let's make this work
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@@ -88,7 +88,7 @@
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var/they_can_move = TRUE
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if(isliving(M))
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var/mob/living/L = M
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they_can_move = L.canmove //L.mobility_flags & MOBILITY_MOVE
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they_can_move = L.mobility_flags & MOBILITY_MOVE
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//Also spread diseases
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for(var/thing in diseases)
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var/datum/disease/D = thing
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@@ -10,10 +10,13 @@
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//Force-set resting variable, without needing to resist/etc.
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/mob/living/proc/set_resting(new_resting, silent = FALSE, updating = TRUE)
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resting = new_resting
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if(!silent)
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to_chat(src, "<span class='notice'>You are now [resting? "resting" : "getting up"].</span>")
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update_resting(updating)
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if(new_resting != resting)
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resting = new_resting
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if(!silent)
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to_chat(src, "<span class='notice'>You are now [resting? "resting" : "getting up"].</span>")
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update_resting(updating)
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if(has_gravity() && resting)
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playsound(src, "bodyfall", 20, 1)
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/mob/living/proc/update_resting(update_mobility = TRUE)
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if(update_mobility)
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@@ -168,8 +171,7 @@
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//Handle lying down, voluntary or involuntary
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density = !lying
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if(lying)
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if(!lying_prev)
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set_resting(TRUE, TRUE, FALSE)
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set_resting(TRUE, TRUE, FALSE)
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if(layer == initial(layer)) //to avoid special cases like hiding larvas.
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layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs
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else
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@@ -41,7 +41,7 @@
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AIproc = 1
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while(AIproc && stat != DEAD && (attacked || hungry || rabid || buckled))
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if(!canmove) // !(mobility_flags & MOBILITY_MOVE) //also covers buckling. Not sure why buckled is in the while condition if we're going to immediately break, honestly
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if(!(mobility_flags & MOBILITY_MOVE)) //also covers buckling. Not sure why buckled is in the while condition if we're going to immediately break, honestly
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break
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if(!Target || client)
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