proper smooth movement
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@@ -73,6 +73,7 @@
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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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mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay * ( (NSCOMPONENT(direct) && EWCOMPONENT(direct)) ? 2 : 1 ) )) // set it now in case of pulled objects
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if(old_move_delay + (add_delay*MOVEMENT_DELAY_BUFFER_DELTA) + MOVEMENT_DELAY_BUFFER > world.time)
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move_delay = old_move_delay
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else
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@@ -95,6 +96,7 @@
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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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mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay))
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move_delay += add_delay
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if(.) // If mob is null here, we deserve the runtime
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if(mob.throwing)
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