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@@ -11,7 +11,7 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
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layer = GHOST_LAYER
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stat = DEAD
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density = FALSE
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canmove = 0
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mobility_flags = NONE
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anchored = TRUE // don't get pushed around
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see_invisible = SEE_INVISIBLE_OBSERVER
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see_in_dark = 100
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@@ -26,7 +26,7 @@ In all, this is a lot like the monkey code. /N
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AdjustAllImmobility(-60, FALSE)
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AdjustUnconscious(-60, FALSE)
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AdjustSleeping(-100, FALSE)
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update_mobililty()
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update_mobility()
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visible_message("<span class='notice'>[M.name] nuzzles [src] trying to wake [p_them()] up!</span>")
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if(INTENT_DISARM, INTENT_HARM)
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if(health > 0)
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@@ -136,7 +136,7 @@
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/mob/living/silicon/robot/proc/beep_boop_rogue_bot(mob/user)
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SetEmagged(1)
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SetStun(60) //Borgs were getting into trouble because they would attack the emagger before the new laws were shown
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_REFACTORING_SetStun(60) //Borgs were getting into trouble because they would attack the emagger before the new laws were shown
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lawupdate = 0
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connected_ai = null
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message_admins("[ADMIN_LOOKUPFLW(user)] emagged cyborg [ADMIN_LOOKUPFLW(src)]. Laws overridden.")
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@@ -38,8 +38,8 @@
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. = ..()
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verbs += /mob/living/proc/lay_down
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/mob/living/simple_animal/pet/cat/update_canmove()
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..()
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/mob/living/simple_animal/pet/cat/update_mobility()
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. = ..()
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if(client && stat != DEAD)
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if(!CHECK_BITFIELD(mobility_flags, MOBILITY_STAND))
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icon_state = "[icon_living]_rest"
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@@ -545,7 +545,7 @@
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emote("deathgasp")
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ADD_TRAIT(src, TRAIT_FAKEDEATH, source)
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ADD_TRAIT(src, TRAIT_DEATHCOMA, source)
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tod = station_time_timestamp()
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tod = gameTimestamp()
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update_stat()
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/mob/living/proc/unignore_slowdown(source)
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@@ -29,8 +29,8 @@
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last_enginesound_time = world.time
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playsound(src, engine_sound, 100, TRUE)
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/obj/vehicle/sealed/car/MouseDrop_T(atom/dropping, mob/M)
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if(!M.canmove || M.stat || M.restrained())
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/obj/vehicle/sealed/car/MouseDrop_T(atom/dropping, mob/living/M)
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if(!istype(M) || !CHECK_MOBILITY(M, MOBILITY_USE))
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return FALSE
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if(isliving(dropping) && M != dropping)
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var/mob/living/L = dropping
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