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@@ -222,6 +222,8 @@
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/// forces us to not render our overlays
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#define TRAIT_HUMAN_NO_RENDER "human_no_render"
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#define TRAIT_TRASHCAN "trashcan"
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///Used for fireman carry to have mobe not be dropped when passing by a prone individual.
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#define TRAIT_BEING_CARRIED "being_carried"
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// mobility flag traits
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// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)
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@@ -219,6 +219,7 @@
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if(!fireman_carrying)
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M.Daze(25)
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REMOVE_TRAIT(M, TRAIT_MOBILITY_NOUSE, src)
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REMOVE_TRAIT(M, TRAIT_BEING_CARRIED, src)
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return ..()
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/datum/component/riding/human/vehicle_mob_buckle(datum/source, mob/living/M, force = FALSE)
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@@ -228,6 +229,7 @@
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H.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/human_carry, TRUE, fireman_carrying? FIREMAN_CARRY_SLOWDOWN : PIGGYBACK_CARRY_SLOWDOWN)
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if(fireman_carrying)
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ADD_TRAIT(M, TRAIT_MOBILITY_NOUSE, src)
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ADD_TRAIT(M, TRAIT_BEING_CARRIED, src)
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/datum/component/riding/human/proc/on_host_unarmed_melee(atom/target)
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var/mob/living/carbon/human/H = parent
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@@ -36,6 +36,8 @@
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if(ismob(mover))
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if(mover in buckled_mobs)
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return TRUE
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if(HAS_TRAIT(mover, TRAIT_BEING_CARRIED))
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return TRUE //We're being carried and our carrier managed to pass, ergo, let us pass aswell.
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var/mob/living/L = mover //typecast first, check isliving and only check this if living using short circuit
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if(isliving(L) && lying && L.lying) //if we're both lying down and aren't already being thrown/shipped around, don't pass
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return FALSE
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