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Various fixes (#16176)
-Patches map-spawn random objects inside loot piles -Adds counter-clockwise rotation to many objects -Prevents borers from crashing VR -Tweaks blood drying to not queue dry timers on mapload -Prevents adding grabs to crates -Fixes look up verb when outdoors -Lets vehicles fall through open space -Lets the cargo tug dangerously use stairs -Fixes med/sec bot runtimes -Fixes TECH_MAGNETS incorrect define -Fixes damage/stumblevore procing every step when riding taurs/borgs while confused
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@@ -38,6 +38,8 @@
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unattach()
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/obj/vehicle/train/Bump(atom/Obstacle)
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if(istype(Obstacle,/obj/structure/stairs)) // VOREstation edit - Stair support for towing vehicles
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return ..()
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if(!istype(Obstacle, /atom/movable))
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return
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var/atom/movable/A = Obstacle
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@@ -70,16 +70,20 @@
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riding_datum.handle_vehicle_offsets() // So the person in back goes to the front.
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/obj/vehicle/Move(var/newloc, var/direction, var/movetime)
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if(world.time < l_move_time + move_delay) //This AND the riding datum move speed limit?
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// VOREstation edit - Zmoving for falling
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var/turf/newturf = newloc
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var/zmove = (newturf && z != newturf.z)
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if(!zmove && world.time < l_move_time + move_delay) //This AND the riding datum move speed limit? // VOREstation edit end
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return
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if(mechanical && on && powered && cell.charge < charge_use)
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if(!zmove && mechanical && on && powered && cell.charge < charge_use) // VOREstation edit - zmove doesn't run this
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turn_off()
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return
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. = ..()
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if(mechanical && on && powered)
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if(!zmove && mechanical && on && powered) // VOREstation edit - zmove doesn't run this
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cell.use(charge_use)
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//Dummy loads do not have to be moved as they are just an overlay
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