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Moves turf collision handling into living_defense
Conflicts: code/modules/mob/living/living_defense.dm
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+1
-1
@@ -43,7 +43,7 @@
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step(src, turn(src.dir, 180))
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if(istype(src,/mob/living))
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var/mob/living/M = src
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M.take_organ_damage(20)
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M.turf_collision(T, speed)
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/atom/Del()
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// Pass to Destroy().
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@@ -78,6 +78,9 @@
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dtype = W.damtype
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if (W.hitsound && W.throwforce > 0)
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playsound(loc, W.hitsound, 30, 1, -1)
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//run to-hit check here
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src.visible_message("\red [src] has been hit by [O].")
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var/armor = run_armor_check(zone, "melee", "Your armor has protected your [zone].", "Your armor has softened hit to your [zone].")
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@@ -126,6 +129,9 @@
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src.anchored = 1
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src.pinned += O
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//This is called when the mob is thrown into a dense turf
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/mob/living/proc/turf_collision(var/turf/T, var/speed)
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src.take_organ_damage(speed*4)
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/mob/living/proc/near_wall(var/direction,var/distance=1)
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var/turf/T = get_step(get_turf(src),direction)
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