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https://github.com/vgstation-coders/vgstation13.git
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Bump code cleanup (#27608)
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@@ -209,15 +209,6 @@ atom/movable/GotoAirflowDest(n)
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if(od)
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setDensity(FALSE)
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/atom/movable/to_bump(atom/Obstacle)
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if(airflow_speed > 0 && airflow_dest)
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airflow_hit(Obstacle)
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else
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airflow_speed = 0
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airflow_time = 0
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. = ..()
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sound_override = 0
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/atom/movable/proc/airflow_hit(atom/A)
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airflow_speed = 0
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airflow_dest = null
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@@ -128,16 +128,6 @@
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plane = ABOVE_TURF_PLANE
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var/spawnable = null
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/obj/effect/gateway/Bumped(mob/M as mob|obj)
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spawn(0)
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return
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return
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/obj/effect/gateway/Crossed(AM as mob|obj)
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spawn(0)
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return
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return
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/obj/effect/gateway/active
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luminosity=5
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light_color = LIGHT_COLOR_RED
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@@ -105,23 +105,6 @@ var/global/list/narsie_list = list()
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to_chat(M, "<span class='danger'>You feel your sanity crumble away in an instant as you gaze upon [src.name]...</span>")
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M.apply_effect(3, STUN)
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/obj/machinery/singularity/narsie/large/to_bump(atom/A)
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if(!narnar)
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return
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if(isturf(A))
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narsiewall(A)
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else if(istype(A, /obj/structure/cult))
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qdel(A)
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/obj/machinery/singularity/narsie/large/Bumped(atom/A)
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if(!narnar)
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return
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if(isturf(A))
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narsiewall(A)
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else if(istype(A, /obj/structure/cult))
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qdel(A)
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/obj/machinery/singularity/narsie/move(var/force_move = 0)
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if(!move_self)
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return 0
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@@ -176,14 +159,6 @@ var/global/list/narsie_list = list()
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T.icon_state = "cult-narsie"
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T.luminosity = 1
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/obj/machinery/singularity/narsie/proc/narsiewall(var/turf/T)
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T.desc = "An opening has been made on that wall, but who can say if what you seek truly lies on the other side?"
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T.icon = 'icons/turf/walls.dmi'
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T.icon_state = "cult-narsie"
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T.opacity = 0
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T.setDensity(FALSE)
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luminosity = 1
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/obj/machinery/singularity/narsie/large/consume(const/atom/A) //Has its own consume proc because it doesn't need energy and I don't want BoHs to explode it. --NEO
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//NEW BEHAVIOUR
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if(narsie_behaviour == "CultStation13")
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@@ -177,7 +177,9 @@ var/global/list/ghdel_profiling = list()
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/atom/proc/on_reagent_change()
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return
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/atom/proc/Bumped(AM as mob|obj)
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// This proc is intended to be called by `to_bump` whenever a movable
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// object bumps into this atom.
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/atom/proc/Bumped(atom/movable/AM)
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return
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/atom/proc/setDensity(var/density)
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@@ -830,8 +832,6 @@ its easier to just keep the beam vertical.
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else
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return TRUE
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/atom/proc/to_bump()
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return
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/atom/proc/get_last_player_touched() //returns a reference to the mob of the ckey that last touched the atom
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for(var/client/C in clients)
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@@ -381,13 +381,23 @@
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/atom/movable/Crossed(atom/movable/AM)
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return
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/atom/movable/to_bump(atom/Obstacle)
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if(src.throwing)
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src.throw_impact(Obstacle)
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src.throwing = 0
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if (Obstacle)
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Obstacle.Bumped(src)
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// Always override this proc instead of BYOND-provided Bump().
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// This is a workaround for some dumb BYOND behavior:
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// The `Obstacle` argument passed to Bump() is the first dense object
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// in the turf's `contents`. The argument we provide to this proc
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// is instead the actual object that's blocking movement.
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/atom/movable/proc/to_bump(atom/Obstacle)
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if(airflow_speed > 0 && airflow_dest)
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airflow_hit(Obstacle)
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else
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airflow_speed = 0
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airflow_time = 0
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if(src.throwing)
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src.throw_impact(Obstacle)
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src.throwing = 0
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if(Obstacle)
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Obstacle.Bumped(src)
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sound_override = 0
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// harderforce is for things like lighting overlays which should only be moved in EXTREMELY specific sitations.
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/atom/movable/proc/forceMove(atom/destination,var/no_tp=0, var/harderforce = FALSE, glide_size_override = 0)
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@@ -1,8 +1,3 @@
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/obj/item/weapon
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name = "weapon"
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icon = 'icons/obj/weapons.dmi'
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/obj/item/weapon/to_bump(mob/M as mob)
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spawn(0)
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..()
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return
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@@ -193,7 +193,7 @@
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for(var/mob/living/L in loc)
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movement_touch_check(L)
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/mob/living/simple_animal/hostile/retaliate/cockatrice/Bump(mob/living/L)
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/mob/living/simple_animal/hostile/retaliate/cockatrice/to_bump(mob/living/L)
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spawn()
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movement_touch_check(L)
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@@ -867,7 +867,7 @@ var/list/laser_tag_vests = list(/obj/item/clothing/suit/tag/redtag, /obj/item/cl
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damage = 0
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fire_sound = 'sound/weapons/railgun_highpower.ogg'
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/obj/item/projectile/beam/combustion/Bump(atom/A)
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/obj/item/projectile/beam/combustion/to_bump(atom/A)
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if(!A)
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return
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..()
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