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@@ -47,10 +47,12 @@
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mob_exit(M, silent, randomstep)
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/obj/vehicle/sealed/proc/mob_exit(mob/M, silent = FALSE, randomstep = FALSE)
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SIGNAL_HANDLER
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if(!istype(M))
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return FALSE
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remove_occupant(M)
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M.forceMove(exit_location(M))
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if(!isAI(M))//This is the ONE mob we dont want to be moved to the vehicle that should be handeled when used
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M.forceMove(exit_location(M))
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if(randomstep)
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var/turf/target_turf = get_step(exit_location(M), pick(GLOB.cardinals))
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M.throw_at(target_turf, 5, 10)
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