mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-24 13:47:33 +01:00
@@ -51,7 +51,12 @@ var/global/list/image/splatter_cache=list()
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if(amount < 1)
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return
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if(perp.shoes)//Adding blood to shoes
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var/datum/organ/external/l_foot = perp.get_organ("l_foot")
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var/datum/organ/external/r_foot = perp.get_organ("r_foot")
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var/hasfeet = 1
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if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
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hasfeet = 0
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if(perp.shoes && !perp.buckled)//Adding blood to shoes
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perp.shoes.blood_color = basecolor
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perp.shoes:track_blood = max(amount,perp.shoes:track_blood)
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if(!perp.shoes.blood_overlay)
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@@ -62,12 +67,15 @@ var/global/list/image/splatter_cache=list()
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perp.shoes.overlays += perp.shoes.blood_overlay
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perp.shoes.blood_DNA |= blood_DNA.Copy()
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else//Or feet
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else if (hasfeet)//Or feet
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perp.feet_blood_color = basecolor
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perp.track_blood = max(amount,perp.track_blood)
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if(!perp.feet_blood_DNA)
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perp.feet_blood_DNA = list()
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perp.feet_blood_DNA |= blood_DNA.Copy()
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else if (perp.buckled && istype(perp.buckled, /obj/structure/stool/bed/chair/wheelchair))
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var/obj/structure/stool/bed/chair/wheelchair/W = perp.buckled
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W.bloodiness = 4
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perp.update_inv_shoes(1)
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amount--
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@@ -555,7 +555,7 @@ steam.start() -- spawns the effect
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if (istype(AM, /mob/living/carbon))
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var/mob/M = AM
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if (istype(M, /mob/living/carbon/human) && (istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP))
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if (istype(M, /mob/living/carbon/human) && (istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP) || M.buckled)
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return
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M.stop_pulling()
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@@ -11,7 +11,7 @@
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/obj/item/weapon/bananapeel/HasEntered(AM as mob|obj)
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if (istype(AM, /mob/living/carbon))
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var/mob/M = AM
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if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP))
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if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP) || M.buckled)
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return
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M.stop_pulling()
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@@ -26,7 +26,7 @@
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/obj/item/weapon/soap/HasEntered(AM as mob|obj) //EXACTLY the same as bananapeel for now, so it makes sense to put it in the same dm -- Urist
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if (istype(AM, /mob/living/carbon))
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var/mob/M = AM
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if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP))
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if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP) || M.buckled)
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return
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M.stop_pulling()
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@@ -12,6 +12,7 @@
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desc = "This is used to lie in, sleep in or strap on."
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icon_state = "bed"
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var/mob/living/buckled_mob
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var/movable = 0 // For mobility checks
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/obj/structure/stool/bed/psych
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name = "psychiatrists couch"
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@@ -35,6 +36,9 @@
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manual_unbuckle(user)
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return
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/obj/structure/stool/bed/proc/handle_rotation()
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return
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/obj/structure/stool/bed/MouseDrop(atom/over_object)
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return
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@@ -39,7 +39,7 @@
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rotate()
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return
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/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
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/obj/structure/stool/bed/chair/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
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if(src.dir == NORTH)
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src.layer = FLY_LAYER
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else
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@@ -107,6 +107,7 @@
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/obj/structure/stool/bed/chair/office
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anchored = 0
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movable = 1
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/obj/structure/stool/bed/chair/comfy/black
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icon_state = "comfychair_black"
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@@ -148,7 +149,7 @@
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victim.apply_effect(6, WEAKEN, 0)
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victim.apply_effect(6, STUTTER, 0)
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victim.take_organ_damage(10)
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occupant.visible_message("<span class='danger'>[occupant] clashed into \the [A]!</span>")
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occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
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/obj/structure/stool/bed/chair/office/light
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icon_state = "officechair_white"
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@@ -3,9 +3,11 @@
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desc = "You sit in this. Either by will or force."
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icon_state = "wheelchair"
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anchored = 0
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movable = 1
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var/driving = 0
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var/mob/living/pulling = null
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var/bloodiness
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/obj/structure/stool/bed/chair/wheelchair/handle_rotation()
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@@ -22,7 +24,7 @@
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user.pulledby = null
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user << "\red You lost your grip!"
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return
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if(user.pulling)
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if(user.pulling && (user == pulling))
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pulling = null
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user.pulledby = null
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return
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@@ -31,7 +33,8 @@
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if(pulling && (get_dist(src, pulling) > 1))
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pulling = null
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user.pulledby = null
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return
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if(user==pulling)
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return
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if(pulling && (get_dir(src.loc, pulling.loc) == direction))
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user << "\red You cannot go there."
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return
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@@ -67,26 +70,36 @@
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pulling = null
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user.pulledby = null
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pulling.dir = get_dir(pulling, src) // When everything is right, face the wheelchair
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if(bloodiness)
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create_track()
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driving = 0
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/obj/structure/stool/bed/chair/wheelchair/Move()
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..()
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if(!driving && buckled_mob)
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if(buckled_mob)
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var/mob/living/occupant = buckled_mob
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occupant.buckled = null
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occupant.Move(src.loc)
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occupant.buckled = src
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if (occupant && (src.loc != occupant.loc))
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if (propelled)
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for (var/mob/O in src.loc)
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if (O != occupant)
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Bump(O)
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else
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unbuckle()
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if(!driving)
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occupant.buckled = null
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occupant.Move(src.loc)
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occupant.buckled = src
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if (occupant && (src.loc != occupant.loc))
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if (propelled)
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for (var/mob/O in src.loc)
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if (O != occupant)
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Bump(O)
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else
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unbuckle()
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if (pulling && (get_dist(src, pulling) > 1))
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pulling.pulledby = null
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pulling << "\red You lost your grip!"
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pulling = null
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else
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if (occupant && (src.loc != occupant.loc))
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src.loc = occupant.loc // Failsafe to make sure the wheelchair stays beneath the occupant after driving
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handle_rotation()
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/obj/structure/stool/bed/chair/wheelchair/attack_hand(mob/user as mob)
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if (pulling && (pulling == usr))
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if (pulling)
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MouseDrop(usr)
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else
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manual_unbuckle(user)
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@@ -137,11 +150,25 @@
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if(pulling)
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occupant.visible_message("<span class='danger'>[pulling] has thrusted \the [name] into \the [A], throwing \the [occupant] out of it!</span>")
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pulling.attack_log += "\[[time_stamp()]\]<font color='red'> Clashed [occupant.name]'s ([occupant.ckey]) [name] into \a [A]</font>"
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pulling.attack_log += "\[[time_stamp()]\]<font color='red'> Crashed [occupant.name]'s ([occupant.ckey]) [name] into \a [A]</font>"
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occupant.attack_log += "\[[time_stamp()]\]<font color='orange'> Thrusted into \a [A] by [pulling.name] ([pulling.ckey]) with \the [name]</font>"
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msg_admin_attack("[pulling.name] ([pulling.ckey]) has thrusted [occupant.name]'s ([occupant.ckey]) [name] into \a [A] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[pulling.x];Y=[pulling.y];Z=[pulling.z]'>JMP</a>)")
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else
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occupant.visible_message("<span class='danger'>[occupant] clashed into \the [A]!</span>")
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occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
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/obj/structure/stool/bed/chair/wheelchair/proc/create_track()
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var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
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var/newdir = get_dir(get_step(loc, dir), loc)
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if(newdir == dir)
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B.dir = newdir
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else
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newdir = newdir | dir
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if(newdir == 3)
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newdir = 1
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else if(newdir == 12)
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newdir = 4
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B.dir = newdir
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bloodiness--
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/obj/structure/stool/bed/chair/wheelchair/buckle_mob(mob/M as mob, mob/user as mob)
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if(M == pulling)
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