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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-29 23:17:02 +01:00
-tg- buckling system
This commit overhauls a bunch of systems so that buckling works for any subtype of /obj. This means that space vines and chairs and beds all use the same system. A lot of stuff has been touched.
This commit is contained in:
@@ -24,7 +24,7 @@
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src.ExtinguishMob()
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if(src.buckled)
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src.buckled.unbuckle()
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src.buckled.unbuckle_mob()
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if(src.pulling && src.bloodcrawl == BLOODCRAWL_EAT)
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if(istype(src.pulling, /mob/living/))
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var/mob/living/victim = src.pulling
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@@ -529,6 +529,8 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
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update_inv_wear_mask(0)
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else if(I == handcuffed)
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handcuffed = null
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if(buckled && buckled.buckle_requires_restraints)
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buckled.unbuckle_mob()
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update_inv_handcuffed(1)
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else if(I == legcuffed)
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legcuffed = null
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@@ -677,6 +679,9 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
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/mob/living/carbon/proc/canBeHandcuffed()
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return 0
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/mob/living/carbon/fall(forced)
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loc.handle_fall(src, forced)//it's loc so it doesn't call the mob's handle_fall which does nothing
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/mob/living/carbon/is_muzzled()
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return(istype(src.wear_mask, /obj/item/clothing/mask/muzzle))
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@@ -686,7 +691,7 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
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return -6
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else
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return initial(pixel_y)
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/mob/living/carbon/get_all_slots()
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return list(l_hand,
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r_hand,
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@@ -396,23 +396,4 @@ This function restores all organs.
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// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
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updatehealth()
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hud_updateflag |= 1 << HEALTH_HUD
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return 1
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// incredibly important stuff follows
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/mob/living/carbon/human/fall(var/forced)
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..()
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if(forced)
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playsound(loc, "bodyfall", 50, 1, -1)
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/* if(head)
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var/multiplier = 1
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if(stat || (status_flags & FAKEDEATH))
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multiplier = 2
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var/obj/item/clothing/head/H = head
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if(!istype(H) || prob(H.loose * multiplier))
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unEquip(H)
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if(prob(60))
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step_rand(H)
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if(!stat)
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src << "<span class='warning'>Your [H] fell off!</span>" */
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return 1
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@@ -193,7 +193,7 @@ emp_act
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var/turf/picked = pick(turfs)
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if(!isturf(picked)) return
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if(buckled)
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buckled.unbuckle()
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buckled.unbuckle_mob()
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src.loc = picked
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return 1
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return 0
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@@ -400,8 +400,11 @@
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return
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/mob/living/Move(a, b, flag)
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if (buckled)
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return
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if (buckled && buckled.loc != a)
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if (!buckled.anchored)
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return buckled.Move(a, b)
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else
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return 0
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if (restrained())
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stop_pulling()
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@@ -639,10 +642,10 @@
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for(var/mob/O in viewers(C))
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O.show_message("\red <B>[usr] manages to unbuckle themself!</B>", 1)
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C << "\blue You successfully unbuckle yourself."
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C.buckled.manual_unbuckle(C)
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C.buckled.user_unbuckle_mob(C,C)
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else
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L.buckled.manual_unbuckle(L)
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L.buckled.user_unbuckle_mob(L,L)
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/* resist_closet() allows a mob to break out of a welded/locked closet
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*/////
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@@ -779,6 +782,8 @@
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CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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qdel(CM.handcuffed)
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CM.handcuffed = null
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if(CM.buckled && CM.buckled.buckle_requires_restraints)
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CM.buckled.unbuckle_mob()
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CM.update_inv_handcuffed()
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return
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@@ -12,7 +12,7 @@
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*/
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/mob/living/proc/run_armor_check(var/def_zone = null, var/attack_flag = "melee", var/absorb_text = null, var/soften_text = null, armour_penetration, penetrated_text)
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var/armor = getarmor(def_zone, attack_flag)
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//the if "armor" check is because this is used for everything on /living, including humans
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if(armor && armor < 100 && armour_penetration) // Armor with 100+ protection can not be penetrated for admin items
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armor = max(0, armor - armour_penetration)
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@@ -368,3 +368,7 @@
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else*///This is an example of how you can make special types of grabs simply based on direction.
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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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/mob/living/incapacitated()
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if(stat || paralysis || stunned || weakened || restrained())
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return 1
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+18
-62
@@ -135,6 +135,9 @@
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/mob/proc/restrained()
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return
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/mob/proc/incapacitated()
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return
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//This proc is called whenever someone clicks an inventory ui slot.
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/mob/proc/attack_ui(slot)
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var/obj/item/W = get_active_hand()
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@@ -989,76 +992,29 @@ var/list/slot_equipment_priority = list( \
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//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
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/mob/proc/update_canmove()
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var/ko = weakened || paralysis || stat || (status_flags & FAKEDEATH)
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if(ko || resting || buckled)
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canmove = 0
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if(!lying)
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if(resting) //Presuming that you're resting on a bed, which would look goofy lying the wrong way
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lying = 90
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else
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lying = pick(90, 270) //180 looks like shit since BYOND inverts rather than turns in that case
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else if(stunned)
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drop_l_hand()
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var/buckle_lying = !(buckled && !buckled.buckle_lying)
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if(ko || resting || stunned)
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drop_r_hand()
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canmove = 0
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drop_l_hand()
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else
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lying = 0
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canmove = 1
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var/is_movable
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if(buckled && istype(buckled))
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is_movable = buckled.movable
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if(istype(buckled, /obj/vehicle))
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var/obj/vehicle/V = buckled
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if(stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
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lying = 90
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canmove = 0
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pixel_y = V.mob_offset_y - 5
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else
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lying = 0
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canmove = 1
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pixel_y = V.mob_offset_y
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else if(buckled && (!buckled.movable))
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anchored = 1
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canmove = 0
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if( istype(buckled,/obj/structure/stool/bed/chair) )
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lying = 0
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else
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lying = 90
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else if(buckled && is_movable)
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anchored = 0
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canmove = 1
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lying = 0
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else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
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lying = 90
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canmove = 0
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else if( stunned )
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drop_l_hand()
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drop_r_hand()
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canmove = 0
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if(buckled)
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lying = 90 * buckle_lying
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else
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lying = 0
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canmove = 1
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if(lying)
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density = 0
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drop_l_hand()
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drop_r_hand()
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else
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density = 1
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//Temporarily moved here from the various life() procs
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//I'm fixing stuff incrementally so this will likely find a better home.
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//It just makes sense for now. ~Carn
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if(lying != lying_prev)
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if(lying && !lying_prev)
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if((ko || resting) && !lying)
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fall(ko)
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if(update_icon) //forces a full overlay update
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update_icon = 0
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regenerate_icons()
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canmove = !(ko || resting || stunned || buckled)
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density = !lying
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if(lying)
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if(layer == initial(layer))
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layer = MOB_LAYER - 0.2
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else
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if(layer == MOB_LAYER - 0.2)
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layer = initial(layer)
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update_transform()
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lying_prev = lying
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return canmove
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/mob/proc/fall(var/forced)
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@@ -225,13 +225,15 @@
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if(Process_Grab()) return
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if(mob.buckled) //if we're buckled to something, tell it we moved.
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return mob.buckled.relaymove(mob, direct)
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if(mob.remote_control) //we're controlling something, our movement is relayed to it
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return mob.remote_control.relaymove(mob, direct)
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if(isAI(mob))
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return AIMove(n,direct,mob)
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return AIMove(n,direct,mob)
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if(!mob.canmove)
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return
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@@ -280,24 +282,6 @@
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var/tickcomp = ((1/(world.tick_lag))*1.3)
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move_delay = move_delay + tickcomp
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if(istype(mob.buckled, /obj/vehicle) || istype(mob.buckled, /obj/structure/stool/bed/chair/cart))
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return mob.buckled.relaymove(mob,direct)
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if(mob.pulledby || mob.buckled) // Wheelchair driving!
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if(istype(mob.loc, /turf/space))
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return // No wheelchair driving in space
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if(istype(mob.pulledby, /obj/structure/stool/bed/chair/wheelchair))
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return mob.pulledby.relaymove(mob, direct)
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else if(istype(mob.buckled, /obj/structure/stool/bed/chair/wheelchair))
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if(ishuman(mob.buckled))
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var/mob/living/carbon/human/driver = mob.buckled
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var/obj/item/organ/external/l_hand = driver.get_organ("l_hand")
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var/obj/item/organ/external/r_hand = driver.get_organ("r_hand")
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if((!l_hand || (l_hand.status & ORGAN_DESTROYED)) && (!r_hand || (r_hand.status & ORGAN_DESTROYED)))
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return // No hands to drive your chair? Tough luck!
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move_delay += 2
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return mob.buckled.relaymove(mob,direct)
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//We are now going to move
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moving = 1
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//Something with pulling things
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