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Fixes #9967
Pulling someone through space or an area without gravity will no longer deal damage to them
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@@ -410,27 +410,30 @@
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var/atom/movable/t = M.pulling
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M.stop_pulling()
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//this is the gay blood on floor shit -- Added back -- Skie
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if (M.lying && (prob(M.getBruteLoss() / 6)))
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var/turf/location = M.loc
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if (istype(location, /turf/simulated))
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location.add_blood(M)
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//pull damage with injured people
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if(prob(25))
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M.adjustBruteLoss(1)
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visible_message("<span class='danger'>\The [M]'s [M.isSynthetic() ? "state worsens": "wounds open more"] from being dragged!</span>")
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if(M.pull_damage())
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if(prob(25))
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M.adjustBruteLoss(2)
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visible_message("<span class='danger'>\The [M]'s [M.isSynthetic() ? "state" : "wounds"] worsen terribly from being dragged!</span>")
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var/turf/location = M.loc
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if (istype(location, /turf/simulated))
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location.add_blood(M)
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if(ishuman(M))
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var/mob/living/carbon/H = M
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var/blood_volume = round(H:vessel.get_reagent_amount("blood"))
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if(blood_volume > 0)
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H:vessel.remove_reagent("blood",1)
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if(!istype(M.loc, /turf/space))
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var/area/A = get_area(M)
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if(A.has_gravity)
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//this is the gay blood on floor shit -- Added back -- Skie
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if (M.lying && (prob(M.getBruteLoss() / 6)))
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var/turf/location = M.loc
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if (istype(location, /turf/simulated))
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location.add_blood(M)
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//pull damage with injured people
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if(prob(25))
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M.adjustBruteLoss(1)
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visible_message("<span class='danger'>\The [M]'s [M.isSynthetic() ? "state worsens": "wounds open more"] from being dragged!</span>")
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if(M.pull_damage())
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if(prob(25))
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M.adjustBruteLoss(2)
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visible_message("<span class='danger'>\The [M]'s [M.isSynthetic() ? "state" : "wounds"] worsen terribly from being dragged!</span>")
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var/turf/location = M.loc
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if (istype(location, /turf/simulated))
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location.add_blood(M)
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if(ishuman(M))
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var/mob/living/carbon/H = M
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var/blood_volume = round(H:vessel.get_reagent_amount("blood"))
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if(blood_volume > 0)
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H:vessel.remove_reagent("blood",1)
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step(pulling, get_dir(pulling.loc, T))
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