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https://github.com/goonstation/goonstation-2020.git
synced 2026-07-20 11:32:38 +01:00
Fix some movedelay checks in human.dm
Also missed in my big patch, oops
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@@ -807,36 +807,6 @@
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health_deficiency -= 50
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if (health_deficiency >= 30) tally += (health_deficiency / 25)
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if (src.wear_suit) //mbc : what the heck? Why isn't this using the ObjectProperty system? better leave it alone!
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switch(src.wear_suit.type)
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if (/obj/item/clothing/suit/straight_jacket)
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tally += 15
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if (/obj/item/clothing/suit/fire) // firesuits slow you down a bit
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tally += 1
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if (/obj/item/clothing/suit/fire/armored) // firesuits slow you down a bit
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tally += 1
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if (/obj/item/clothing/suit/fire/heavy) // firesuits slow you down a bit
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tally += 2
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if (/obj/item/clothing/suit/space)
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if (!istype(src.loc, /turf/space)) // space suits slow you down a bit unless in space;
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tally += 0.8
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if (/obj/item/clothing/suit/space/engineer)
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if (!istype(src.loc, /turf/space)) // bulky engineering space suits slow you down quite a lot unless in space;
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tally += 0.8
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if (/obj/item/clothing/suit/space/captain)
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tally += 0.4 // it's more ornamental okay??
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if (/obj/item/clothing/suit/armor/heavy)
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tally += 2
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if (/obj/item/clothing/suit/armor/EOD)
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tally += 0.6 // i'd like people to actually consider using these
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if (/obj/item/clothing/suit/armor/ancient) // cogwerks - new evil armor thing
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tally += 2
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if (/obj/item/clothing/suit/space/emerg)
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if (!istype(src.loc, /turf/space))
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tally += 2 // cogwerks - lowered this from 10 //Noah Buttes - Lowered this from 3 because they're practically useless as is
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if (/obj/item/clothing/suit/space/suv)
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tally += 1.0
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var/in_wheelchair = 0
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if (src.buckled)
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if (istype(src.buckled, /obj/stool/chair/comfy/wheelchair))
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@@ -908,15 +878,24 @@
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tally *= max(H.p_class, 1)
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var/has_fluid_move_gear = 0
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var/has_space_move_gear = 0
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for(var/atom in src.get_equipped_items())
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var/obj/item/I = atom
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tally += I.getProperty("movespeed")
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has_fluid_move_gear += I.getProperty("negate_fluid_speed_penalty")
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has_space_move_gear += I.getProperty("space_movespeed")
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if (has_space_move_gear)
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var/turf/T = get_turf(src)
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if (!(T.turf_flags & CAN_BE_SPACE_SAMPLE))
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tally += has_space_move_gear
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if (!(src.mutantrace && src.mutantrace.aquatic)) //aquatic race suffers no penalty on dry land OR in fluid
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var/turf/T = get_turf(src)
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if (T && has_fluid_move_gear) //add tally : we are on dry land and have gear on
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if (! (T.active_liquid || istype(T,/turf/space/fluid) || istype(T,/turf/simulated/floor/plating/airless/asteroid)) )
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if (!T.active_liquid && !(T.turf_flags & FLUID_MOVE))
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tally += has_fluid_move_gear
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else if (T && !has_fluid_move_gear) //add tally : we are in fluid but have no gear
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if (T.active_liquid)
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@@ -2669,8 +2648,7 @@
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src.buckled.attack_hand(src)
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src.force_laydown_standup() //safety because buckle code is a mess
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if (src.targeting_spell == src.chair_flip_ability) //fuCKKK
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src.targeting_spell = null
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src.update_cursor()
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src.end_chair_flip_targeting()
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else
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if (!src.getStatusDuration("burning"))
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for (var/mob/O in AIviewers(src, null))
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