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Buckling in will prevent you from falling down in weightless event
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@@ -340,21 +340,24 @@
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for(var/mob/living/carbon/human/M in SubA)
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thunk(M)
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/area/proc/thunk(mob)
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if(istype(mob,/mob/living/carbon/human/)) // Only humans can wear magboots, so we give them a chance to.
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if((istype(mob:shoes, /obj/item/clothing/shoes/magboots) && (mob:shoes.flags & NOSLIP)))
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/area/proc/thunk(var/mob/living/carbon/human/M)
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if(istype(M,/mob/living/carbon/human/)) // Only humans can wear magboots, so we give them a chance to.
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if(istype(M.shoes, /obj/item/clothing/shoes/magboots) && (M.shoes.flags & NOSLIP))
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return
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if(istype(get_turf(mob), /turf/space)) // Can't fall onto nothing.
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if (M.buckled) //Cam't fall down if you are buckled
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return
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if((istype(mob,/mob/living/carbon/human/)) && (mob:m_intent == "run")) // Only clumbsy humans can fall on their asses.
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mob:AdjustStunned(5)
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mob:AdjustWeakened(5)
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if(istype(get_turf(M), /turf/space)) // Can't fall onto nothing.
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return
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else if (istype(mob,/mob/living/carbon/human/))
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mob:AdjustStunned(2)
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mob:AdjustWeakened(2)
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if((istype(M,/mob/living/carbon/human/)) && (M.m_intent == "run")).
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M.AdjustStunned(5)
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M.AdjustWeakened(5)
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mob << "Gravity!"
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else if (istype(M,/mob/living/carbon/human/))
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M.AdjustStunned(2)
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M.AdjustWeakened(2)
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M << "Gravity!"
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