Merge pull request #10451 from kevinz000/mobility_flags
Mobility flags + combat rework stuff refactoring, fixes a few edge cases including the Oh Dreaded Xenomorph Hardstuns, etc etc time to break the game
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@@ -17,7 +17,6 @@
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return FALSE
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emitter_next_use = world.time + emittercd
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canmove = TRUE
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density = TRUE
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if(istype(card.loc, /obj/item/pda))
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var/obj/item/pda/P = card.loc
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@@ -37,6 +36,7 @@
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C.push_data()
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forceMove(get_turf(card))
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card.forceMove(src)
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update_mobility()
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if(client)
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client.perspective = EYE_PERSPECTIVE
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client.eye = src
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@@ -63,12 +63,11 @@
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var/turf/T = drop_location()
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card.forceMove(T)
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forceMove(card)
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canmove = FALSE
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density = FALSE
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set_light(0)
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holoform = FALSE
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if(resting)
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lay_down()
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set_resting(FALSE, TRUE, FALSE)
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update_mobility()
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/mob/living/silicon/pai/proc/choose_chassis()
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if(!isturf(loc) && loc != card)
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