Update human_movement.dm
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@@ -1,72 +1,17 @@
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/mob/living/carbon/human/movement_delay()
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. = 0
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. += ..()
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. += config.human_delay
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. += dna.species.movement_delay(src)
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/mob/living/carbon/human/slip(knockdown_amount, obj/O, lube)
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/mob/living/carbon/human/movement_delay()
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. = 0
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. += ..()
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. += config.human_delay
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. += dna.species.movement_delay(src)
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/mob/living/carbon/human/slip(knockdown_amount, obj/O, lube)
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if(isobj(shoes) && (shoes.flags_1&NOSLIP_1) && !(lube&GALOSHES_DONT_HELP))
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return 0
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return ..()
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/mob/living/carbon/human/experience_pressure_difference()
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playsound(src, 'sound/effects/space_wind.ogg', 50, 1)
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return 0
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return ..()
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/mob/living/carbon/human/experience_pressure_difference()
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playsound(src, 'sound/effects/space_wind.ogg', 50, 1)
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if(shoes && shoes.flags_1&NOSLIP_1)
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<<<<<<< HEAD
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return 0
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return ..()
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/mob/living/carbon/human/mob_has_gravity()
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. = ..()
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if(!.)
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if(mob_negates_gravity())
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. = 1
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/mob/living/carbon/human/mob_negates_gravity()
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return ((shoes && shoes.negates_gravity()) || dna.species.negates_gravity(src))
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/mob/living/carbon/human/Move(NewLoc, direct)
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. = ..()
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for(var/datum/mutation/human/HM in dna.mutations)
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HM.on_move(src, NewLoc)
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if(shoes)
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if(!lying && !buckled)
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if(loc == NewLoc)
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if(!has_gravity(loc))
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return
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var/obj/item/clothing/shoes/S = shoes
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//Bloody footprints
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var/turf/T = get_turf(src)
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if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
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if(oldFP && oldFP.blood_state == S.blood_state)
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return
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else
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//No oldFP or it's a different kind of blood
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state]-BLOOD_LOSS_PER_STEP)
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var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
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FP.blood_state = S.blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = S.bloody_shoes[S.blood_state]
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if(S.blood_DNA && S.blood_DNA.len)
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FP.transfer_blood_dna(S.blood_DNA)
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FP.update_icon()
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update_inv_shoes()
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//End bloody footprints
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S.step_action()
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/mob/living/carbon/human/Moved()
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. = ..()
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if(buckled_mobs && buckled_mobs.len && riding_datum)
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riding_datum.on_vehicle_move()
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/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
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if(..())
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return 1
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return dna.species.space_move(src)
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=======
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return 0
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return ..()
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@@ -120,4 +65,3 @@
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if(..())
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return 1
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return dna.species.space_move(src)
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>>>>>>> 96a55aa... People in soft crit will leave blood trails when dragging themselves/Will take less damage in soft crit (#30482)
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