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* Adds Baseballs (#68249) Adds baseballs to the game (There is a baseball field in the holodeck). You can now bat thrown objects with the baseball bat to launch them away at high speed. https://streamable.com/471jvv (baseball is a boomerang here because otherwise this would have been impossible to test singleplayer) Why It's Good For The Game it could be fun to have a game of baseball, and people trying to bat an item thrown at them sounds funny image Changelog cl Fikou, sprite by Mooster add: Baseballs are now available in the Baseball Field on the Holodeck. add: Baseball Bats can now hit thrown objects mid-air to send them back. /cl * Adds Baseballs Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
232 lines
8.2 KiB
Plaintext
232 lines
8.2 KiB
Plaintext
#define MAX_THROWING_DIST 1280 // 5 z-levels on default width
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#define MAX_TICKS_TO_MAKE_UP 3 //how many missed ticks will we attempt to make up for this run.
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SUBSYSTEM_DEF(throwing)
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name = "Throwing"
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priority = FIRE_PRIORITY_THROWING
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wait = 1
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flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/list/currentrun
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var/list/processing = list()
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/datum/controller/subsystem/throwing/stat_entry(msg)
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msg = "P:[length(processing)]"
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return ..()
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/datum/controller/subsystem/throwing/fire(resumed = 0)
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if (!resumed)
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src.currentrun = processing.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(length(currentrun))
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var/atom/movable/AM = currentrun[currentrun.len]
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var/datum/thrownthing/TT = currentrun[AM]
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currentrun.len--
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if (QDELETED(AM) || QDELETED(TT))
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processing -= AM
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if (MC_TICK_CHECK)
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return
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continue
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TT.tick()
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if (MC_TICK_CHECK)
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return
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currentrun = null
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/datum/thrownthing
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///Defines the atom that has been thrown (Objects and Mobs, mostly.)
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var/atom/movable/thrownthing
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///Weakref to the original intended target of the throw, to prevent hardDels
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var/datum/weakref/initial_target
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///The turf that the target was on, if it's not a turf itself.
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var/turf/target_turf
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///The turf that we were thrown from.
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var/turf/starting_turf
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///If the target happens to be a carbon and that carbon has a body zone aimed at, this is carried on here.
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var/target_zone
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///The initial direction of the thrower of the thrownthing for building the trajectory of the throw.
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var/init_dir
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///The maximum number of turfs that the thrownthing will travel to reach it's target.
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var/maxrange
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///The speed of the projectile thrownthing being thrown.
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var/speed
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///If a mob is the one who has thrown the object, then it's moved here.
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var/mob/thrower
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///A variable that helps in describing objects thrown at an angle, if it should be moved diagonally first or last.
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var/diagonals_first
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///Set to TRUE if the throw is exclusively diagonal (45 Degree angle throws for example)
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var/pure_diagonal
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///Tracks how far a thrownthing has traveled mid-throw for the purposes of maxrange
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var/dist_travelled = 0
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///The start_time obtained via world.time for the purposes of tiles moved/tick.
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var/start_time
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///Distance to travel in the X axis/direction.
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var/dist_x
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///Distance to travel in the y axis/direction.
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var/dist_y
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///The Horizontal direction we're traveling (EAST or WEST)
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var/dx
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///The VERTICAL direction we're traveling (NORTH or SOUTH)
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var/dy
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///The movement force provided to a given object in transit. More info on these in move_force.dm
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var/force = MOVE_FORCE_DEFAULT
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///If the throw is gentle, then the thrownthing is harmless on impact.
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var/gentle = FALSE
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///How many tiles that need to be moved in order to travel to the target.
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var/diagonal_error
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///If a thrown thing has a callback, it can be invoked here within thrownthing.
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var/datum/callback/callback
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///Mainly exists for things that would freeze a thrown object in place, like a timestop'd tile. Or a Tractor Beam.
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var/paused = FALSE
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///How long an object has been paused for, to be added to the travel time.
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var/delayed_time = 0
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///The last world.time value stored when the thrownthing was moving.
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var/last_move = 0
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/datum/thrownthing/New(thrownthing, target, init_dir, maxrange, speed, thrower, diagonals_first, force, gentle, callback, target_zone)
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. = ..()
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src.thrownthing = thrownthing
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RegisterSignal(thrownthing, COMSIG_PARENT_QDELETING, .proc/on_thrownthing_qdel)
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src.starting_turf = get_turf(thrownthing)
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src.target_turf = get_turf(target)
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if(target_turf != target)
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src.initial_target = WEAKREF(target)
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src.init_dir = init_dir
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src.maxrange = maxrange
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src.speed = speed
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src.thrower = thrower
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src.diagonals_first = diagonals_first
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src.force = force
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src.gentle = gentle
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src.callback = callback
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src.target_zone = target_zone
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/datum/thrownthing/Destroy()
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SSthrowing.processing -= thrownthing
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SSthrowing.currentrun -= thrownthing
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thrownthing.throwing = null
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thrownthing = null
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thrower = null
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initial_target = null
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if(callback)
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QDEL_NULL(callback) //It stores a reference to the thrownthing, its source. Let's clean that.
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return ..()
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///Defines the datum behavior on the thrownthing's qdeletion event.
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/datum/thrownthing/proc/on_thrownthing_qdel(atom/movable/source, force)
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SIGNAL_HANDLER
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qdel(src)
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/datum/thrownthing/proc/tick()
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var/atom/movable/AM = thrownthing
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if (!isturf(AM.loc) || !AM.throwing)
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finalize()
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return
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if(paused)
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delayed_time += world.time - last_move
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return
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var/atom/movable/actual_target = initial_target?.resolve()
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if(dist_travelled) //to catch sneaky things moving on our tile while we slept
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for(var/atom/movable/obstacle as anything in get_turf(thrownthing))
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if (obstacle == thrownthing || (obstacle == thrower && !ismob(thrownthing)))
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continue
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if(obstacle.pass_flags_self & LETPASSTHROW)
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continue
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if (obstacle == actual_target || (obstacle.density && !(obstacle.flags_1 & ON_BORDER_1)))
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finalize(TRUE, obstacle)
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return
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var/atom/step
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last_move = world.time
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//calculate how many tiles to move, making up for any missed ticks.
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var/tilestomove = CEILING(min(((((world.time+world.tick_lag) - start_time + delayed_time) * speed) - (dist_travelled ? dist_travelled : -1)), speed*MAX_TICKS_TO_MAKE_UP) * (world.tick_lag * SSthrowing.wait), 1)
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while (tilestomove-- > 0)
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if ((dist_travelled >= maxrange || AM.loc == target_turf) && AM.has_gravity(AM.loc))
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finalize()
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return
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if (dist_travelled <= max(dist_x, dist_y)) //if we haven't reached the target yet we home in on it, otherwise we use the initial direction
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step = get_step(AM, get_dir(AM, target_turf))
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else
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step = get_step(AM, init_dir)
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if (!pure_diagonal && !diagonals_first) // not a purely diagonal trajectory and we don't want all diagonal moves to be done first
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if (diagonal_error >= 0 && max(dist_x,dist_y) - dist_travelled != 1) //we do a step forward unless we're right before the target
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step = get_step(AM, dx)
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diagonal_error += (diagonal_error < 0) ? dist_x/2 : -dist_y
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if (!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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finalize()
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return
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if(!AM.Move(step, get_dir(AM, step), DELAY_TO_GLIDE_SIZE(1 / speed))) // we hit something during our move...
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if(AM.throwing) // ...but finalize() wasn't called on Bump() because of a higher level definition that doesn't always call parent.
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finalize()
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return
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dist_travelled++
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if(actual_target && !(actual_target.pass_flags_self & LETPASSTHROW) && actual_target.loc == AM.loc) // we crossed a movable with no density (e.g. a mouse or APC) we intend to hit anyway.
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finalize(TRUE, actual_target)
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return
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if (dist_travelled > MAX_THROWING_DIST)
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finalize()
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return
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/datum/thrownthing/proc/finalize(hit = FALSE, target=null)
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set waitfor = FALSE
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//done throwing, either because it hit something or it finished moving
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if(!thrownthing)
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return
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thrownthing.throwing = null
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if (!hit)
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for (var/atom/movable/obstacle as anything in get_turf(thrownthing)) //looking for our target on the turf we land on.
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if (obstacle == target)
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hit = TRUE
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thrownthing.throw_impact(obstacle, src)
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if(QDELETED(thrownthing)) //throw_impact can delete things, such as glasses smashing
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return //deletion should already be handled by on_thrownthing_qdel()
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break
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if (!hit)
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thrownthing.throw_impact(get_turf(thrownthing), src) // we haven't hit something yet and we still must, let's hit the ground.
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if(QDELETED(thrownthing)) //throw_impact can delete things, such as glasses smashing
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return //deletion should already be handled by on_thrownthing_qdel()
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thrownthing.newtonian_move(init_dir)
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else
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thrownthing.newtonian_move(init_dir)
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if(target)
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thrownthing.throw_impact(target, src)
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if(QDELETED(thrownthing)) //throw_impact can delete things, such as glasses smashing
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return //deletion should already be handled by on_thrownthing_qdel()
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if (callback)
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callback.Invoke()
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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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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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qdel(src)
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