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Allow Skittish to Intercept Bump (#96890)
## About The Pull Request resolves: https://github.com/tgstation/tgstation/issues/56396 Modifies `atoms_movable.dm` and `skittish.md`, as a subscriber to the `COMSIG_MOVABLE_BUMP` signal, to allow the latter to bubble up an intercept flag to `living.dm`, so that it can cancel a shove and function properly. I looked at every other registered `COMSIG_MOVABLE_BUMP` signal receiver and found that only one ever possibly returns non-zero, and that is `/obj/item/clothing/gloves/gauntlets/proc/rocksmash`. However, when `rocksmash` is called via a bump signal, it will return `NONE` because the `proximity` parameter will not be set. Therefore, unless I missed something, there should be no collateral damage from this change. ## Why It's Good For The Game Skittish has been broken seemingly since its addition to the game. This fixes that. <img width="640" height="480" alt="crate" src="https://github.com/user-attachments/assets/0ce01c07-0e44-498b-aac0-02c448a6d379" /> <img width="640" height="480" alt="locker" src="https://github.com/user-attachments/assets/6fc946fb-e953-43d0-9bd3-9d958a3d9744" /> ## Changelog 🆑 fix: Fixed Skittish behaving strangely with lockers not against a wall, and crates in general. /🆑
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@@ -59,3 +59,5 @@
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closet_turf.visible_message(span_warning("[scooby] dives into [closet]!"))
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// If you run into a locker, you don't want to run out immediately
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scooby.Immobilize(0.5 SECONDS)
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return COMPONENT_INTERCEPT_BUMPED
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