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Fix species with slowdown instead being super fast
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@@ -2,22 +2,20 @@
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/mob/living/carbon/human/movement_delay(oldloc, direct)
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. = ..()
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. = 0
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if (istype(loc, /turf/space))
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return ..() - 1
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if(species.slowdown)
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. = species.slowdown
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if (istype(loc, /turf/space)) return -1 // It's hard to be slowed down in space by... anything
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if(embedded_flag)
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handle_embedded_objects() //Moving with objects stuck in you can cause bad times.
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. += species.slowdown
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if(force_max_speed)
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return HUMAN_LOWEST_SLOWDOWN
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return ..() + HUMAN_LOWEST_SLOWDOWN
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for(var/datum/modifier/M in modifiers)
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if(!isnull(M.haste) && M.haste == TRUE)
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return HUMAN_LOWEST_SLOWDOWN // Returning -1 will actually result in a slowdown for Teshari.
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return ..() + HUMAN_LOWEST_SLOWDOWN // Returning -1 will actually result in a slowdown for Teshari.
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if(!isnull(M.slowdown))
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. += M.slowdown
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@@ -96,6 +94,12 @@
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. -= chem_effects[CE_SPEEDBOOST] // give 'em a buff on top.
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. = max(HUMAN_LOWEST_SLOWDOWN, . + config.human_delay) // Minimum return should be the same as force_max_speed
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. += ..()
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/mob/living/carbon/human/Moved()
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. = ..()
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if(embedded_flag)
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handle_embedded_objects() //Moving with objects stuck in you can cause bad times.
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// This calculates the amount of slowdown to receive from items worn. This does NOT include species modifiers.
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// It is in a seperate place to avoid an infinite loop situation with dragging mobs dragging each other.
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@@ -15,15 +15,15 @@
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//No longer needed, but I'll leave it here incase we plan to re-use it.
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/mob/living/silicon/robot/movement_delay()
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. = ..()
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. += speed
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. = speed
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if(module_active && istype(module_active,/obj/item/borg/combat/mobility))
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. -= 3
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. += config.robot_delay
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. += ..()
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// NEW: Use power while moving.
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/mob/living/silicon/robot/SelfMove(turf/n, direct, movetime)
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if (!is_component_functioning("actuator"))
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@@ -212,9 +212,7 @@
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return ..()
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*/
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/mob/living/simple_mob/movement_delay()
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. = ..()
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. += movement_cooldown
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. = movement_cooldown
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if(force_max_speed)
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return -3
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@@ -243,6 +241,8 @@
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. += config.animal_delay
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. += ..()
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/mob/living/simple_mob/Stat()
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..()
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