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multiz movement refactor redux (#62132)
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@@ -195,10 +195,9 @@ SUBSYSTEM_DEF(throwing)
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if (callback)
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callback.Invoke()
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if(!thrownthing.zfalling) // I don't think you can zfall while thrown but hey, just in case.
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if(!thrownthing.currently_z_moving) // I don't think you can zfall while thrown but hey, just in case.
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var/turf/T = get_turf(thrownthing)
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if(T && thrownthing.has_gravity(T))
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T.zFall(thrownthing)
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T?.zFall(thrownthing)
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if(thrownthing)
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SEND_SIGNAL(thrownthing, COMSIG_MOVABLE_THROW_LANDED, src)
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