked down will be able to crawl at softcrit-speeds Refactors some /mob variables and procs to /mob/living. update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove cl rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower. /cl Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
371 lines
10 KiB
Plaintext
371 lines
10 KiB
Plaintext
/mob/CanPass(atom/movable/mover, turf/target)
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return TRUE //There's almost no cases where non /living mobs should be used in game as actual mobs, other than ghosts.
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/mob/living/CanPass(atom/movable/mover, turf/target)
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if((mover.pass_flags & PASSMOB))
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return TRUE
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if(istype(mover, /obj/item/projectile) || mover.throwing)
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return (!density || !(mobility_flags & MOBILITY_STAND))
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if(buckled == mover)
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return TRUE
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if(ismob(mover))
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if (mover in buckled_mobs)
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return TRUE
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return (!mover.density || !density || !(mobility_flags & MOBILITY_STAND))
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//DO NOT USE THIS UNLESS YOU ABSOLUTELY HAVE TO. THIS IS BEING PHASED OUT FOR THE MOVESPEED MODIFICATION SYSTEM.
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//See mob_movespeed.dm
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/mob/proc/movement_delay() //update /living/movement_delay() if you change this
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return cached_multiplicative_slowdown
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/client/verb/drop_item()
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set hidden = 1
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if(!iscyborg(mob) && mob.stat == CONSCIOUS)
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mob.dropItemToGround(mob.get_active_held_item())
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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)
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return
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mob.control_object.setDir(direct)
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else
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mob.control_object.forceMove(get_step(mob.control_object,direct))
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#define MOVEMENT_DELAY_BUFFER 0.75
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#define MOVEMENT_DELAY_BUFFER_DELTA 1.25
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/client/Move(n, direct)
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if(world.time < move_delay) //do not move anything ahead of this check please
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return FALSE
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else
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next_move_dir_add = 0
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next_move_dir_sub = 0
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var/old_move_delay = move_delay
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move_delay = world.time + world.tick_lag //this is here because Move() can now be called mutiple times per tick
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if(!mob || !mob.loc)
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return FALSE
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if(!n || !direct)
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return FALSE
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if(mob.notransform)
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return FALSE //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(!isliving(mob))
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return mob.Move(n, direct)
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if(mob.stat == DEAD)
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mob.ghostize()
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return FALSE
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if(mob.force_moving)
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return FALSE
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var/mob/living/L = mob //Already checked for isliving earlier
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if(L.incorporeal_move) //Move though walls
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Process_Incorpmove(direct)
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return FALSE
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if(mob.remote_control) //we're controlling something, our movement is relayed to it
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return mob.remote_control.relaymove(mob, direct)
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if(isAI(mob))
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return AIMove(n,direct,mob)
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if(Process_Grab()) //are we restrained by someone's grip?
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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(!(L.mobility_flags & MOBILITY_MOVE))
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return FALSE
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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(!mob.Process_Spacemove(direct))
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return FALSE
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//We are now going to move
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var/add_delay = mob.movement_delay()
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if(old_move_delay + (add_delay*MOVEMENT_DELAY_BUFFER_DELTA) + MOVEMENT_DELAY_BUFFER > world.time)
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move_delay = old_move_delay
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else
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move_delay = world.time
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if(L.confused)
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var/newdir = 0
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if(L.confused > 40)
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newdir = pick(GLOB.alldirs)
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else if(prob(L.confused * 1.5))
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newdir = angle2dir(dir2angle(direct) + pick(90, -90))
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else if(prob(L.confused * 3))
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newdir = angle2dir(dir2angle(direct) + pick(45, -45))
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if(newdir)
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direct = newdir
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n = get_step(L, direct)
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. = ..()
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if((direct & (direct - 1)) && mob.loc == n) //moved diagonally successfully
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add_delay *= 2
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move_delay += add_delay
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if(.) // If mob is null here, we deserve the runtime
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if(mob.throwing)
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mob.throwing.finalize(FALSE)
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var/atom/movable/P = mob.pulling
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if(P && !ismob(P) && P.density)
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mob.setDir(turn(mob.dir, 180))
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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(mob.pulledby)
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if(mob.incapacitated(ignore_restraints = 1))
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move_delay = world.time + 10
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return TRUE
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else if(mob.restrained(ignore_grab = 1))
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move_delay = world.time + 10
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to_chat(src, "<span class='warning'>You're restrained! You can't move!</span>")
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return TRUE
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else
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return mob.resist_grab(1)
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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(INCORPOREAL_MOVE_BASIC)
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var/T = get_step(L,direct)
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if(T)
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L.forceMove(T)
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L.setDir(direct)
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if(INCORPOREAL_MOVE_SHADOW)
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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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var/target = locate(locx,locy,mobloc.z)
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if(target)
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L.loc = target
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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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new /obj/effect/temp_visual/dir_setting/ninja/shadow(T, L.dir)
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limit--
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if(limit<=0)
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break
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else
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new /obj/effect/temp_visual/dir_setting/ninja/shadow(mobloc, L.dir)
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var/T = get_step(L,direct)
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if(T)
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L.forceMove(T)
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L.setDir(direct)
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if(INCORPOREAL_MOVE_JAUNT) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
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var/turf/open/floor/stepTurf = get_step(L, direct)
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if(stepTurf)
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for(var/obj/effect/decal/cleanable/salt/S in stepTurf)
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to_chat(L, "<span class='warning'>[S] bars your passage!</span>")
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if(isrevenant(L))
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var/mob/living/simple_animal/revenant/R = L
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R.reveal(20)
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R.stun(20)
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return
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if(stepTurf.flags_1 & NOJAUNT_1)
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to_chat(L, "<span class='warning'>Some strange aura is blocking the way.</span>")
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return
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if (locate(/obj/effect/blessing, stepTurf))
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to_chat(L, "<span class='warning'>Holy energies block your path!</span>")
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return
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L.forceMove(stepTurf)
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L.setDir(direct)
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return TRUE
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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 TRUE for movement 0 for none
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/mob/Process_Spacemove(movement_dir = 0)
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if(spacewalk || ..())
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return TRUE
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var/atom/movable/backup = get_spacemove_backup()
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if(backup)
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if(istype(backup) && movement_dir && !backup.anchored)
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if(backup.newtonian_move(turn(movement_dir, 180))) //You're pushing off something movable, so it moves
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to_chat(src, "<span class='info'>You push off of [backup] to propel yourself.</span>")
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return TRUE
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return FALSE
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/mob/get_spacemove_backup()
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for(var/A in orange(1, get_turf(src)))
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if(isarea(A))
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continue
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else if(isturf(A))
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var/turf/turf = A
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if(isspaceturf(turf))
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continue
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if(!turf.density && !mob_negates_gravity())
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continue
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return A
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else
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var/atom/movable/AM = A
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if(AM == buckled)
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continue
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if(ismob(AM))
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var/mob/M = AM
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if(M.buckled)
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continue
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if(!AM.CanPass(src) || AM.density)
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if(AM.anchored)
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return AM
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if(pulling == AM)
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continue
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. = AM
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/mob/proc/mob_has_gravity()
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return has_gravity()
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/mob/proc/mob_negates_gravity()
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return FALSE
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/mob/proc/slip(s_amount, w_amount, obj/O, lube)
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return
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/mob/proc/update_gravity()
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return
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//bodypart selection - Cyberboss
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//8 toggles through head - eyes - mouth
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//4: r-arm 5: chest 6: l-arm
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//1: r-leg 2: groin 3: l-leg
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/client/proc/check_has_body_select()
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return mob && mob.hud_used && mob.hud_used.zone_select && istype(mob.hud_used.zone_select, /obj/screen/zone_sel)
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/client/verb/body_toggle_head()
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set name = "body-toggle-head"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/next_in_line
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switch(mob.zone_selected)
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if(BODY_ZONE_HEAD)
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next_in_line = BODY_ZONE_PRECISE_EYES
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if(BODY_ZONE_PRECISE_EYES)
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next_in_line = BODY_ZONE_PRECISE_MOUTH
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else
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next_in_line = BODY_ZONE_HEAD
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(next_in_line, mob)
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/client/verb/body_r_arm()
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set name = "body-r-arm"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_R_ARM, mob)
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/client/verb/body_chest()
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set name = "body-chest"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_CHEST, mob)
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/client/verb/body_l_arm()
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set name = "body-l-arm"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_L_ARM, mob)
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/client/verb/body_r_leg()
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set name = "body-r-leg"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_R_LEG, mob)
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/client/verb/body_groin()
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set name = "body-groin"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_PRECISE_GROIN, mob)
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/client/verb/body_l_leg()
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set name = "body-l-leg"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_L_LEG, mob)
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/client/verb/toggle_walk_run()
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set name = "toggle-walk-run"
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set hidden = TRUE
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set instant = TRUE
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if(mob)
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mob.toggle_move_intent(usr)
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/mob/proc/toggle_move_intent(mob/user)
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if(m_intent == MOVE_INTENT_RUN)
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m_intent = MOVE_INTENT_WALK
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else
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m_intent = MOVE_INTENT_RUN
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if(hud_used && hud_used.static_inventory)
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for(var/obj/screen/mov_intent/selector in hud_used.static_inventory)
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selector.update_icon(src)
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