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@@ -576,7 +576,7 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
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var/list/L = list()
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L += "Ping: [round(client.lastping,1)]ms (Avg: [round(client.avgping,1)]ms)"
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L += SSmapping.stat_map_name
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L += "Round ID: [GLOB.round_id || "NULL"]")
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L += "Round ID: [GLOB.round_id || "NULL"]"
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L += SStime_track.stat_time_text
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L += SSshuttle.emergency_shuttle_stat_text
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stat(null, "[L.Join("\n")]")
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@@ -21,15 +21,15 @@
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mob.dropItemToGround(mob.get_active_held_item())
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return
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/client/proc/Move_object(direct)
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/client/proc/Move_object(direction)
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if(mob && mob.control_object)
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if(mob.control_object.density)
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step(mob.control_object,direct)
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step(mob.control_object,direction)
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if(!mob.control_object)
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return
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mob.control_object.setDir(direct)
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mob.control_object.setDir(direction)
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else
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mob.control_object.forceMove(get_step(mob.control_object,direct))
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mob.control_object.forceMove(get_step(mob.control_object,direction))
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#define MOVEMENT_DELAY_BUFFER 0.75
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#define MOVEMENT_DELAY_BUFFER_DELTA 1.25
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@@ -48,9 +48,9 @@
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return FALSE
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if(mob.control_object)
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return Move_object(direct)
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return Move_object(direction)
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if(!isliving(mob))
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return mob.Move(n, direct)
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return mob.Move(n, direction)
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if(mob.stat == DEAD)
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mob.ghostize()
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return FALSE
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@@ -59,29 +59,29 @@
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var/mob/living/L = mob //Already checked for isliving earlier
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if(L.incorporeal_move) //Move though walls
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Process_Incorpmove(direct)
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Process_Incorpmove(direction)
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return FALSE
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if(mob.remote_control) //we're controlling something, our movement is relayed to it
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return mob.remote_control.relaymove(mob, direct)
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return mob.remote_control.relaymove(mob, direction)
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if(isAI(mob))
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return AIMove(n,direct,mob)
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return AIMove(n,direction,mob)
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if(Process_Grab()) //are we restrained by someone's grip?
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return
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if(mob.buckled) //if we're buckled to something, tell it we moved.
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return mob.buckled.relaymove(mob, direct)
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return mob.buckled.relaymove(mob, direction)
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if(!mob.canmove)
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return FALSE
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if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
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var/atom/O = mob.loc
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return O.relaymove(mob, direct)
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return O.relaymove(mob, direction)
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if(!mob.Process_Spacemove(direct))
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if(!mob.Process_Spacemove(direction))
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return FALSE
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//We are now going to move
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var/add_delay = mob.movement_delay()
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@@ -96,16 +96,16 @@
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if(L.confused > 40)
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newdir = pick(GLOB.alldirs)
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else if(prob(L.confused * 1.5))
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newdir = angle2dir(dir2angle(direct) + pick(90, -90))
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newdir = angle2dir(dir2angle(direction) + pick(90, -90))
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else if(prob(L.confused * 3))
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newdir = angle2dir(dir2angle(direct) + pick(45, -45))
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newdir = angle2dir(dir2angle(direction) + pick(45, -45))
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if(newdir)
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direct = newdir
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n = get_step(L, direct)
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direction = newdir
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n = get_step(L, direction)
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. = ..()
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if((direct & (direct - 1)) && mob.loc == n) //moved diagonally successfully
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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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if(mob.loc != oldloc)
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move_delay += add_delay
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@@ -114,7 +114,7 @@
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mob.throwing.finalize(FALSE)
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for(var/obj/O in mob.user_movement_hooks)
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O.intercept_user_move(direct, mob, n, oldloc)
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O.intercept_user_move(direction, mob, n, oldloc)
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var/atom/movable/P = mob.pulling
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if(P && !ismob(P) && P.density)
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@@ -138,22 +138,22 @@
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///Process_Incorpmove
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///Called by client/Move()
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///Allows mobs to run though walls
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/client/proc/Process_Incorpmove(direct)
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/client/proc/Process_Incorpmove(direction)
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var/turf/mobloc = get_turf(mob)
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if(!isliving(mob))
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return
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var/mob/living/L = mob
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switch(L.incorporeal_move)
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if(INCORPOREAL_MOVE_BASIC)
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var/T = get_step(L,direct)
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var/T = get_step(L,direction)
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if(T)
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L.forceMove(T)
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L.setDir(direct)
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L.setDir(direction)
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if(INCORPOREAL_MOVE_SHADOW)
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if(prob(50))
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var/locx
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var/locy
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switch(direct)
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switch(direction)
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if(NORTH)
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locx = mobloc.x
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locy = (mobloc.y+2)
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@@ -187,12 +187,12 @@
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break
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else
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new /obj/effect/temp_visual/dir_setting/ninja/shadow(mobloc, L.dir)
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var/T = get_step(L,direct)
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var/T = get_step(L,direction)
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if(T)
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L.forceMove(T)
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L.setDir(direct)
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L.setDir(direction)
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if(INCORPOREAL_MOVE_JAUNT) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
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var/turf/open/floor/stepTurf = get_step(L, direct)
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var/turf/open/floor/stepTurf = get_step(L, direction)
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if(stepTurf)
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for(var/obj/effect/decal/cleanable/salt/S in stepTurf)
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to_chat(L, "<span class='warning'>[S] bars your passage!</span>")
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@@ -209,7 +209,7 @@
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return
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L.forceMove(stepTurf)
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L.setDir(direct)
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L.setDir(direction)
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return TRUE
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