Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes
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CitadelStationBot
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77d6420db0
@@ -66,9 +66,12 @@
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var/obj/item/organ/lungs/mutantlungs = null
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var/breathid = "o2"
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<<<<<<< HEAD
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//Flight and floating
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var/override_float = 0
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=======
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>>>>>>> 8d647ff... Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
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var/obj/item/organ/brain/mutant_brain = /obj/item/organ/brain
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var/obj/item/organ/eyes/mutanteyes = /obj/item/organ/eyes
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var/obj/item/organ/ears/mutantears = /obj/item/organ/ears
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@@ -77,6 +80,7 @@
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var/obj/item/organ/liver/mutantliver
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var/obj/item/organ/stomach/mutantstomach
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var/override_float = FALSE
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//Citadel snowflake
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var/fixed_mut_color2 = ""
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@@ -1,3 +1,4 @@
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<<<<<<< HEAD
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/datum/species/angel
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name = "Angel"
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id = "angel"
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@@ -136,4 +137,144 @@
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H.movement_type &= ~FLYING
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override_float = 0
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H.pass_flags &= ~PASSTABLE
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=======
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/datum/species/angel
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name = "Angel"
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id = "angel"
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default_color = "FFFFFF"
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species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
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mutant_bodyparts = list("tail_human", "ears", "wings")
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default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "Angel")
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use_skintones = 1
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no_equip = list(slot_back)
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blacklisted = 1
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limbs_id = "human"
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skinned_type = /obj/item/stack/sheet/animalhide/human
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var/datum/action/innate/flight/fly
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/datum/species/angel/on_species_gain(mob/living/carbon/human/H, datum/species/old_species)
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..()
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if(H.dna && H.dna.species &&((H.dna.features["wings"] != "Angel") && ("wings" in H.dna.species.mutant_bodyparts)))
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H.dna.features["wings"] = "Angel"
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H.update_body()
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if(ishuman(H) && !fly)
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fly = new
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fly.Grant(H)
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/datum/species/angel/on_species_loss(mob/living/carbon/human/H)
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if(fly)
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fly.Remove(H)
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if(H.movement_type & FLYING)
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H.movement_type &= ~FLYING
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ToggleFlight(H,0)
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if(H.dna && H.dna.species &&((H.dna.features["wings"] != "None") && ("wings" in H.dna.species.mutant_bodyparts)))
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H.dna.features["wings"] = "None"
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H.update_body()
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..()
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/datum/species/angel/spec_life(mob/living/carbon/human/H)
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HandleFlight(H)
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/datum/species/angel/proc/HandleFlight(mob/living/carbon/human/H)
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if(H.movement_type & FLYING)
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if(!CanFly(H))
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ToggleFlight(H,0)
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return 0
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return 1
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else
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return 0
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/datum/species/angel/proc/CanFly(mob/living/carbon/human/H)
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if(H.stat || H.IsStun() || H.IsKnockdown())
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return 0
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if(H.wear_suit && ((H.wear_suit.flags_inv & HIDEJUMPSUIT) && (!H.wear_suit.species_exception || !is_type_in_list(src, H.wear_suit.species_exception)))) //Jumpsuits have tail holes, so it makes sense they have wing holes too
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to_chat(H, "Your suit blocks your wings from extending!")
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return 0
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var/turf/T = get_turf(H)
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if(!T)
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return 0
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var/datum/gas_mixture/environment = T.return_air()
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if(environment && !(environment.return_pressure() > 30))
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to_chat(H, "<span class='warning'>The atmosphere is too thin for you to fly!</span>")
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return 0
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else
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return 1
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/datum/action/innate/flight
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name = "Toggle Flight"
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check_flags = AB_CHECK_CONSCIOUS|AB_CHECK_STUN
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icon_icon = 'icons/mob/actions/actions_items.dmi'
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button_icon_state = "flight"
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/datum/action/innate/flight/Activate()
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var/mob/living/carbon/human/H = owner
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var/datum/species/angel/A = H.dna.species
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if(A.CanFly(H))
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if(H.movement_type & FLYING)
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to_chat(H, "<span class='notice'>You settle gently back onto the ground...</span>")
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A.ToggleFlight(H,0)
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H.update_canmove()
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else
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to_chat(H, "<span class='notice'>You beat your wings and begin to hover gently above the ground...</span>")
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H.resting = 0
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A.ToggleFlight(H,1)
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H.update_canmove()
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/datum/species/angel/proc/flyslip(mob/living/carbon/human/H)
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var/obj/buckled_obj
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if(H.buckled)
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buckled_obj = H.buckled
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to_chat(H, "<span class='notice'>Your wings spazz out and launch you!</span>")
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playsound(H.loc, 'sound/misc/slip.ogg', 50, 1, -3)
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for(var/obj/item/I in H.held_items)
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H.accident(I)
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var/olddir = H.dir
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H.stop_pulling()
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if(buckled_obj)
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buckled_obj.unbuckle_mob(H)
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step(buckled_obj, olddir)
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else
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for(var/i=1, i<5, i++)
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spawn (i)
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step(H, olddir)
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H.spin(1,1)
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return 1
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/datum/species/angel/spec_stun(mob/living/carbon/human/H,amount)
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if(H.movement_type & FLYING)
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ToggleFlight(H,0)
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flyslip(H)
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. = ..()
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/datum/species/angel/negates_gravity(mob/living/carbon/human/H)
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if(H.movement_type & FLYING)
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return 1
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/datum/species/angel/space_move(mob/living/carbon/human/H)
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if(H.movement_type & FLYING)
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return 1
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/datum/species/angel/proc/ToggleFlight(mob/living/carbon/human/H,flight)
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if(flight && CanFly(H))
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stunmod = 2
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speedmod = -0.35
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H.movement_type |= FLYING
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override_float = TRUE
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H.pass_flags |= PASSTABLE
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H.OpenWings()
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else
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stunmod = 1
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speedmod = 0
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H.movement_type &= ~FLYING
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override_float = FALSE
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H.pass_flags &= ~PASSTABLE
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>>>>>>> 8d647ff... Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
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H.CloseWings()
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@@ -5,6 +5,9 @@
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if(digitalinvis)
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handle_diginvis() //AI becomes unable to see mob
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if((movement_type & FLYING) && !floating) //TODO: Better floating
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float(on = TRUE)
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if (notransform)
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return
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if(!loc)
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@@ -105,8 +105,6 @@
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//Called when we bump onto a mob
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/mob/living/proc/MobCollide(mob/M)
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//Even if we don't push/swap places, we "touched" them, so spread fire
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spreadFire(M)
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//Also diseases
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for(var/thing in viruses)
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@@ -120,7 +118,31 @@
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ContactContractDisease(D)
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if(now_pushing)
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return 1
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return TRUE
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//TODO FOR LATER PRS: Make passing tables an automatic thing for flying and passable objects be determined better to prevent huge amounts of flags being set when mobs fly.
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if((movement_type) ^ (M.movement_type)) //Fly past each other.
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now_pushing = TRUE
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var/old = pass_flags & PASSMOB
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var/old_p = pulling? (pulling.pass_flags & PASSMOB) : NONE
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var/atom/movable/cached = pulling
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pass_flags |= PASSMOB
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var/obj/item/I = cached
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if(cached && (isliving(cached) || (istype(I) && (I.w_class < WEIGHT_CLASS_BULKY))))
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var/mob/living/l = cached
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if(l.mob_size <= mob_size)
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cached.pass_flags |= PASSMOB
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Move(get_turf(M))
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if(!old)
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pass_flags &= ~PASSMOB
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if(cached && !old_p)
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cached.pass_flags &= ~PASSMOB
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cached = null
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now_pushing = FALSE
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return TRUE
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//Even if we don't push/swap places, we "touched" them, so spread fire
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spreadFire(M)
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//Should stop you pushing a restrained person out of the way
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if(isliving(M))
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@@ -1018,4 +1040,4 @@
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/mob/living/proc/add_abilities_to_panel()
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for(var/obj/effect/proc_holder/A in abilities)
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statpanel("[A.panel]",A.get_panel_text(),A)
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statpanel("[A.panel]",A.get_panel_text(),A)
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@@ -192,10 +192,10 @@
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return .
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/mob/Moved(oldLoc, dir)
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/mob/Moved(oldLoc, dir, Forced = FALSE)
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. = ..()
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for(var/obj/O in contents)
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O.on_mob_move(dir, src, oldLoc)
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O.on_mob_move(dir, src, oldLoc, Forced)
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/mob/setDir(newDir)
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. = ..()
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