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Changes animate_movement to defines (#25670)
* Changes animate_movement to defines * Oops
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@@ -8,7 +8,7 @@
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opacity = FALSE
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density = FALSE
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layer = OBJ_LAYER + 0.9
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animate_movement = 0
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animate_movement = NO_STEPS
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var/amount = 3
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var/expand = 1
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var/metal = 0
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@@ -1,7 +1,7 @@
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/obj
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//var/datum/module/mod //not used
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var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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animate_movement = 2
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animate_movement = SLIDE_STEPS
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var/list/species_exception = null // list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item
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var/sharp = FALSE // whether this object cuts
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var/in_use = FALSE // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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@@ -12,7 +12,7 @@
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icon_state = "mulebot0"
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density = TRUE
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move_resist = MOVE_FORCE_STRONG
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animate_movement = 1
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animate_movement = FORWARD_STEPS
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health = 50
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maxHealth = 50
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damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
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@@ -1,7 +1,7 @@
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/mob
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density = TRUE
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layer = MOB_LAYER
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animate_movement = 2
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animate_movement = SLIDE_STEPS
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pressure_resistance = 8
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throwforce = 10
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var/datum/mind/mind
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@@ -33,7 +33,7 @@
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var/Angle = null
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var/original_angle = null //Angle at firing
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var/spread = 0 //amount (in degrees) of projectile spread
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animate_movement = 0
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animate_movement = NO_STEPS
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var/ignore_source_check = FALSE
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