Fixes the crawling sound from being played from moving buckled/mounted mobs.
## Why It's Good For The Game
Apparently I didn't catch the crawling sounds being played from buckled mobs that are moving. Examples include the Janitor on their pimpin' ride or some assistant piggy-backing off of a cyborg.
Nobody made a report but I noticed this issue: Downed players being dragged are playing footstep sounds, specifically the bare footstep sounds via their hands from what I noticed.
Fixes (hopefully) footstep sounds from being played from incapacitated mobs that are being moved (via dragging for example). Instead, lying mobs will play a crawling sound when moving.
## Why It's Good For The Game
Footstep sounds shouldn't be played when mobs are being dragged.
Bare feet and other mobs will now make the correct footstep sounds and added new samples to go with them. Added some helpers to is_helpers.dm, mostly for (future) footstep support but maybe someone else can make use of them.
cl Nero1024
soundadd: Bare feet will now make the correct footstep sounds.
soundadd: Other mobs will make the correct footstep sounds.
/cl
As others indicated in the very first footsteps PR other users wanted footstep sounds for barefeet. I also noticed that do_footstep is in a bunch of other mobs, but Ian and Xenomorphs don't wear shoes so I fixed that too.
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
Walking instead of running will reduce the noise, making it now more useful to gameplay.
Plating and wood makes a lot of noise, floor and carpet are quieter.
Range and volume may need to be balanced later on.
Oh, I reorganized some sound files too - the ones beepsky and medbot uses.