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e1929a46c8
These changes are intended to prevent red grabs (neck grabs) being broken so easily. It also makes blue grabs very slightly harder to break, by stopping people from pulling grabbed mobs. Firstly, the grabbed mobs were not being moved along with their grabber sometimes. This happened when the grabber was force moved (such as by a pull, or another grab or being walked into on harm intent), in which case the grab that breaks was resolved purely by which had Process called on it first. Secondly, you can now no longer pull either the grabber, or the grabbed mob. This prevents blue-grabs being broken by someone walking up and pulling either person away, bypassing the Resist mechanic. Thirdly, a red-grabbed mob cannot be pulled or grabbed by anyone else. This means the only way to break a red-grab is to disarm the grabber, stun the grabber, or throw the grabber more than 2 tiles. https://github.com/user-attachments/assets/9d392229-4544-4546-ae8d-bdfc835fda19 I touched mob, living and mob_movement for this, because the grab checks were so spread out. I'm not particularly comfortable with having done that! I've tested pretty extensively and it seems like nothing broke, but it's hard to find edge cases without lots of clients and lots of grabs.