better movement
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@@ -101,3 +101,8 @@
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if(dna.species.space_move(src))
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return TRUE
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return ..()
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/mob/living/carbon/human/CanPass(atom/movable/mover, turf/target)
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if(human_owner.dna.species.species_pass_check())
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return TRUE
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return ..()
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@@ -1930,6 +1930,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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/datum/species/proc/should_render(mob/living/carbon/human/H)
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return TRUE
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//a check for if you want to forcibly make CanPass return TRUE for the mob with this species
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/datum/species/proc/species_pass_check()
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return FALSE
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/////////////
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//BREATHING//
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/////////////
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@@ -71,6 +71,12 @@
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else
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return ..()
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/datum/species/jelly/species_pass_check()
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if(slime_puddle && slime_puddle.is_puddle)
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return TRUE
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else
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return ..()
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/datum/species/jelly/spec_life(mob/living/carbon/human/H)
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if(H.stat == DEAD || HAS_TRAIT(H, TRAIT_NOMARROW)) //can't farm slime jelly from a dead slime/jelly person indefinitely, and no regeneration for blooduskers
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return
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@@ -701,9 +707,9 @@
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ADD_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
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H.add_movespeed_modifier(/datum/movespeed_modifier/slime_puddle)
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H.update_disabled_bodyparts(silent = TRUE)
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H.layer -= 1 //go one layer down so people go over you
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squeak = H.AddComponent(/datum/component/squeak, custom_sounds = list('sound/effects/blobattack.ogg'))
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sleep(in_transformation_duration)
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H.pass_flags &= PASSMOB
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var/mutable_appearance/puddle_overlay = mutable_appearance(icon = puddle_icon, icon_state = puddle_state)
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puddle_overlay.color = mutcolor
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tracked_overlay = puddle_overlay
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@@ -716,7 +722,6 @@
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puddle_effect.color = mutcolor
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H.Stun(out_transformation_duration, ignore_canstun = TRUE)
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sleep(out_transformation_duration)
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H.pass_flags ^= PASSMOB
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REMOVE_TRAIT(H, TRAIT_PARALYSIS_L_ARM, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_PARALYSIS_R_ARM, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_MOBILITY_NOPICKUP, SLIMEPUDDLE_TRAIT)
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@@ -727,6 +732,7 @@
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REMOVE_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
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H.update_disabled_bodyparts(silent = TRUE)
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H.remove_movespeed_modifier(/datum/movespeed_modifier/slime_puddle)
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H.layer += 1 //go one layer back above!
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is_puddle = FALSE
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if(squeak)
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squeak.RemoveComponent()
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