smooth movement twaeks
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@@ -96,9 +96,6 @@
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if((direction & (direction - 1)) && mob.loc == n) //moved diagonally successfully
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add_delay *= 2
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mob.last_move_diagonal = TRUE
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else
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mob.last_move_diagonal = FALSE
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mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay), FALSE)
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move_delay += add_delay
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if(.) // If mob is null here, we deserve the runtime
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@@ -109,6 +106,8 @@
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if(AM && AM.density && !SEND_SIGNAL(L, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE) && !ismob(AM))
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L.setDir(turn(L.dir, 180))
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last_move = world.time
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SEND_SIGNAL(mob, COMSIG_MOB_CLIENT_MOVE, src, direction, n, oldloc, add_delay)
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/// Process_Grab(): checks for grab, attempts to break if so. Return TRUE to prevent movement.
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