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Updates l_move_time to use world.time
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@@ -15,8 +15,8 @@
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/atom/movable/Move()
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var/atom/A = src.loc
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. = ..()
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src.move_speed = world.timeofday - src.l_move_time
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src.l_move_time = world.timeofday
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src.move_speed = world.time - src.l_move_time
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src.l_move_time = world.time
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src.m_flag = 1
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if ((A != src.loc && A && A.z == src.z))
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src.last_move = get_dir(A, src.loc)
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@@ -1371,7 +1371,7 @@
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return
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usr << "Don't move until counting is finished."
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var/time = world.timeofday
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var/time = world.time
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sleep(60)
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if(usr.l_move_time >= time) //checks if our mob has moved during the sleep()
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usr << "You moved while counting. Try again."
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@@ -74,7 +74,7 @@
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//Moving around with fractured ribs won't do you any good
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if (broken && E.internal_organs && prob(15))
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if (!lying && world.timeofday - l_move_time < 15)
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if (!lying && world.time - l_move_time < 15)
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var/datum/organ/internal/I = pick(E.internal_organs)
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custom_pain("You feel broken bones moving in your [E.display_name]!", 1)
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I.take_damage(rand(3,5))
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@@ -37,7 +37,7 @@
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//spawn the cell you want in each vehicle
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/obj/vehicle/Move()
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if(world.timeofday > l_move_time + move_delay)
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if(world.time > l_move_time + move_delay)
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if(on && powered && cell.charge < power_use)
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turn_off()
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