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Can Point While Lying Down
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@@ -657,7 +657,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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return FALSE
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/mob/dead/observer/incapacitated()
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/mob/dead/observer/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, ignore_lying = FALSE)
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return TRUE
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//this is a mob verb instead of atom for performance reasons
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@@ -168,23 +168,23 @@
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//same as above
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/mob/living/pointed(atom/A as mob|obj|turf in view())
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if(incapacitated())
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return 0
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if(incapacitated(ignore_lying = TRUE))
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return FALSE
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if(status_flags & FAKEDEATH)
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return 0
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return FALSE
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if(!..())
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return 0
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return FALSE
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var/obj/item/hand_item = get_active_hand()
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if(istype(hand_item, /obj/item/weapon/gun) && A != hand_item)
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if(a_intent == INTENT_HELP || !ismob(A))
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visible_message("<b>[src]</b> points to [A] with [hand_item]")
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return 1
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return TRUE
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A.visible_message("<span class='danger'>[src] points [hand_item] at [A]!</span>",
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"<span class='userdanger'>[src] points [hand_item] at you!</span>")
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A << 'sound/weapons/TargetOn.ogg'
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return 1
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return TRUE
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visible_message("<b>[src]</b> points to [A]")
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return 1
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return TRUE
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/mob/living/verb/succumb()
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set hidden = 1
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@@ -260,8 +260,4 @@
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if(!supress_message)
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visible_message("<span class='warning'>[user] has grabbed [src] passively!</span>")
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return G
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/mob/living/incapacitated()
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if(stat || paralysis || stunned || weakened || restrained())
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return 1
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return G
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@@ -1,7 +1,7 @@
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// No args for restraints because robots don't have those
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/mob/living/silicon/robot/incapacitated()
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/mob/living/silicon/robot/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, ignore_lying = FALSE)
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if(stat || lockcharge || weakened || stunned || paralysis || !is_component_functioning("actuator"))
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return 1
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return TRUE
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/mob/living/silicon/robot/update_stat()
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if(status_flags & GODMODE)
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@@ -56,9 +56,9 @@
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return !(weakened || paralysis || stat || (status_flags & FAKEDEATH))
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// Whether the mob is capable of actions or not
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/mob/living/incapacitated(ignore_restraints = 0, ignore_grab = 0, ignore_lying = 0)
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if(stat || paralysis || stunned || (weakened && lying) || (!ignore_restraints && restrained()) || (!ignore_lying && lying))
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return 1
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/mob/living/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, ignore_lying = FALSE)
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if(stat || paralysis || stunned || weakened || (!ignore_restraints && restrained()) || (!ignore_lying && lying))
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return TRUE
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// wonderful proc names, I know - used to check whether the blur overlay
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// should show or not
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@@ -43,8 +43,8 @@
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/mob/proc/can_speak()
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return 1
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/mob/proc/incapacitated(ignore_restraints, ignore_grab)
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return 0
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/mob/proc/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, ignore_lying = FALSE)
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return FALSE
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/mob/proc/restrained(ignore_grab)
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// All are created free
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