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Makes borgs take damage from being flung into objects (#23000)
* we are so back * Makes it compile * Vendors, walls, windows and consoles done * Blob and living mobs * Magpulses are now based on traits * Gives borgs the trait by action button * Fixes modsuits * Update code/game/objects/objs.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/turfs/turf.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/modules/mob/living/living.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Fixes Thunk * Actually fixes it * I took an L (away from the trait) * One proc now * Update code/modules/clothing/shoes/magboots.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/clothing/shoes/magboots.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> --------- Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
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Burzah
Henri215
parent
2c85645444
commit
962e78a363
@@ -129,7 +129,7 @@
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for(var/mob/living/M in range(0, src))
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gravShock(M)
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for(var/mob/living/M in orange(4, src))
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if(!M.mob_negates_gravity())
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if(!M.mob_negates_gravity() && !issilicon(M))
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step_towards(M,src)
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for(var/obj/O in range(0, src))
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if(!O.anchored && O.loc != src && O.move_resist < MOVE_FORCE_OVERPOWERING) // so it cannot throw the anomaly core or super big things
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