yes
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@@ -694,6 +694,7 @@
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ADD_TRAIT(H, TRAIT_PASSTABLE, SLIMEPUDDLE_TRAIT)
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ADD_TRAIT(H, TRAIT_SPRINT_LOCKED, SLIMEPUDDLE_TRAIT)
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ADD_TRAIT(H, TRAIT_COMBAT_MODE_LOCKED, SLIMEPUDDLE_TRAIT)
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ADD_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
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H.update_disabled_bodyparts(silent = TRUE)
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squeak = H.AddComponent(/datum/component/squeak, custom_sounds = list('sound/effects/blobattack.ogg'))
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sleep(in_transformation_duration)
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@@ -718,6 +719,7 @@
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REMOVE_TRAIT(H, TRAIT_PASSTABLE, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_SPRINT_LOCKED, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_COMBAT_MODE_LOCKED, SLIMEPUDDLE_TRAIT)
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REMOVE_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
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H.update_disabled_bodyparts(silent = TRUE)
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is_puddle = FALSE
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if(squeak)
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@@ -5,13 +5,15 @@
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RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOMOVE), .proc/update_mobility)
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RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOPICKUP), .proc/update_mobility)
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RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOUSE), .proc/update_mobility)
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RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOSTAND), .proc/update_mobility)
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RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOREST), .proc/update_mobility)
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//Stuff like mobility flag updates, resting updates, etc.
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//Force-set resting variable, without needing to resist/etc.
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/mob/living/proc/set_resting(new_resting, silent = FALSE, updating = TRUE)
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if(new_resting != resting)
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if(resting && HAS_TRAIT(src, TRAIT_MOBILITY_NOREST)) //forcibly block resting from all sources - BE CAREFUL WITH THIS TRAIT
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return
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resting = new_resting
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if(!silent)
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to_chat(src, "<span class='notice'>You are now [resting? "resting" : "getting up"].</span>")
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@@ -85,10 +87,10 @@
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else
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mobility_flags &= ~MOBILITY_RESIST
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var/canstand_involuntary = conscious && !stat_softcrit && !knockdown && !chokehold && !paralyze && (ignore_legs || has_legs) && !(buckled && buckled.buckle_lying) && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && !(HAS_TRAIT(src, TRAIT_MOBILITY_NOSTAND))
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var/canstand_involuntary = conscious && !stat_softcrit && !knockdown && !chokehold && !paralyze && (ignore_legs || has_legs) && !(buckled && buckled.buckle_lying) && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
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var/canstand = canstand_involuntary && !resting
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var/should_be_lying = !canstand
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var/should_be_lying = !canstand && !HAS_TRAIT(src, TRAIT_MOBILITY_NOREST)
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if(buckled)
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if(buckled.buckle_lying != -1)
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should_be_lying = buckled.buckle_lying
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