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Fixes nonhumans getting stuck in walk mode after being targetted
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@@ -185,7 +185,7 @@ mob/living/proc/Targeted(var/obj/item/weapon/gun/I) //Self explanitory.
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else
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I.lower_aim()
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return
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if(m_intent == "run" && T.client.target_can_move == 1 && T.client.target_can_run == 0)
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if(m_intent == "run" && T.client.target_can_move == 1 && T.client.target_can_run == 0 && (ishuman(T)))
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src << "\red Your move intent is now set to walk, as your targeter permits it." //Self explanitory.
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set_m_intent("walk")
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@@ -319,7 +319,7 @@ client/verb/AllowTargetMove()
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for(var/mob/living/M in G.target)
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if(target_can_move)
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M << "Your character may now <b>walk</b> at the discretion of their targeter."
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if(!target_can_run)
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if(!target_can_run && (ishuman(M)))
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M << "\red Your move intent is now set to walk, as your targeter permits it."
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M.set_m_intent("walk")
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else
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