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Fix Crossed/Entered/Exited/Bump/ui_act parameter casting (#49016)
About The Pull Request Detected as part of my work on SpaceManiac/SpacemanDMM#167
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@@ -103,10 +103,10 @@
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if(target && !target.stat)
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O.throw_at(target, 5, 10)
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/obj/effect/anomaly/grav/Crossed(mob/A)
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gravShock(A)
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/obj/effect/anomaly/grav/Crossed(atom/movable/AM)
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gravShock(AM)
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/obj/effect/anomaly/grav/Bump(mob/A)
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/obj/effect/anomaly/grav/Bump(atom/A)
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gravShock(A)
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/obj/effect/anomaly/grav/Bumped(atom/movable/AM)
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@@ -149,11 +149,11 @@
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for(var/mob/living/M in range(0, src))
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mobShock(M)
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/obj/effect/anomaly/flux/Crossed(mob/living/M)
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mobShock(M)
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/obj/effect/anomaly/flux/Crossed(atom/movable/AM)
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mobShock(AM)
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/obj/effect/anomaly/flux/Bump(mob/living/M)
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mobShock(M)
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/obj/effect/anomaly/flux/Bump(atom/A)
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mobShock(A)
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/obj/effect/anomaly/flux/Bumped(atom/movable/AM)
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mobShock(AM)
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@@ -74,8 +74,8 @@
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/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
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return
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/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
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if(istype(L) && has_gravity(loc))
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/obj/effect/decal/cleanable/blood/gibs/Crossed(atom/movable/L)
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if(isliving(L) && has_gravity(loc))
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playsound(loc, 'sound/effects/gib_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 20 : 50, TRUE)
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. = ..()
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@@ -263,7 +263,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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add_fingerprint(user)
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ui_interact(user)
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/obj/item/ui_act(action, params)
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/obj/item/ui_act(action, list/params)
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add_fingerprint(usr)
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return ..()
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@@ -35,7 +35,7 @@
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alpha = 255
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addtimer(CALLBACK(src, .proc/go_invisible), 10, TIMER_OVERRIDE|TIMER_UNIQUE)
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/obj/structure/closet/cardboard/agent/Bump(atom/movable/A)
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/obj/structure/closet/cardboard/agent/Bump(atom/A)
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. = ..()
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if(isliving(A))
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reveal()
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@@ -330,9 +330,11 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
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qdel(src)
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return TRUE
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/obj/item/shard/Crossed(mob/living/L)
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if(istype(L) && !(L.is_flying() || L.is_floating() || L.buckled))
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playsound(src, 'sound/effects/glass_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 30 : 50, TRUE)
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/obj/item/shard/Crossed(atom/movable/AM)
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if(isliving(AM))
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var/mob/living/L = AM
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if(!(L.is_flying() || L.is_floating() || L.buckled))
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playsound(src, 'sound/effects/glass_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 30 : 50, TRUE)
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return ..()
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/obj/item/shard/plasma
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@@ -377,9 +377,9 @@
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S.add(transfer)
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return transfer
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/obj/item/stack/Crossed(obj/o)
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if(istype(o, merge_type) && !o.throwing)
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merge(o)
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/obj/item/stack/Crossed(atom/movable/AM)
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if(istype(AM, merge_type) && !AM.throwing)
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merge(AM)
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. = ..()
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/obj/item/stack/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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@@ -53,7 +53,7 @@
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if(S)
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S.update_icon()
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/obj/structure/stairs/Uncross(atom/movable/AM, turf/newloc)
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/obj/structure/stairs/Uncross(atom/movable/AM, atom/newloc)
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if(!newloc || !AM)
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return ..()
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if(!isobserver(AM) && isTerminator() && (get_dir(src, newloc) == dir))
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