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Adds movement intents
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@@ -283,7 +283,7 @@
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/obj/item/toy/snappop/Crossed(H as mob|obj)
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if(ishuman(H) || issilicon(H)) //i guess carp and shit shouldn't set them off
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var/mob/living/carbon/M = H
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if(issilicon(H) || M.m_intent == "run")
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if(issilicon(H) || M.m_intent == MOVE_INTENT_RUN)
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to_chat(M, "<span class='danger'>You step on the snap pop!</span>")
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pop_burst(2, 0)
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@@ -44,7 +44,7 @@
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if(armed)
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if(istype(AM, /mob/living/carbon) && !istype(AM, /mob/living/carbon/brain))
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var/mob/living/carbon/C = AM
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if(C.m_intent != "walk")
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if(C.m_intent != MOVE_INTENT_WALK)
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src.visible_message("The [src.name] beeps, \"Running on wet floors is hazardous to your health.\"")
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explosion(src.loc,-1,0,2)
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if(ishuman(C))
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