/mob/living/carbon/slip(knockdown_amount, obj/O, lube) if(movement_type & FLYING && !(lube & FLYING_DOESNT_HELP)) return FALSE if(!(lube&SLIDE_ICE)) log_combat(src, (O ? O : get_turf(src)), "slipped on the", null, ((lube & SLIDE) ? "(LUBE)" : null)) return loc.handle_slip(src, knockdown_amount, O, lube) /mob/living/carbon/Process_Spacemove(movement_dir = 0) if(..()) return 1 if(!isturf(loc)) return 0 // Do we have a jetpack implant (and is it on)? var/obj/item/organ/cyberimp/chest/thrusters/T = getorganslot(ORGAN_SLOT_THRUSTERS) if(istype(T) && movement_dir && T.allow_thrust(0.01)) return 1 var/obj/item/tank/jetpack/J = get_jetpack() if(istype(J) && (movement_dir || J.stabilizers) && J.allow_thrust(0.01, src)) return 1 /mob/living/carbon/Moved() . = ..() if(. && (movement_type & FLOATING)) //floating is easy if(HAS_TRAIT(src, TRAIT_NOHUNGER)) set_nutrition(NUTRITION_LEVEL_FED - 1) //just less than feeling vigorous else if(nutrition && stat != DEAD) var/loss = HUNGER_FACTOR/10 if(m_intent == MOVE_INTENT_RUN) loss *= 2 adjust_nutrition(loss) /mob/living/carbon/can_move_under_living(mob/living/other) . = ..() if(!.) //we failed earlier don't need to fail again return if(!other.lying && lying) //they're up, we're down. return FALSE