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switch to tg method, override /mob/dead/forceMove, revert all previous component changes
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@@ -0,0 +1,25 @@
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/mob/dead/forceMove(atom/destination)
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// Exactly the same as code/game/atoms_movable.dm#141 except doesn't call for(var/atom/movable/AM in destination) AM.Crossed(src)
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// Overriden to prevent things like mice squeaking when ghosts walk on them.
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var/turf/old_loc = loc
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loc = destination
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if(old_loc)
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old_loc.Exited(src, destination)
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for(var/atom/movable/AM in old_loc)
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AM.Uncrossed(src)
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if(destination)
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destination.Entered(src)
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if(isturf(destination) && opacity)
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var/turf/new_loc = destination
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new_loc.reconsider_lights()
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if(isturf(old_loc) && opacity)
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old_loc.reconsider_lights()
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for(var/datum/light_source/L in light_sources)
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L.source_atom.update_light()
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return 1
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@@ -35,7 +35,6 @@
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/mob/living/simple_animal/mouse/Initialize()
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. = ..()
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AddComponent(/datum/component/squeak, list('sound/effects/mousesqueek.ogg' = 1), 50)
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/mob/living/simple_animal/mouse/handle_automated_speech()
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..()
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@@ -91,9 +90,10 @@
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/mob/living/simple_animal/mouse/Crossed(AM as mob|obj)
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if(ishuman(AM))
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if(!stat)
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if(stat == CONSCIOUS)
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var/mob/M = AM
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to_chat(M, "<span class='notice'>[bicon(src)] Squeek!</span>")
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M << 'sound/effects/mousesqueek.ogg'
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..()
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/mob/living/simple_animal/mouse/death(gibbed)
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