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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
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@@ -311,7 +311,7 @@
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if(pass_info.is_movable)
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. = . || pass_info.pass_flags & PASSTABLE
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/obj/structure/m_tray/Process_Spacemove(movement_dir)
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/obj/structure/m_tray/Process_Spacemove(movement_dir = 0, continuous_move = FALSE)
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return TRUE
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/*
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@@ -582,7 +582,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
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connected = null
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return ..()
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/obj/structure/c_tray/Process_Spacemove(movement_dir)
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/obj/structure/c_tray/Process_Spacemove(movement_dir = 0, continuous_move = FALSE)
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return TRUE
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// Crematorium switch
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@@ -32,7 +32,7 @@
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W.setDir(dir)
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qdel(src)
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/obj/structure/chair/Move(atom/newloc, direct)
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/obj/structure/chair/Move(atom/newloc, direct = 0, glide_size_override = 0, update_dir = TRUE)
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. = ..()
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handle_rotation()
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@@ -73,8 +73,6 @@
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if(!buckled_mob.Move(get_step(buckled_mob, direction), direction))
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loc = buckled_mob.loc //we gotta go back
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last_move = buckled_mob.last_move
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inertia_dir = last_move
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buckled_mob.inertia_dir = last_move
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. = 0
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else
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@@ -50,7 +50,7 @@
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stop_following()
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return ..()
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/obj/structure/transit_tube_pod/Process_Spacemove()
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/obj/structure/transit_tube_pod/Process_Spacemove(movement_dir = 0, continuous_move = FALSE)
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if(moving) //No drifting while moving in the tubes
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return TRUE
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else return ..()
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