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Fixing compile issues, adjusted buckle code after a weird merge.
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@@ -858,15 +858,15 @@ note dizziness decrements automatically in the mob's Life() proc.
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canmove = 1
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canmove = 1
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pixel_y = V.mob_offset_y
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pixel_y = V.mob_offset_y
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else if(buckled)
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else if(buckled)
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if(buckled.buckle_lying != -1)
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anchored = 1
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lying = buckled.buckle_lying
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canmove = 0
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// var/movable is defined at /obj/structure/stool/bed level
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if(istype(buckled))
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// If we're buckled to something else, such as vines, assume it's stationary.
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if(buckled.buckle_lying != -1)
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if (!istype(buckled) || !buckled.movable) anchored = 1
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lying = buckled.buckle_lying
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canmove = 0
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if(buckled.buckle_movable)
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else
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anchored = 0
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anchored = 0
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canmove = 1
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canmove = 1
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else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
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else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
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lying = 1
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lying = 1
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canmove = 0
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canmove = 0
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@@ -121,7 +121,7 @@
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var/m_int = null//Living
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var/m_int = null//Living
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var/m_intent = "run"//Living
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var/m_intent = "run"//Living
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var/lastKnownIP = null
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var/lastKnownIP = null
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var/obj/structure/bed/buckled = null//Living
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var/obj/buckled = null//Living
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var/obj/item/l_hand = null//Living
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var/obj/item/l_hand = null//Living
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var/obj/item/r_hand = null//Living
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var/obj/item/r_hand = null//Living
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var/obj/item/weapon/back = null//Human/Monkey
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var/obj/item/weapon/back = null//Human/Monkey
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