mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-27 22:17:32 +01:00
Port /tg/ move manager, drift and jetpack components. (#27698)
* Port /tg/ move manager, drift and jetpack components. * don't add go through newtonian movement if not moved to a turf * various cleans for blood drifts and mob speed * fix slow meteors * why on fuck's earth aren't speedbikes vehicles * style lint * also wtf * okay i'm an idiot * fix meaty ore speed and blood decal double stepping * fix not unbuckling pulled object occupants * don't bother dealing with immovable rods just yet * exclude bubblegum and vetus from move manager for now * fix issues related to null weightless blood icons * reset blood icon state properly * fuck it, we'll deal with mobs when basic mobs happen * break infinite loop in decal splat
This commit is contained in:
@@ -2,7 +2,7 @@
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name = "xeno blood"
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desc = "It's green and acidic. It looks like... <i>blood?</i>"
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icon = 'icons/effects/blood.dmi'
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basecolor = "#05EE05"
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basecolor = COLOR_BLOOD_XENO
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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blood_state = BLOOD_STATE_XENO
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@@ -15,11 +15,7 @@
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desc = "Gnarly..."
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icon_state = "xgib1"
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
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basecolor = "#05EE05"
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/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
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color = "#FFFFFF"
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. = ..(NONE)
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basecolor = COLOR_BLOOD_XENO
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/obj/effect/decal/cleanable/blood/gibs/xeno/up
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6", "xgibup1", "xgibup1", "xgibup1")
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@@ -37,7 +33,7 @@
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random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
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/obj/effect/decal/cleanable/blood/xtracks
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basecolor = "#05EE05"
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basecolor = COLOR_BLOOD_XENO
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/// this is the alien blood file, slimes are aliens.
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/obj/effect/decal/cleanable/blood/slime
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@@ -14,6 +14,7 @@
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random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
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blood_DNA = list()
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var/base_icon = 'icons/effects/blood.dmi'
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base_icon_state = "mfloor1"
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var/blood_state = BLOOD_STATE_HUMAN
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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var/basecolor = "#A10808" // Color when wet.
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@@ -21,7 +22,8 @@
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var/dry_timer = 0
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var/off_floor = FALSE
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var/image/weightless_image
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inertia_move_delay = 1 // so they dont collide with who emitted them
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var/weightless_icon = 'icons/effects/blood_weightless.dmi'
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inertia_move_delay = 5 // so they dont collide with who emitted them
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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if(C == src)
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@@ -33,18 +35,32 @@
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C.bloodiness += bloodiness
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return ..()
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/obj/effect/decal/cleanable/blood/Initialize(mapload)
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/obj/effect/decal/cleanable/blood/Initialize(mapload, decal_color)
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. = ..()
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weightless_image = new()
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if(decal_color)
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basecolor = decal_color
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else
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if(basecolor == "rainbow")
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basecolor = "#[pick("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF")]"
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color = basecolor
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base_icon_state = icon_state
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var/turf/T = get_turf(src)
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check_gravity(T)
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update_icon()
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if(!gravity_check)
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if(gravity_check)
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if(!. && !QDELETED(src))
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dry_timer = addtimer(CALLBACK(src, PROC_REF(dry)), DRYING_TIME * (amount+1), TIMER_STOPPABLE)
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else
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if(prob(50))
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animate_float(src, -1, rand(30,120))
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else
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animate_levitate(src, -1, rand(30,120))
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//weightless blood cannot dry
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return
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if(!. && !QDELETED(src))
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dry_timer = addtimer(CALLBACK(src, PROC_REF(dry)), DRYING_TIME * (amount+1), TIMER_STOPPABLE)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered),
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)
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@@ -56,38 +72,32 @@
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QDEL_NULL(weightless_image)
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return ..()
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/obj/effect/decal/cleanable/blood/update_icon()
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var/turf/T = get_turf(src)
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check_gravity(T)
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/obj/effect/decal/cleanable/blood/update_overlays()
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. = ..()
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if(gravity_check)
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return
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if(!weightless_image)
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color = COLOR_WHITE
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weightless_image = image(weightless_icon, base_icon_state)
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weightless_image.icon += basecolor
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. += weightless_image
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/obj/effect/decal/cleanable/blood/update_icon()
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if(should_be_off_floor())
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off_floor = TRUE
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layer = ABOVE_MOB_LAYER
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plane = GAME_PLANE
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if(basecolor == "rainbow")
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basecolor = "#[pick("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF")]"
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color = basecolor
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if(!gravity_check)
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if(prob(50))
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animate_float(src, -1, rand(30,120))
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else
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animate_levitate(src, -1, rand(30,120))
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if(weightless_image && weightless_image.icon_state)
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icon_state = weightless_image.icon_state
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overlays -= weightless_image
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color = "#FFFFFF"
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icon = 'icons/effects/blood_weightless.dmi'
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weightless_image = image(icon, icon_state)
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icon_state = "empty"
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weightless_image.icon += basecolor
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overlays += weightless_image
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if(gravity_check)
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icon = initial(icon)
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icon_state = base_icon_state
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color = basecolor
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else
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overlays.Cut()
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icon_state = null
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..()
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/obj/effect/decal/cleanable/blood/proc/should_be_off_floor()
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@@ -116,32 +126,17 @@
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return
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if(loc != T)
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forceMove(T) //move to the turf to splatter on
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animate(src) //stop floating
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gravity_check = ALWAYS_IN_GRAVITY
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icon = initial(icon)
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icon_state = weightless_image.icon_state
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layer = initial(layer)
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plane = initial(plane)
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animate(src)
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update_icon()
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/obj/effect/decal/cleanable/blood/Process_Spacemove(movement_dir)
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/obj/effect/decal/cleanable/blood/Process_Spacemove(movement_dir = 0, continuous_move = FALSE)
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if(gravity_check)
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return TRUE
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if(has_gravity(src))
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if(!gravity_check)
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splat(get_step(src, movement_dir))
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return TRUE
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if(pulledby && !pulledby.pulling)
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return TRUE
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if(throwing)
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return TRUE
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return FALSE
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return ..()
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/obj/effect/decal/cleanable/blood/Bump(atom/A)
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if(gravity_check)
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@@ -162,8 +157,11 @@
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return ..()
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/obj/effect/decal/cleanable/blood/proc/bloodyify_human(mob/living/carbon/human/H)
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if(inertia_dir && H.inertia_dir == inertia_dir) //if they are moving the same direction we are, no collison
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return
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// Originally this code would check to see if both us and the human
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// we collided with had inertia in the same direction, and avoided collision
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// if so. This might be possible with movement loops but, realistically,
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// if we've gotten here, the objects have collided no matter what direction
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// they were going in.
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var/list/obj/item/things_to_potentially_bloody = list()
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var/count = amount + 1
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@@ -317,17 +315,21 @@
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mergeable_decal = TRUE
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/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions)
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set waitfor = 0
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var/delay = 2
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var/range = pick(1, 200; 2, 150; 3, 50; 4)
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var/direction = pick(directions)
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for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if(i > 0)
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var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(loc)
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b.basecolor = src.basecolor
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b.update_icon()
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if(step_to(src, get_step(src, direction), 0))
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break
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var/datum/move_loop/loop = GLOB.move_manager.move_to(src, get_step(src, direction), delay = delay, timeout = range * delay, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(spread_movement_effects))
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/obj/effect/decal/cleanable/blood/gibs/proc/spread_movement_effects(datum/move_loop/has_target/source)
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SIGNAL_HANDLER // COMSIG_MOVELOOP_POSTPROCESS
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var/obj/effect/decal/cleanable/blood/target = source.target
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var/obj/effect/decal/cleanable/blood/splatter/splatter = new(loc, istype(target) ? target.basecolor : basecolor)
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if(istype(target))
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splatter.basecolor = target.basecolor
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splatter.update_icon()
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/obj/effect/decal/cleanable/blood/old/Initialize(mapload)
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. = ..()
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@@ -159,9 +159,8 @@
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/obj/effect/decal/cleanable/vomit/Initialize(mapload)
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. = ..()
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var/turf/T = get_turf(src)
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gravity_check = has_gravity(src, T)
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if(loc != T)
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forceMove(T)
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check_gravity(T)
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if(!gravity_check)
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layer = MOB_LAYER
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plane = GAME_PLANE
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@@ -177,9 +176,17 @@
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/effect/decal/cleanable/vomit/Bump(atom/A)
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. = ..()
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if(A.density)
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if(gravity_check)
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return ..()
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if(iswallturf(A) || istype(A, /obj/structure/window))
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splat(A)
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return
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else if(A.density)
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splat(get_turf(A))
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return
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return ..()
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/obj/effect/decal/cleanable/vomit/proc/on_atom_entered(datum/source, atom/movable/entered)
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if(!gravity_check)
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@@ -204,22 +211,11 @@
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plane = initial(plane)
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animate(src)
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/obj/effect/decal/cleanable/vomit/Process_Spacemove(movement_dir)
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/obj/effect/decal/cleanable/vomit/Process_Spacemove(movement_dir = 0, continuous_move = FALSE)
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if(gravity_check)
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return 1
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return TRUE
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if(has_gravity(src))
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if(!gravity_check)
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splat(get_step(src, movement_dir))
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return 1
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if(pulledby && !pulledby.pulling)
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return 1
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if(throwing)
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return 1
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return 0
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return ..()
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/obj/effect/decal/cleanable/vomit/green
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name = "green vomit"
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