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## About The Pull Request Certain throw impact callbacks, like those on energy bolas, could cause the object to get deleted, which would make throwing datums runtime because they didn't account for it. ## Changelog 🆑 fix: Fixed runtimes caused by energy bolas /🆑
253 lines
9.1 KiB
Plaintext
253 lines
9.1 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 its target.
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var/maxrange
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///Turfs to travel per tick
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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. This can be null and must be null checked before trying to use it.
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var/datum/weakref/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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/// If our thrownthing has been blocked
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var/blocked = FALSE
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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_QDELETING, PROC_REF(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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if(thrower)
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src.thrower = WEAKREF(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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callback = null
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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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/// Returns the mob thrower, or null
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/datum/thrownthing/proc/get_thrower()
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. = thrower?.resolve()
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if(isnull(.))
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thrower = null
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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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var/mob/mob_thrower = get_thrower()
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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 == mob_thrower && !ismob(thrownthing)))
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continue
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if(ismob(obstacle) && thrownthing.pass_flags & PASSMOB && (obstacle != actual_target))
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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) && !(obstacle in AM.buckled_mobs)))
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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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var/drift_force = speed
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if (isitem(thrownthing))
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var/obj/item/thrownitem = thrownthing
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drift_force *= WEIGHT_TO_NEWTONS(thrownitem.w_class)
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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(delta_to_angle(dist_x, dist_y), drift_force = drift_force)
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else
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thrownthing.newtonian_move(delta_to_angle(dist_x, dist_y), drift_force = drift_force)
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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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// Same can happen in the callback
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if(QDELETED(thrownthing))
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return
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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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var/turf/landed_turf = get_turf(thrownthing)
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if(landed_turf)
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SEND_SIGNAL(landed_turf, COMSIG_TURF_MOVABLE_THROW_LANDED, thrownthing)
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qdel(src)
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#undef MAX_THROWING_DIST
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#undef MAX_TICKS_TO_MAKE_UP
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