Combat mode component. (#12338)
* Combat mode component. * Whoops. * test. * Oh * refs begone, and documentation.
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@@ -101,10 +101,10 @@
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mob.throwing.finalize(FALSE)
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var/atom/movable/AM = L.pulling
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if(AM && AM.density && !(L.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && !ismob(AM))
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if(AM && AM.density && !SEND_SIGNAL(L, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE) && !ismob(AM))
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L.setDir(turn(L.dir, 180))
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SEND_SIGNAL(mob, COMSIG_MOB_CLIENT_MOVE, src, direction, n, oldloc)
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SEND_SIGNAL(mob, COMSIG_MOB_CLIENT_MOVE, src, direction, n, oldloc, add_delay)
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/// Process_Grab(): checks for grab, attempts to break if so. Return TRUE to prevent movement.
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/client/proc/Process_Grab()
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