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event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
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ZephyrTFA
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@@ -72,7 +72,7 @@ GLOBAL_VAR_INIT(hhMysteryRoomNumber, rand(1, 999999))
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to_chat(target, span_warning("You too far away from \the [src] to enter it!"))
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// If the target is incapacitated after selecting a room, they're not allowed to teleport.
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if(target.incapacitated())
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if(target.incapacitated)
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to_chat(target, span_warning("You aren't able to activate \the [src] anymore!"))
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// Has the user thrown it away or otherwise disposed of it such that it's no longer in their hands or in some storage connected to them?
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