mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-27 15:18:09 +01:00
Merge pull request #10381 from Zuhayr/hardsuitcontrol
Rig AI movement and module control buffs.
This commit is contained in:
@@ -122,6 +122,13 @@
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locked = 1
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return
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/obj/item/device/mmi/relaymove(var/mob/user, var/direction)
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if(user.stat || user.stunned)
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return
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var/obj/item/weapon/rig/rig = src.get_rig()
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if(rig)
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rig.forced_move(direction, user)
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/obj/item/device/mmi/Destroy()
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if(isrobot(loc))
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var/mob/living/silicon/robot/borg = loc
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@@ -49,12 +49,12 @@
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return 1
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return ..()
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/mob/living/carbon/brain/update_canmove()
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if(in_contents_of(/obj/mecha))
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if(in_contents_of(/obj/mecha) || istype(loc, /obj/item/device/mmi))
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canmove = 1
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use_me = 1 //If it can move, let it emote
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else canmove = 0
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use_me = 1
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else
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canmove = 0
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return canmove
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/mob/living/carbon/brain/binarycheck()
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@@ -136,8 +136,10 @@
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return shock_damage
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/mob/proc/swap_hand()
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return
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/mob/living/carbon/proc/swap_hand()
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/mob/living/carbon/swap_hand()
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var/obj/item/item_in_hand = src.get_active_hand()
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if(item_in_hand) //this segment checks if the item in your hand is twohanded.
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if(istype(item_in_hand,/obj/item/weapon/material/twohanded))
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@@ -61,11 +61,13 @@
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if(!gibbed && species.death_sound)
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playsound(loc, species.death_sound, 80, 1, 1)
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if(ticker && ticker.mode)
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sql_report_death(src)
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ticker.mode.check_win()
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if(wearing_rig)
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wearing_rig.notify_ai("<span class='danger'>Warning: user death event. Mobility control passed to integrated intelligence system.</span>")
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return ..(gibbed,species.death_message)
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/mob/living/carbon/human/proc/ChangeToHusk()
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@@ -7,6 +7,7 @@
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var/list/hud_list[10]
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var/embedded_flag //To check if we've need to roll for damage on movement while an item is imbedded in us.
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var/obj/item/weapon/rig/wearing_rig // This is very not good, but it's much much better than calling get_rig() every update_canmove() call.
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/mob/living/carbon/human/New(var/new_loc, var/new_species = null)
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@@ -1370,6 +1371,16 @@
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handle_regular_hud_updates()
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/mob/living/carbon/human/Check_Shoegrip()
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if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.item_flags & NOSLIP)) //magboots + dense_object = no floating
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if((shoes.item_flags & NOSLIP) && istype(shoes, /obj/item/clothing/shoes/magboots)) //magboots + dense_object = no floating
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return 1
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return 0
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/mob/living/carbon/human/can_stand_overridden()
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if(wearing_rig && wearing_rig.ai_can_move_suit(check_for_ai = 1))
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// Actually missing a leg will screw you up. Everything else can be compensated for.
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for(var/limbcheck in list("l_leg","r_leg"))
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var/obj/item/organ/affecting = get_organ(limbcheck)
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if(!affecting)
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return 0
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return 1
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return 0
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@@ -144,6 +144,9 @@
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/mob/living/carbon/human/Paralyse(amount)
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if(HULK in mutations) return
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// Notify our AI if they can now control the suit.
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if(wearing_rig && !stat && paralysis < amount) //We are passing out right this second.
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wearing_rig.notify_ai("<span class='danger'>Warning: user consciousness failure. Mobility control passed to integrated intelligence system.</span>")
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..()
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/mob/living/carbon/human/getCloneLoss()
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@@ -52,6 +52,10 @@
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// update the current life tick, can be used to e.g. only do something every 4 ticks
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life_tick++
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// This is not an ideal place for this but it will do for now.
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if(wearing_rig && wearing_rig.offline)
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wearing_rig = null
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in_stasis = istype(loc, /obj/structure/closet/body_bag/cryobag) && loc:opened == 0
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if(in_stasis) loc:used++
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@@ -657,7 +657,7 @@ default behaviour is:
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set category = "IC"
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resting = !resting
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src << "\blue You are now [resting ? "resting" : "getting up"]"
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src << "<span class='notice'>You are now [resting ? "resting" : "getting up"].</span>"
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/mob/living/proc/handle_ventcrawl(var/obj/machinery/atmospherics/unary/vent_pump/vent_found = null, var/ignore_items = 0) // -- TLE -- Merged by Carn
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if(stat)
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@@ -81,7 +81,7 @@ var/list/ai_verbs_default = list(
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var/datum/ai_icon/selected_sprite // The selected icon set
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var/custom_sprite = 0 // Whether the selected icon is custom
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var/carded
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/mob/living/silicon/ai/proc/add_ai_verbs()
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src.verbs |= ai_verbs_default
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@@ -684,5 +684,15 @@ var/list/ai_verbs_default = list(
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icon_state = selected_sprite.alive_icon
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set_light(1, 1, selected_sprite.alive_light)
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// Pass lying down or getting up to our pet human, if we're in a rig.
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/mob/living/silicon/ai/lay_down()
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set name = "Rest"
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set category = "IC"
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resting = 0
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var/obj/item/weapon/rig/rig = src.get_rig()
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if(rig)
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rig.force_rest(src)
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#undef AI_CHECK_WIRELESS
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#undef AI_CHECK_RADIO
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@@ -72,8 +72,6 @@
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var/current_pda_messaging = null
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/mob/living/silicon/pai/New(var/obj/item/device/paicard)
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canmove = 0
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src.loc = paicard
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card = paicard
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sradio = new(src)
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@@ -276,8 +274,6 @@
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var/obj/item/device/pda/holder = card.loc
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holder.pai = null
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canmove = 1
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src.client.perspective = EYE_PERSPECTIVE
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src.client.eye = src
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src.forceMove(get_turf(card))
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@@ -339,12 +335,16 @@
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set name = "Rest"
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set category = "IC"
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// Pass lying down or getting up to our pet human, if we're in a rig.
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if(istype(src.loc,/obj/item/device/paicard))
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resting = 0
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var/obj/item/weapon/rig/rig = src.get_rig()
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if(istype(rig))
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rig.force_rest(src)
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else
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resting = !resting
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icon_state = resting ? "[chassis]_rest" : "[chassis]"
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src << "\blue You are now [resting ? "resting" : "getting up"]"
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src << "<span class='notice'>You are now [resting ? "resting" : "getting up"]</span>"
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canmove = !resting
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@@ -393,7 +393,8 @@
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card.loc = get_turf(card)
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src.forceMove(card)
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card.forceMove(card.loc)
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canmove = 0
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canmove = 1
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resting = 0
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icon_state = "[chassis]"
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/mob/living/silicon/pai/start_pulling(var/atom/movable/AM)
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+41
-29
@@ -692,40 +692,52 @@
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if(transforming) return 0
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return 1
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// Not sure what to call this. Used to check if humans are wearing an AI-controlled exosuit and hence don't need to fall over yet.
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/mob/proc/can_stand_overridden()
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return 0
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/mob/proc/cannot_stand()
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return incapacitated() || restrained() || resting || sleeping || (status_flags & FAKEDEATH)
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//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
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/mob/proc/update_canmove()
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if(istype(buckled, /obj/vehicle))
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var/obj/vehicle/V = buckled
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if(stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
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lying = 1
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canmove = 0
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pixel_y = V.mob_offset_y - 5
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else
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if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
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canmove = 1
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pixel_y = V.mob_offset_y
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else if(buckled)
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anchored = 1
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canmove = 0
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if(istype(buckled))
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if(buckled.buckle_lying != -1)
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lying = buckled.buckle_lying
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if(buckled.buckle_movable)
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anchored = 0
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canmove = 1
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else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
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lying = 1
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canmove = 0
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else if(stunned)
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canmove = 0
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else if(captured)
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anchored = 1
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canmove = 0
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lying = 0
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else
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if(!resting && cannot_stand() && can_stand_overridden())
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lying = 0
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canmove = 1
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else
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if(istype(buckled, /obj/vehicle))
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var/obj/vehicle/V = buckled
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if(cannot_stand())
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lying = 1
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canmove = 0
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pixel_y = V.mob_offset_y - 5
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else
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if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
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canmove = 1
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pixel_y = V.mob_offset_y
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else if(buckled)
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anchored = 1
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canmove = 0
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if(istype(buckled))
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if(buckled.buckle_lying != -1)
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lying = buckled.buckle_lying
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if(buckled.buckle_movable)
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anchored = 0
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canmove = 1
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else if(cannot_stand())
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lying = 1
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canmove = 0
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else if(stunned)
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canmove = 0
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else if(captured)
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anchored = 1
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canmove = 0
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lying = 0
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else
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lying = 0
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canmove = 1
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if(lying)
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density = 0
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@@ -233,7 +233,6 @@
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if(Process_Grab()) return
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if(!mob.canmove)
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return
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@@ -246,7 +245,6 @@
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if((istype(mob.loc, /turf/space)) || (mob.lastarea.has_gravity == 0))
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if(!mob.Process_Spacemove(0)) return 0
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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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