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My god I'm an idiot. Does the thing but intelligently.
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@@ -924,24 +924,22 @@
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if(istype(obstacle, /mob))//First we check if it is a mob. Mechs mostly shouln't go through them, even while phasing.
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if(istype(obstacle, /mob))//First we check if it is a mob. Mechs mostly shouln't go through them, even while phasing.
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var/mob/M = obstacle
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var/mob/M = obstacle
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M.Move(get_step(obstacle,src.dir))
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M.Move(get_step(obstacle,src.dir))
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else if(istype(obstacle, /turf) && phasing && get_charge()>=phasing_energy_drain)//Phazon check. This could use an improvement elsewhere.
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src.use_power(phasing_energy_drain)
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phase()
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. = ..(obstacle)
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return
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else if(istype(obstacle, /obj) || istype(obstacle, /turf))//Then we check for regular obstacles.
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else if(istype(obstacle, /obj) || istype(obstacle, /turf))//Then we check for regular obstacles.
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var/obj/O = obstacle
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var/obj/O = obstacle
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if(phasing && get_charge()>=phasing_energy_drain)//Phazon check. This could use an improvement elsewhere.
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src.use_power(phasing_energy_drain)
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phase()
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. = ..(obstacle)
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return
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if(istype(O, /obj/effect/portal)) //derpfix
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if(istype(O, /obj/effect/portal)) //derpfix
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src.anchored = 0 // Portals can only move unanchored objects.
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src.anchored = 0 // Portals can only move unanchored objects.
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O.Crossed(src)
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O.Crossed(src)
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spawn(0)//countering portal teleport spawn(0), hurr
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spawn(0)//countering portal teleport spawn(0), hurr
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src.anchored = 1
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src.anchored = 1
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else if(istype(O))
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if(O.anchored)
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if(O.anchored)
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obstacle.Bumped(src)
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obstacle.Bumped(src)
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else
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else
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step(obstacle,src.dir)
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step(obstacle,src.dir)
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else//No idea when this triggers, so i won't touch it.
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else//No idea when this triggers, so i won't touch it.
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. = ..(obstacle)
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. = ..(obstacle)
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