Floaty floating.
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@@ -36,7 +36,7 @@
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/mob/living/carbon/Move(NewLoc, direct)
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. = ..()
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if(. && mob_has_gravity()) //floating is easy
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if(. && (movement_type & FLOATING)) //floating is easy
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if(HAS_TRAIT(src, TRAIT_NOHUNGER))
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nutrition = NUTRITION_LEVEL_FED - 1 //just less than feeling vigorous
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else if(nutrition && stat != DEAD)
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@@ -945,7 +945,7 @@
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return FALSE
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/mob/living/carbon/human/proc/clear_shove_slowdown()
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remove_movespeed_modifier(SHOVE_SLOWDOWN_ID)
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remove_movespeed_modifier(MOVESPEED_ID_SHOVE)
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var/active_item = get_active_held_item()
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if(is_type_in_typecache(active_item, GLOB.shove_disarming_types))
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visible_message("<span class='warning'>[src.name] regains their grip on \the [active_item]!</span>", "<span class='warning'>You regain your grip on \the [active_item]</span>", null, COMBAT_MESSAGE_RANGE)
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@@ -1389,7 +1389,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if (H.m_intent == MOVE_INTENT_WALK && HAS_TRAIT(H, TRAIT_SPEEDY_STEP))
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. -= 1.5
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if(!H.has_trait(TRAIT_IGNORESLOWDOWN) && gravity)
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if(!HAS_TRAIT(H, TRAIT_IGNORESLOWDOWN) && gravity)
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if(H.wear_suit)
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. += H.wear_suit.slowdown
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if(H.shoes)
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@@ -23,7 +23,7 @@
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if(changed)
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animate(src, transform = ntransform, time = 2, pixel_y = final_pixel_y, dir = final_dir, easing = EASE_IN|EASE_OUT)
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floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart it in next life().
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setMovetype(movement_type & ~FLOATING) // If we were without gravity, the bouncing animation got stopped, so we make sure we restart it in next life().
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/mob/living/carbon
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