Floaty floating.
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@@ -27,7 +27,6 @@
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glide_size = 8
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appearance_flags = TILE_BOUND|PIXEL_SCALE
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var/datum/forced_movement/force_moving = null //handled soley by forced_movement.dm
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var/floating = FALSE
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var/movement_type = GROUND //Incase you have multiple types, you automatically use the most useful one. IE: Skating on ice, flippers on water, flying over chasm/space, etc.
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var/atom/movable/pulling
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var/grab_state = 0
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@@ -687,14 +686,14 @@
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/atom/movable/proc/float(on)
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if(throwing)
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return
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if(on && !floating)
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if(on && !(movement_type & FLOATING))
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animate(src, pixel_y = pixel_y + 2, time = 10, loop = -1)
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sleep(10)
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animate(src, pixel_y = pixel_y - 2, time = 10, loop = -1)
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floating = TRUE
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else if (!on && floating)
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setMovetype(movement_type | FLOATING)
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else if (!on && (movement_type & FLOATING))
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animate(src, pixel_y = initial(pixel_y), time = 10)
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floating = FALSE
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setMovetype(movement_type & ~FLOATING)
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/* Language procs */
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/atom/movable/proc/get_language_holder(shadow=TRUE)
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