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* Document datum, area,atom and some of the mob code * Update * Documented mob_helpers poorly * Brief treatise on mob movement iself * sdfasdf * Add title to treaties * Move readme file for say * more say stuff for mobs * Document login and status procs * Add some goddan links like a boss * Document some atom vars
499 lines
14 KiB
Plaintext
499 lines
14 KiB
Plaintext
///Can the atom pass this mob (always true for /mob)
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/mob/CanPass(atom/movable/mover, turf/target)
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return TRUE //There's almost no cases where non /living mobs should be used in game as actual mobs, other than ghosts.
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/**
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* Get the current movespeed delay of the mob
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*
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* DO NOT OVERRIDE THIS UNLESS YOU ABSOLUTELY HAVE TO.
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* THIS IS BEING PHASED OUT FOR THE MOVESPEED MODIFICATION SYSTEM.
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* See mob_movespeed.dm
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*/
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/mob/proc/movement_delay() //update /living/movement_delay() if you change this
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return cached_multiplicative_slowdown
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/**
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* If your mob is concious, drop the item in the active hand
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*
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* This is a hidden verb, likely for binding with winset for hotkeys
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*/
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/client/verb/drop_item()
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set hidden = 1
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if(!iscyborg(mob) && mob.stat == CONSCIOUS)
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mob.dropItemToGround(mob.get_active_held_item())
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return
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/**
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* force move the control_object of your client mob
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*
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* Used in admin possession and called from the client Move proc
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* ensures the possessed object moves and not the admin mob
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*
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* Has no sanity other than checking density
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*/
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/client/proc/Move_object(direct)
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if(mob && mob.control_object)
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if(mob.control_object.density)
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step(mob.control_object,direct)
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if(!mob.control_object)
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return
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mob.control_object.setDir(direct)
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else
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mob.control_object.forceMove(get_step(mob.control_object,direct))
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#define MOVEMENT_DELAY_BUFFER 0.75
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#define MOVEMENT_DELAY_BUFFER_DELTA 1.25
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/**
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* Move a client in a direction
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*
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* Huge proc, has a lot of functionality
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*
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* Mostly it will despatch to the mob that you are the owner of to actually move
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* in the physical realm
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*
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* Things that stop you moving as a mob:
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* * world time being less than your next move_delay
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* * not being in a mob, or that mob not having a loc
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* * missing the n and direction parameters
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* * being in remote control of an object (calls Moveobject instead)
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* * being dead (it ghosts you instead)
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*
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* Things that stop you moving as a mob living (why even have OO if you're just shoving it all
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* in the parent proc with istype checks right?):
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* * having incorporeal_move set (calls Process_Incorpmove() instead)
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* * being grabbed
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* * being buckled (relaymove() is called to the buckled atom instead)
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* * having your loc be some other mob (relaymove() is called on that mob instead)
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* * Not having MOBILITY_MOVE
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* * Failing Process_Spacemove() call
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*
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* At this point, if the mob is is confused, then a random direction and target turf will be calculated for you to travel to instead
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*
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* Now the parent call is made (to the byond builtin move), which moves you
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*
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* Some final move delay calculations (doubling if you moved diagonally successfully)
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*
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* if mob throwing is set I believe it's unset at this point via a call to finalize
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*
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* Finally if you're pulling an object and it's dense, you are turned 180 after the move
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* (if you ask me, this should be at the top of the move so you don't dance around)
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*
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*/
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/client/Move(n, direct)
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if(world.time < move_delay) //do not move anything ahead of this check please
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return FALSE
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else
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next_move_dir_add = 0
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next_move_dir_sub = 0
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var/old_move_delay = move_delay
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move_delay = world.time + world.tick_lag //this is here because Move() can now be called mutiple times per tick
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if(!mob || !mob.loc)
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return FALSE
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if(!n || !direct)
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return FALSE
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if(mob.notransform)
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return FALSE //This is sota the goto stop mobs from moving var
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if(mob.control_object)
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return Move_object(direct)
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if(!isliving(mob))
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return mob.Move(n, direct)
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if(mob.stat == DEAD)
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mob.ghostize()
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return FALSE
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if(mob.force_moving)
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return FALSE
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var/mob/living/L = mob //Already checked for isliving earlier
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if(L.incorporeal_move) //Move though walls
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Process_Incorpmove(direct)
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return FALSE
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if(mob.remote_control) //we're controlling something, our movement is relayed to it
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return mob.remote_control.relaymove(mob, direct)
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if(isAI(mob))
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return AIMove(n,direct,mob)
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if(Process_Grab()) //are we restrained by someone's grip?
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return
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if(mob.buckled) //if we're buckled to something, tell it we moved.
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return mob.buckled.relaymove(mob, direct)
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if(!(L.mobility_flags & MOBILITY_MOVE))
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return FALSE
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if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
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var/atom/O = mob.loc
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return O.relaymove(mob, direct)
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if(!mob.Process_Spacemove(direct))
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return FALSE
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//We are now going to move
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var/add_delay = mob.movement_delay()
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if(old_move_delay + (add_delay*MOVEMENT_DELAY_BUFFER_DELTA) + MOVEMENT_DELAY_BUFFER > world.time)
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move_delay = old_move_delay
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else
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move_delay = world.time
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if(L.confused)
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var/newdir = 0
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if(L.confused > 40)
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newdir = pick(GLOB.alldirs)
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else if(prob(L.confused * 1.5))
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newdir = angle2dir(dir2angle(direct) + pick(90, -90))
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else if(prob(L.confused * 3))
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newdir = angle2dir(dir2angle(direct) + pick(45, -45))
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if(newdir)
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direct = newdir
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n = get_step(L, direct)
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. = ..()
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if((direct & (direct - 1)) && mob.loc == n) //moved diagonally successfully
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add_delay *= 2
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move_delay += add_delay
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if(.) // If mob is null here, we deserve the runtime
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if(mob.throwing)
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mob.throwing.finalize(FALSE)
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var/atom/movable/P = mob.pulling
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if(P && !ismob(P) && P.density)
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mob.setDir(turn(mob.dir, 180))
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/**
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* Checks to see if you're being grabbed and if so attempts to break it
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*
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* Called by client/Move()
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*/
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/client/proc/Process_Grab()
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if(mob.pulledby)
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if((mob.pulledby == mob.pulling) && (mob.pulledby.grab_state == GRAB_PASSIVE)) //Don't autoresist passive grabs if we're grabbing them too.
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return
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if(mob.incapacitated(ignore_restraints = 1))
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move_delay = world.time + 10
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return TRUE
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else if(mob.restrained(ignore_grab = 1))
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move_delay = world.time + 10
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to_chat(src, "<span class='warning'>You're restrained! You can't move!</span>")
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return TRUE
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else
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return mob.resist_grab(1)
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/**
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* Allows mobs to ignore density and phase through objects
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*
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* Called by client/Move()
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*
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* The behaviour depends on the incorporeal_move value of the mob
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*
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* * INCORPOREAL_MOVE_BASIC - forceMoved to the next tile with no stop
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* * INCORPOREAL_MOVE_SHADOW - the same but leaves a cool effect path
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* * INCORPOREAL_MOVE_JAUNT - the same but blocked by holy tiles
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*
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* You'll note this is another mob living level proc living at the client level
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*/
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/client/proc/Process_Incorpmove(direct)
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var/turf/mobloc = get_turf(mob)
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if(!isliving(mob))
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return
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var/mob/living/L = mob
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switch(L.incorporeal_move)
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if(INCORPOREAL_MOVE_BASIC)
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var/T = get_step(L,direct)
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if(T)
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L.forceMove(T)
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L.setDir(direct)
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if(INCORPOREAL_MOVE_SHADOW)
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if(prob(50))
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var/locx
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var/locy
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switch(direct)
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if(NORTH)
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locx = mobloc.x
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locy = (mobloc.y+2)
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if(locy>world.maxy)
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return
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if(SOUTH)
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locx = mobloc.x
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locy = (mobloc.y-2)
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if(locy<1)
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return
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if(EAST)
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locy = mobloc.y
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locx = (mobloc.x+2)
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if(locx>world.maxx)
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return
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if(WEST)
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locy = mobloc.y
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locx = (mobloc.x-2)
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if(locx<1)
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return
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else
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return
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var/target = locate(locx,locy,mobloc.z)
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if(target)
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L.loc = target
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var/limit = 2//For only two trailing shadows.
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for(var/turf/T in getline(mobloc, L.loc))
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new /obj/effect/temp_visual/dir_setting/ninja/shadow(T, L.dir)
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limit--
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if(limit<=0)
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break
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else
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new /obj/effect/temp_visual/dir_setting/ninja/shadow(mobloc, L.dir)
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var/T = get_step(L,direct)
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if(T)
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L.forceMove(T)
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L.setDir(direct)
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if(INCORPOREAL_MOVE_JAUNT) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
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var/turf/open/floor/stepTurf = get_step(L, direct)
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if(stepTurf)
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for(var/obj/effect/decal/cleanable/food/salt/S in stepTurf)
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to_chat(L, "<span class='warning'>[S] bars your passage!</span>")
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if(isrevenant(L))
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var/mob/living/simple_animal/revenant/R = L
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R.reveal(20)
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R.stun(20)
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return
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if(stepTurf.flags_1 & NOJAUNT_1)
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to_chat(L, "<span class='warning'>Some strange aura is blocking the way.</span>")
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return
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if (locate(/obj/effect/blessing, stepTurf))
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to_chat(L, "<span class='warning'>Holy energies block your path!</span>")
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return
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L.forceMove(stepTurf)
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L.setDir(direct)
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return TRUE
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/**
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* Handles mob/living movement in space (or no gravity)
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*
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* Called by /client/Move()
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*
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* return TRUE for movement or FALSE for none
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*
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* You can move in space if you have a spacewalk ability
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*/
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/mob/Process_Spacemove(movement_dir = 0)
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if(spacewalk || ..())
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return TRUE
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var/atom/movable/backup = get_spacemove_backup()
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if(backup)
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if(istype(backup) && movement_dir && !backup.anchored)
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if(backup.newtonian_move(turn(movement_dir, 180))) //You're pushing off something movable, so it moves
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to_chat(src, "<span class='info'>You push off of [backup] to propel yourself.</span>")
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return TRUE
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return FALSE
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/**
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* Find movable atoms? near a mob that are viable for pushing off when moving
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*/
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/mob/get_spacemove_backup()
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for(var/A in orange(1, get_turf(src)))
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if(isarea(A))
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continue
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else if(isturf(A))
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var/turf/turf = A
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if(isspaceturf(turf))
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continue
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if(!turf.density && !mob_negates_gravity())
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continue
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return A
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else
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var/atom/movable/AM = A
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if(AM == buckled)
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continue
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if(ismob(AM))
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var/mob/M = AM
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if(M.buckled)
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continue
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if(!AM.CanPass(src) || AM.density)
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if(AM.anchored)
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return AM
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if(pulling == AM)
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continue
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. = AM
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/**
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* Returns true if a mob has gravity
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*
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* I hate that this exists
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*/
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/mob/proc/mob_has_gravity()
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return has_gravity()
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/**
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* Does this mob ignore gravity
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*/
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/mob/proc/mob_negates_gravity()
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return FALSE
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/// Called when this mob slips over, override as needed
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/mob/proc/slip(knockdown_amount, obj/O, lube, paralyze, force_drop)
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return
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/// Update the gravity status of this mob
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/mob/proc/update_gravity()
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return
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//bodypart selection verbs - Cyberboss
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//8:repeated presses toggles through head - eyes - mouth
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//4: r-arm 5: chest 6: l-arm
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//1: r-leg 2: groin 3: l-leg
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///Validate the client's mob has a valid zone selected
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/client/proc/check_has_body_select()
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return mob && mob.hud_used && mob.hud_used.zone_select && istype(mob.hud_used.zone_select, /obj/screen/zone_sel)
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/**
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* Hidden verb to set the target zone of a mob to the head
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*
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* (bound to 8) - repeated presses toggles through head - eyes - mouth
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*/
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/client/verb/body_toggle_head()
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set name = "body-toggle-head"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/next_in_line
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switch(mob.zone_selected)
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if(BODY_ZONE_HEAD)
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next_in_line = BODY_ZONE_PRECISE_EYES
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if(BODY_ZONE_PRECISE_EYES)
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next_in_line = BODY_ZONE_PRECISE_MOUTH
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else
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next_in_line = BODY_ZONE_HEAD
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(next_in_line, mob)
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///Hidden verb to target the right arm, bound to 4
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/client/verb/body_r_arm()
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set name = "body-r-arm"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_R_ARM, mob)
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///Hidden verb to target the chest, bound to 5
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/client/verb/body_chest()
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set name = "body-chest"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_CHEST, mob)
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///Hidden verb to target the left arm, bound to 6
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/client/verb/body_l_arm()
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set name = "body-l-arm"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_L_ARM, mob)
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///Hidden verb to target the right leg, bound to 1
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/client/verb/body_r_leg()
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set name = "body-r-leg"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_R_LEG, mob)
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///Hidden verb to target the groin, bound to 2
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/client/verb/body_groin()
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set name = "body-groin"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_PRECISE_GROIN, mob)
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///Hidden verb to target the left leg, bound to 3
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/client/verb/body_l_leg()
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set name = "body-l-leg"
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set hidden = 1
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_L_LEG, mob)
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///Verb to toggle the walk or run status
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/client/verb/toggle_walk_run()
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set name = "toggle-walk-run"
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set hidden = TRUE
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set instant = TRUE
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if(mob)
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mob.toggle_move_intent(usr)
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/**
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* Toggle the move intent of the mob
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*
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* triggers an update the move intent hud as well
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*/
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/mob/proc/toggle_move_intent(mob/user)
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if(m_intent == MOVE_INTENT_RUN)
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m_intent = MOVE_INTENT_WALK
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else
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m_intent = MOVE_INTENT_RUN
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if(hud_used && hud_used.static_inventory)
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for(var/obj/screen/mov_intent/selector in hud_used.static_inventory)
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selector.update_icon(src)
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///Moves a mob upwards in z level
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/mob/verb/up()
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set name = "Move Upwards"
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set category = "IC"
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if(zMove(UP, TRUE))
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to_chat(src, "<span class='notice'>You move upwards.</span>")
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///Moves a mob down a z level
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/mob/verb/down()
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set name = "Move Down"
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set category = "IC"
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if(zMove(DOWN, TRUE))
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to_chat(src, "<span class='notice'>You move down.</span>")
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///Move a mob between z levels, if it's valid to move z's on this turf
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/mob/proc/zMove(dir, feedback = FALSE)
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if(dir != UP && dir != DOWN)
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return FALSE
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var/turf/target = get_step_multiz(src, dir)
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if(!target)
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if(feedback)
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to_chat(src, "<span class='warning'>There's nothing in that direction!</span>")
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return FALSE
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if(!canZMove(dir, target))
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if(feedback)
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to_chat(src, "<span class='warning'>You couldn't move there!</span>")
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return FALSE
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|
forceMove(target)
|
|
return TRUE
|
|
|
|
/// Can this mob move between z levels
|
|
/mob/proc/canZMove(direction, turf/target)
|
|
return FALSE
|