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throw_at() will not quickstart a throw if the throw was triggered from the same stack as SSthrowing/fire() (#56004)
throw_at will not quickstart a throw if the throw was triggered from the same stack as SSthrowing/fire() Infinite throwing loops are fine, as long as they don't loop at the stack level.
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@@ -737,7 +737,8 @@
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if(pulledby)
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pulledby.stop_pulling()
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if (quickstart && (throwing || SSthrowing.state == SS_RUNNING)) //Avoid stack overflow edgecases.
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quickstart = FALSE
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throwing = TT
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if(spin)
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SpinAnimation(5, 1)
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