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[MIRROR] fixes the clusterfuck of projectile issues (#2199)
* fixes the clusterfuck of projectile issues (#55495) * fixes the clusterfuck of projectile issues Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
This commit is contained in:
@@ -4,7 +4,7 @@
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icon = 'icons/mob/blob.dmi'
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light_range = 2
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desc = "A thick wall of writhing tendrils."
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density = FALSE //this being false causes two bugs, being able to attack blob tiles behind other blobs and being unable to move on blob tiles in no gravity, but turning it to 1 causes the blob mobs to be unable to path through blobs, which is probably worse.
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density = TRUE
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opacity = FALSE
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anchored = TRUE
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layer = BELOW_MOB_LAYER
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@@ -8,7 +8,7 @@
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if(.)
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return
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if(mover.throwing)
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return (!density || body_position == LYING_DOWN || (mover.throwing.thrower == src && !ismob(mover)))
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return (!density || (body_position == LYING_DOWN) || (mover.throwing.thrower == src && !ismob(mover)))
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if(buckled == mover)
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return TRUE
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if(ismob(mover) && (mover in buckled_mobs))
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@@ -188,15 +188,16 @@
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/obj/projectile/kinetic/prehit_pierce(atom/target)
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. = ..()
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if(.)
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if(kinetic_gun)
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var/list/mods = kinetic_gun.modkits
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for(var/obj/item/borg/upgrade/modkit/M in mods)
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M.projectile_prehit(src, target, kinetic_gun)
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if(!pressure_decrease_active && !lavaland_equipment_pressure_check(get_turf(target)))
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name = "weakened [name]"
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damage = damage * pressure_decrease
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pressure_decrease_active = TRUE
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if(. == PROJECTILE_PIERCE_PHASE)
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return
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if(kinetic_gun)
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var/list/mods = kinetic_gun.modkits
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for(var/obj/item/borg/upgrade/modkit/modkit in mods)
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modkit.projectile_prehit(src, target, kinetic_gun)
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if(!pressure_decrease_active && !lavaland_equipment_pressure_check(get_turf(target)))
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name = "weakened [name]"
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damage = damage * pressure_decrease
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pressure_decrease_active = TRUE
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/obj/projectile/kinetic/on_range()
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strike_thing()
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@@ -46,7 +46,7 @@
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/** PROJECTILE PIERCING
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* WARNING:
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* Projectile piercing MUST be done using these variables.
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* Ordinary passflags will be **IGNORED**.
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* Ordinary passflags will result in can_hit_target being false unless directly clicked on - similar to projectile_phasing but without even going to process_hit.
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* The two flag variables below both use pass flags.
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* In the context of LETPASStHROW, it means the projectile will ignore things that are currently "in the air" from a throw.
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*
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@@ -324,7 +324,7 @@
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/obj/projectile/Bump(atom/A)
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SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A)
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if(!can_hit_target(A, A == original, TRUE))
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if(!can_hit_target(A, A == original, TRUE, TRUE))
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return
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Impact(A)
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@@ -364,7 +364,7 @@
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var/distance = get_dist(T, starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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return process_hit(T, select_target(T, A)) // SELECT TARGET FIRST!
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return process_hit(T, select_target(T, A, A), A) // SELECT TARGET FIRST!
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/**
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* The primary workhorse proc of projectile impacts.
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@@ -383,11 +383,13 @@
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* @params
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* T - Turf we're on/supposedly hitting
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* target - target we're hitting
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* bumped - target we originally bumped. it's here to ensure that if something blocks our projectile by means of Cross() failure, we hit it
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* even if it is not dense.
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* hit_something - only should be set by recursive calling by this proc - tracks if we hit something already
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*
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* Returns if we hit something.
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*/
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/obj/projectile/proc/process_hit(turf/T, atom/target, hit_something = FALSE)
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/obj/projectile/proc/process_hit(turf/T, atom/target, atom/bumped, hit_something = FALSE)
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// 1.
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if(QDELETED(src) || !T || !target)
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return
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@@ -402,7 +404,7 @@
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if(!(movement_type & PHASING))
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temporary_unstoppable_movement = TRUE
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movement_type |= PHASING
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return process_hit(T, select_target(T, target), hit_something) // try to hit something else
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return process_hit(T, select_target(T, target, bumped), bumped, hit_something) // try to hit something else
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// at this point we are going to hit the thing
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// in which case send signal to it
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SEND_SIGNAL(target, COMSIG_PROJECTILE_PREHIT, args)
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@@ -414,7 +416,7 @@
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if(!(movement_type & PHASING))
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temporary_unstoppable_movement = TRUE
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movement_type |= PHASING
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return process_hit(T, select_target(T, target), TRUE)
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return process_hit(T, select_target(T, target, bumped), bumped, TRUE)
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qdel(src)
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return hit_something
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@@ -424,6 +426,8 @@
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* @params
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* T - The turf
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* target - The "preferred" atom to hit, usually what we Bumped() first.
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* bumped - used to track if something is the reason we impacted in the first place.
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* If set, this atom is always treated as dense by can_hit_target.
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*
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* Priority:
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* 0. Anything that is already in impacted is ignored no matter what. Furthermore, in any bracket, if the target atom parameter is in it, that's hit first.
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@@ -435,51 +439,50 @@
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* 4. Turf
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* 5. Nothing
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*/
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/obj/projectile/proc/select_target(turf/T, atom/target)
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/obj/projectile/proc/select_target(turf/T, atom/target, atom/bumped)
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// 1. original
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if(can_hit_target(original, TRUE, FALSE))
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if(can_hit_target(original, TRUE, FALSE, original == bumped))
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return original
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var/list/atom/possible = list() // let's define these ONCE
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var/list/atom/considering = list()
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// 2. mobs
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possible = typecache_filter_list(T, GLOB.typecache_living) // living only
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for(var/i in possible)
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if(!can_hit_target(i, i == original, TRUE))
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if(!can_hit_target(i, i == original, TRUE, i == bumped))
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continue
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considering += i
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if(considering.len)
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var/mob/living/M = pick(considering)
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return M.lowest_buckled_mob()
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considering.len = 0
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// 3. objs
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possible = typecache_filter_list(T, GLOB.typecache_machine_or_structure) // because why are items ever dense?
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for(var/i in possible)
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if(!can_hit_target(i, i == original, TRUE))
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// 3. objs and other dense things
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for(var/i in T.contents)
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if(!can_hit_target(i, i == original, TRUE, i == bumped))
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continue
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considering += i
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if(considering.len)
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return pick(considering)
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// 4. turf
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if(can_hit_target(T, T == original, TRUE))
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if(can_hit_target(T, T == original, TRUE, T == bumped))
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return T
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// 5. nothing
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// (returns null)
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//Returns true if the target atom is on our current turf and above the right layer
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//If direct target is true it's the originally clicked target.
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/obj/projectile/proc/can_hit_target(atom/target, direct_target = FALSE, ignore_loc = FALSE)
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/obj/projectile/proc/can_hit_target(atom/target, direct_target = FALSE, ignore_loc = FALSE, cross_failed = FALSE)
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if(QDELETED(target) || impacted[target])
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return FALSE
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if(!ignore_loc && (loc != target.loc))
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return FALSE
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// if pass_flags match, pass through entirely
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if(target.pass_flags_self & pass_flags) // phasing
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// if pass_flags match, pass through entirely - unless direct target is set.
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if((target.pass_flags_self & pass_flags) && !direct_target)
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return FALSE
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if(!ignore_source_check && firer)
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var/mob/M = firer
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if((target == firer) || ((target == firer.loc) && ismecha(firer.loc)) || (target in firer.buckled_mobs) || (istype(M) && (M.buckled == target)))
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return FALSE
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if(target.density) //This thing blocks projectiles, hit it regardless of layer/mob stuns/etc.
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if(target.density || cross_failed) //This thing blocks projectiles, hit it regardless of layer/mob stuns/etc.
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return TRUE
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if(!isliving(target))
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if(isturf(target)) // non dense turfs
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@@ -493,8 +496,14 @@
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if(direct_target)
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return TRUE
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// If target not able to use items, move and stand - or if they're just dead, pass over.
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if(L.stat == DEAD || (!hit_stunned_targets && HAS_TRAIT(L, TRAIT_IMMOBILIZED) && HAS_TRAIT(L, TRAIT_FLOORED) && HAS_TRAIT(L, TRAIT_HANDS_BLOCKED)))
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if(L.stat == DEAD)
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return FALSE
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if(!L.density)
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return FALSE
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if(L.body_position != LYING_DOWN)
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return TRUE
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var/stunned = HAS_TRAIT(L, TRAIT_IMMOBILIZED) && HAS_TRAIT(L, TRAIT_FLOORED) && HAS_TRAIT(L, TRAIT_HANDS_BLOCKED)
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return !stunned || hit_stunned_targets
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return TRUE
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/**
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@@ -570,7 +579,7 @@
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* Return PROJECTILE_DELETE_WITHOUT_HITTING to delete projectile without hitting at all!
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*/
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/obj/projectile/proc/prehit_pierce(atom/A)
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if(projectile_phasing & A.pass_flags_self)
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if((projectile_phasing & A.pass_flags_self) && (!phasing_ignore_direct_target || original != A))
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return PROJECTILE_PIERCE_PHASE
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if(projectile_piercing & A.pass_flags_self)
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return PROJECTILE_PIERCE_HIT
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