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Mouse drop refactor (#20256)
Refactored mousedrag procs, added signals, some safeguards, did some cleanups around, renamed them to make a little more sense. Mostly put in line with TG's code. Fast clicking and releasing with a drag, depending on the grace period and how fast it is done, can be counted as clicks, to aid in combat scenarios where you spamclick.
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@@ -102,11 +102,11 @@
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return TRUE
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return FALSE
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/obj/structure/MouseDrop_T(mob/target, mob/user)
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/obj/structure/mouse_drop_receive(atom/dropped, mob/user, params)
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var/mob/living/H = user
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if(istype(H) && can_climb(H) && target == user)
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do_climb(target)
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if(istype(H) && can_climb(H) && dropped == user)
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do_climb(dropped)
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else
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return ..()
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