[MIRROR] Rename Bump to Collide (#2002)
* Rename Bump to Collide * Delete bubblegum.dm.rej * Update bubblegum.dm
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kevinz000
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80d06fe843
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2d3905457e
@@ -217,8 +217,12 @@
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/atom/movable/Crossed(atom/movable/AM, oldloc)
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return
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/atom/movable/Bump(atom/A, yes) //the "yes" arg is to differentiate our Bump proc from byond's, without it every Bump() call would become a double Bump().
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if((A && yes))
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//This is tg's equivalent to the byond bump, it used to be called bump with a second arg
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//to differentiate it, naturally everyone forgot about this immediately and so some things
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//would bump twice, so now it's called Collide
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/atom/movable/proc/Collide(atom/A)
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if((A))
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if(throwing)
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throwing.hit_atom(A)
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. = 1
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@@ -695,4 +699,4 @@
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return FALSE
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if(anchored || throwing)
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return FALSE
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return TRUE
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return TRUE
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@@ -49,7 +49,7 @@
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/mob/living/simple_animal/hostile/clockwork/fragment/Process_Spacemove(movement_dir = 0)
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return 1
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/mob/living/simple_animal/hostile/clockwork/fragment/Bump(atom/movable/AM)
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/mob/living/simple_animal/hostile/clockwork/fragment/Collide(atom/movable/AM)
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. = ..()
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if(movement_delay_time <= world.time && next_move <= world.time && isliving(AM) && !is_servant_of_ratvar(AM))
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var/mob/living/L = AM
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@@ -46,7 +46,7 @@
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R.visible_message("<span class='heavy_brass'>[R] forms, and its eyes blink open, glowing bright red!</span>")
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R.key = O.key
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/obj/structure/destructible/clockwork/massive/ratvar/Bump(atom/A)
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/obj/structure/destructible/clockwork/massive/ratvar/Collide(atom/A)
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var/turf/T = get_turf(A)
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if(T == loc)
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T = get_step(T, dir) //please don't run into a window like a bird, ratvar
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@@ -47,7 +47,7 @@
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affect_mob(AM)
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return ..()
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/obj/structure/destructible/clockwork/taunting_trail/Bump(atom/movable/AM)
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/obj/structure/destructible/clockwork/taunting_trail/Collide(atom/movable/AM)
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affect_mob(AM)
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return ..()
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@@ -130,7 +130,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
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SpinAnimation()
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QDEL_IN(src, lifetime)
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/obj/effect/meteor/Bump(atom/A)
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/obj/effect/meteor/Collide(atom/A)
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if(A)
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ram_turf(get_turf(A))
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playsound(src.loc, meteorsound, 40, 1)
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@@ -295,7 +295,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
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if(!isspaceturf(T))
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new /obj/effect/decal/cleanable/blood(T)
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/obj/effect/meteor/meaty/Bump(atom/A)
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/obj/effect/meteor/meaty/Collide(atom/A)
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A.ex_act(hitpwr)
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get_hit()
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@@ -334,7 +334,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
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..()
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explosion(src.loc, 5, 10, 15, 20, 0)
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/obj/effect/meteor/tunguska/Bump()
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/obj/effect/meteor/tunguska/Collide()
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..()
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if(prob(20))
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explosion(src.loc,2,4,6,8)
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@@ -88,13 +88,6 @@
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is_powered = FALSE
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icon_state = icon_name + "[is_powered]" + "[(blood ? "bld" : "")]" // add the blood tag at the end
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// This is purely for admin possession !FUN!.
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/obj/machinery/recycler/Bump(atom/movable/AM)
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..()
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if(AM)
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Bumped(AM)
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/obj/machinery/recycler/Bumped(atom/movable/AM)
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if(stat & (BROKEN|NOPOWER))
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@@ -208,4 +201,4 @@
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name = "paper - 'garbage duty instructions'"
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info = "<h2>New Assignment</h2> You have been assigned to collect garbage from trash bins, located around the station. The crewmembers will put their trash into it and you will collect the said trash.<br><br>There is a recycling machine near your closet, inside maintenance; use it to recycle the trash for a small chance to get useful minerals. Then deliver these minerals to cargo or engineering. You are our last hope for a clean station, do not screw this up!"
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#undef SAFETY_COOLDOWN
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#undef SAFETY_COOLDOWN
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+17
-18
@@ -539,7 +539,7 @@
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playsound(src,stepsound,40,1)
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return result
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/obj/mecha/Bump(var/atom/obstacle, yes)
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/obj/mecha/Collide(var/atom/obstacle)
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if(phasing && get_charge() >= phasing_energy_drain && !throwing)
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spawn()
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if(can_move)
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@@ -551,23 +551,22 @@
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sleep(step_in*3)
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can_move = 1
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else
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if(yes)
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if(..()) //mech was thrown
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return
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if(bumpsmash && occupant) //Need a pilot to push the PUNCH button.
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if(nextsmash < world.time)
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obstacle.mech_melee_attack(src)
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if(!obstacle || !obstacle.density)
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step(src,dir)
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nextsmash = world.time + smashcooldown
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if(isobj(obstacle))
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var/obj/O = obstacle
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if(!O.anchored)
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step(obstacle, dir)
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else if(ismob(obstacle))
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var/mob/M = obstacle
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if(!M.anchored)
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step(obstacle, dir)
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if(..()) //mech was thrown
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return
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if(bumpsmash && occupant) //Need a pilot to push the PUNCH button.
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if(nextsmash < world.time)
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obstacle.mech_melee_attack(src)
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if(!obstacle || !obstacle.density)
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step(src,dir)
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nextsmash = world.time + smashcooldown
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if(isobj(obstacle))
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var/obj/O = obstacle
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if(!O.anchored)
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step(obstacle, dir)
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else if(ismob(obstacle))
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var/mob/M = obstacle
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if(!M.anchored)
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step(obstacle, dir)
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@@ -107,7 +107,7 @@
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/obj/effect/anomaly/grav/Crossed(mob/A)
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gravShock(A)
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/obj/effect/anomaly/grav/Bump(mob/A)
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/obj/effect/anomaly/grav/Collide(mob/A)
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gravShock(A)
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/obj/effect/anomaly/grav/Bumped(mob/A)
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@@ -143,7 +143,7 @@
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/obj/effect/anomaly/flux/Crossed(mob/living/M)
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mobShock(M)
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/obj/effect/anomaly/flux/Bump(mob/living/M)
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/obj/effect/anomaly/flux/Collide(mob/living/M)
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mobShock(M)
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/obj/effect/anomaly/flux/Bumped(mob/living/M)
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@@ -19,7 +19,7 @@
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return 0
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.=..()
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/obj/effect/particle_effect/water/Bump(atom/A)
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/obj/effect/particle_effect/water/Collide(atom/A)
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if(reagents)
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reagents.reaction(A)
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return ..()
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@@ -103,7 +103,7 @@
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/obj/structure/spider/spiderling/nurse
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grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/nurse
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/obj/structure/spider/spiderling/Bump(atom/user)
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/obj/structure/spider/spiderling/Collide(atom/user)
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if(istype(user, /obj/structure/table))
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src.loc = user.loc
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else
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@@ -116,7 +116,7 @@
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if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/drill))
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src.attackby(M.selected,M)
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return*/
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//Aparantly mechs are just TOO COOL to call Bump(), so fuck em (for now)
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//Aparantly mechs are just TOO COOL to call Collide())
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else
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return
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@@ -113,7 +113,7 @@
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// Nothing but border objects stop you from leaving a tile, only one loop is needed
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for(var/obj/obstacle in mover.loc)
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if(!obstacle.CheckExit(mover, src) && obstacle != mover && obstacle != forget)
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mover.Bump(obstacle, 1)
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mover.Collide(obstacle)
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return FALSE
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var/list/large_dense = list()
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@@ -122,14 +122,14 @@
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for(var/atom/movable/border_obstacle in src)
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if(border_obstacle.flags & ON_BORDER)
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if(!border_obstacle.CanPass(mover, mover.loc, 1) && (forget != border_obstacle))
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mover.Bump(border_obstacle, 1)
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mover.Collide(border_obstacle)
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return FALSE
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else
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large_dense += border_obstacle
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//Then, check the turf itself
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if (!src.CanPass(mover, src))
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mover.Bump(src, 1)
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mover.Collide(src)
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return FALSE
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//Finally, check objects/mobs to block entry that are not on the border
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@@ -141,7 +141,7 @@
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tompost_bump = obstacle
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top_layer = obstacle.layer
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if(tompost_bump)
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mover.Bump(tompost_bump,1)
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mover.Collide(tompost_bump)
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return FALSE
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return TRUE //Nothing found to block so return success!
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