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* aaaaaaaaaaaaaaa * Forgor * Adds missing /proc/ --------- Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
58 lines
1.8 KiB
Plaintext
58 lines
1.8 KiB
Plaintext
/mob/living/carbon/human/movement_delay()
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. = 0
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. += ..()
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. += GLOB.configuration.movement.human_delay
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. += dna.species.movement_delay(src)
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/mob/living/carbon/human/mob_has_gravity()
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. = ..()
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if(!.)
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if(mob_negates_gravity())
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. = 1
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/mob/living/carbon/human/mob_negates_gravity()
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return HAS_TRAIT(src, TRAIT_MAGPULSE)
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/mob/living/carbon/human/Move(NewLoc, direct)
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. = ..()
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if(.) // did we actually move?
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if(!IS_HORIZONTAL(src) && !buckled && !throwing)
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for(var/obj/item/organ/external/splinted in splinted_limbs)
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splinted.update_splints()
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if(!has_gravity(loc))
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return
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var/obj/item/clothing/shoes/S = shoes
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if(S && !IS_HORIZONTAL(src) && loc == NewLoc)
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SEND_SIGNAL(S, COMSIG_SHOES_STEP_ACTION)
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//Bloody footprints
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var/turf/T = get_turf(src)
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var/obj/item/organ/external/l_foot = get_organ("l_foot")
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var/obj/item/organ/external/r_foot = get_organ("r_foot")
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var/hasfeet = TRUE
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if(!l_foot && !r_foot)
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hasfeet = FALSE
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if(shoes)
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if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
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for(var/obj/effect/decal/cleanable/blood/footprints/oldFP in T)
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if(oldFP && oldFP.blood_state == S.blood_state && oldFP.basecolor == S.blood_color)
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return
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//No oldFP or it's a different kind of blood
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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if(S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
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createFootprintsFrom(shoes, dir, T)
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update_inv_shoes()
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else if(hasfeet)
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if(bloody_feet && bloody_feet[blood_state])
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for(var/obj/effect/decal/cleanable/blood/footprints/oldFP in T)
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if(oldFP && oldFP.blood_state == blood_state && oldFP.basecolor == feet_blood_color)
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return
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bloody_feet[blood_state] = max(0, bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP)
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if(bloody_feet[blood_state] > BLOOD_LOSS_IN_SPREAD)
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createFootprintsFrom(src, dir, T)
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update_inv_shoes()
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