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Fixes sleeping carp wave kick dealing insane damage + wounds, fixes neckgrab throws not being harder (#62498)
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@@ -151,12 +151,15 @@
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var/atom/movable/thrown_thing
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var/obj/item/I = get_active_held_item()
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var/neckgrab_throw = FALSE // we can't check for if it's a neckgrab throw when totaling up power_throw since we've already stopped pulling them by then, so get it early
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if(!I)
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if(pulling && isliving(pulling) && grab_state >= GRAB_AGGRESSIVE)
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var/mob/living/throwable_mob = pulling
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if(!throwable_mob.buckled)
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thrown_thing = throwable_mob
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if(grab_state >= GRAB_NECK)
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neckgrab_throw = TRUE
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stop_pulling()
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if(HAS_TRAIT(src, TRAIT_PACIFISM))
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to_chat(src, span_notice("You gently let go of [throwable_mob]."))
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@@ -178,7 +181,7 @@
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power_throw--
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if(HAS_TRAIT(thrown_thing, TRAIT_DWARF))
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power_throw++
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if(pulling && grab_state >= GRAB_NECK)
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if(neckgrab_throw)
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power_throw++
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visible_message(span_danger("[src] throws [thrown_thing][power_throw ? " really hard!" : "."]"), \
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span_danger("You throw [thrown_thing][power_throw ? " really hard!" : "."]"))
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