Files
Bubberstation/code/datums/components/tackle.dm
EnterTheJake a2c7c8e57b Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request

Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.

For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

Code by Me, @Xander3359 and @Arturlang 

TGUI by @Arturlang 

Sprites by OrcaCora and GregorDM

Writing bits by @necromanceranne 

### Core changes

- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).

- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).

- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.

- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).

- Path specific robes have been introduced! They come with their own set
of quirks.

- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.

- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.

- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).

- Ascension now automatically calls the shuttle with no possibility of a
recall.

- Late join Heretic has been removed.

### New UI 
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>


### Knowledge shop

<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>




### Quality of life //General balance changes

- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).

- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.

- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.

- Codex Cicatrix no longer requires a special pen to be made.

### Passive abilities

- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.

- Crafting your first set of Eldritch robes will bump your passive to
level 2.

- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"

- Completing the ritual of knowledge or ascending will net you the final
level.

### Path Specific Robes

- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.

- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.

- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)

- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.

### Moon Path Rework

Moon path  rework.

Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.


**Cosmic Path Rework**

Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.

Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.

As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.

lastly The Star Gazer is now ghost controlled ; And they shoot lazers!

<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>


## Why It's Good For The Game


### Ok...but why do we want this?

Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".

### Cross Pathing my beloathed.

Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.

Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.

My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.

If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.


Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.

### Blade Breaking

I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.

## Less versatile, more specialized paths.

By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.

It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.

Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.

### What a horrible night to have a curse...., wait how do I curse
people again?

As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.

Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.

Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.

The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.

Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.

## Drip Of the Mansus

The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.

By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.

It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.

A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.

### Will this be 100% fair and balanced?

This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).

What I will say is that I'm not trying to change the core identity of
Heretic.

Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.

But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
2025-10-15 22:34:51 +00:00

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/// how many things can we knock off a table at once by diving into it?
#define MAX_TABLE_MESSES 18
/**
* For when you want to throw a person at something and have fun stuff happen
*
* This component is made for carbon mobs (really, humans), and allows its parent to throw themselves and perform tackles. This is done by enabling throw mode, then clicking on your
* intended target with an empty hand. You will then launch toward your target. If you hit a carbon, you'll roll to see how hard you hit them. If you hit a solid non-mob, you'll
* roll to see how badly you just messed yourself up. If, along your journey, you hit a table, you'll slam onto it and send up to MAX_TABLE_MESSES (8) /obj/items on the table flying,
* and take a bit of extra damage and stun for each thing launched.
*
* There are 2 separate """skill rolls""" involved here, which are handled and explained in [rollTackle()][/datum/component/tackler/proc/rollTackle] (for roll 1, carbons), and [splat()][/datum/component/tackler/proc/splat] (for roll 2, walls and solid objects)
*/
/datum/component/tackler
dupe_mode = COMPONENT_DUPE_UNIQUE
///If we're currently tackling or are on cooldown. Actually, shit, if I use this to handle cooldowns, then getting thrown by something while on cooldown will count as a tackle..... whatever, i'll fix that next commit
var/tackling = TRUE
///How much stamina it takes to launch a tackle
var/stamina_cost
///Launching a tackle calls Knockdown on you for this long, so this is your cooldown. Once you stand back up, you can tackle again.
var/base_knockdown
///Your max range for how far you can tackle.
var/range
///How fast you sail through the air. Standard tackles are 1 speed, but gloves that throw you faster come at a cost: higher speeds make it more likely you'll be badly injured if you fly into a non-mob obstacle.
var/speed
///A flat modifier to your roll against your target, as described in [rollTackle()][/datum/component/tackler/proc/rollTackle]. Slightly misleading, skills aren't relevant here, this is a matter of what type of gloves (or whatever) is granting you the ability to tackle.
var/skill_mod
///Some gloves, generally ones that increase mobility, may have a minimum distance to fly. Rocket gloves are especially dangerous with this, be sure you'll hit your target or have a clear background if you miss, or else!
var/min_distance
///A wearkef to the throwdatum we're currently dealing with, if we need it
var/datum/weakref/tackle_ref
/datum/component/tackler/Initialize(stamina_cost = 25, base_knockdown = 1 SECONDS, range = 4, speed = 1, skill_mod = 0, min_distance = min_distance, silent_gain = FALSE)
if(!iscarbon(parent))
return COMPONENT_INCOMPATIBLE
src.stamina_cost = stamina_cost
src.base_knockdown = base_knockdown
src.range = range
src.speed = speed
src.skill_mod = skill_mod
src.min_distance = min_distance
if(!silent_gain)
var/mob/P = parent
to_chat(P, span_notice("You are now able to launch tackles! You can do so by activating throw mode, and ") + span_boldnotice("RIGHT-CLICKING on your target with an empty hand."))
addtimer(CALLBACK(src, PROC_REF(resetTackle)), base_knockdown, TIMER_STOPPABLE)
/datum/component/tackler/Destroy()
var/mob/P = parent
to_chat(P, span_notice("You can no longer tackle."))
return ..()
/datum/component/tackler/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOB_CLICKON, PROC_REF(checkTackle))
RegisterSignal(parent, COMSIG_MOVABLE_PRE_IMPACT, PROC_REF(sack))
RegisterSignal(parent, COMSIG_MOVABLE_POST_THROW, PROC_REF(registerTackle))
/datum/component/tackler/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_MOB_CLICKON, COMSIG_MOVABLE_PRE_IMPACT, COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_POST_THROW))
///Store the thrownthing datum for later use
/datum/component/tackler/proc/registerTackle(mob/living/carbon/user, datum/thrownthing/tackle)
SIGNAL_HANDLER
tackle_ref = WEAKREF(tackle)
tackle.thrower = WEAKREF(user)
///See if we can tackle or not. If we can, leap!
/datum/component/tackler/proc/checkTackle(mob/living/carbon/user, atom/clicked_atom, list/modifiers)
SIGNAL_HANDLER
if(!modifiers[RIGHT_CLICK] || modifiers[ALT_CLICK] || modifiers[SHIFT_CLICK] || modifiers[CTRL_CLICK] || modifiers[MIDDLE_CLICK])
return
if(!user.throw_mode || user.get_active_held_item() || user.pulling || user.buckled || user.incapacitated)
return
if(!clicked_atom || !(isturf(clicked_atom) || isturf(clicked_atom.loc)))
return
if(HAS_TRAIT(user, TRAIT_HULK))
to_chat(user, span_warning("You're too angry to remember how to tackle!"))
return
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
to_chat(user, span_warning("You need free use of your hands to tackle!"))
return
if(user.body_position == LYING_DOWN)
to_chat(user, span_warning("You must be standing to tackle!"))
return
if(tackling)
to_chat(user, span_warning("You're not ready to tackle!"))
return
if(user.get_timed_status_effect_duration(/datum/status_effect/staggered)) // can't tackle if you're staggered
to_chat(user, span_warning("You're too off balance to tackle!"))
return
user.face_atom(clicked_atom)
tackling = TRUE
RegisterSignal(user, COMSIG_MOVABLE_MOVED, PROC_REF(checkObstacle))
playsound(user, 'sound/items/weapons/thudswoosh.ogg', 40, TRUE, -1)
var/leap_word = isfelinid(user) || HAS_TRAIT(user, TRAIT_TACKLING_TAILED_POUNCE) ? "pounce" : "leap" //If cat, "pounce" instead of "leap".
if(can_see(user, clicked_atom, 7))
user.visible_message(span_warning("[user] [leap_word]s at [clicked_atom]!"), span_danger("You [leap_word] at [clicked_atom]!"))
else
user.visible_message(span_warning("[user] [leap_word]s!"), span_danger("You [leap_word]!"))
if(get_dist(user, clicked_atom) < min_distance)
var/tackle_angle = get_angle(user, clicked_atom)
clicked_atom = get_turf_in_angle(tackle_angle, get_turf(user), min_distance)
user.Knockdown(base_knockdown, ignore_canstun = TRUE)
user.adjustStaminaLoss(stamina_cost)
user.throw_at(clicked_atom, range, speed, user, FALSE)
addtimer(CALLBACK(src, PROC_REF(resetTackle)), base_knockdown, TIMER_STOPPABLE)
return(COMSIG_MOB_CANCEL_CLICKON)
/**
* sack() is called when you actually smack into something, assuming we're mid-tackle. First it deals with smacking into non-carbons, in two cases:
* * If it's a non-carbon mob, we don't care, get out of here and do normal thrown-into-mob stuff
* * Else, if it's something dense (walls, machinery, structures, most things other than the floor), go to [/datum/component/tackler/proc/splat] and get ready for some high grade shit
*
* If it's a carbon we hit, we'll call rollTackle() which rolls a die and calculates modifiers for both the tackler and target, then gives us a number. Negatives favor the target, while positives favor the tackler.
* Check [rollTackle()][/datum/component/tackler/proc/rollTackle] for a more thorough explanation on the modifiers at play.
*
* Then, we figure out what effect we want, and we get to work! Note that with standard gripper gloves and no modifiers, the range of rolls is (-3, 3). The results are as follows, based on what we rolled:
* * -inf to -1: We have a negative roll result, which means something unfortunate or less than ideal happens to our sacker! Could mean just getting knocked down, but it could also mean they get a concussion. Ouch.
* * 0: We get a relatively neutral result, mildly favouring the tackler.
* * 1 to inf: We get a positive roll result, which means we get a reasonable to significant advantage against the target!
*
* Finally, we return a bitflag to [COMSIG_MOVABLE_IMPACT] that forces the hitpush to false so that we don't knock them away.
*/
/datum/component/tackler/proc/sack(mob/living/carbon/user, atom/hit)
SIGNAL_HANDLER
var/datum/thrownthing/tackle = tackle_ref?.resolve()
if(!tackling || !tackle)
tackle = null
return
user.toggle_throw_mode()
if(!iscarbon(hit))
if(hit.density)
INVOKE_ASYNC(src, PROC_REF(splat), user, hit)
return
var/mob/living/carbon/target = hit
var/tackle_word = isfelinid(user) ? "pounce" : "tackle" //If cat, "pounce" instead of "tackle".
var/roll = rollTackle(target)
tackling = FALSE
tackle.gentle = TRUE
if(target.check_block(user, 0, user.name, attack_type = LEAP_ATTACK))
user.visible_message(span_danger("[user]'s tackle is blocked by [target], softening the effect!"), span_userdanger("Your tackle is blocked by [target], softening the effect!"), ignored_mobs = target)
to_chat(target, span_userdanger("[target] blocks [user]'s tackle attempt, softening the effect!"))
neutral_outcome(user, target, tackle_word) //Forces a neutral outcome so you're not screwed too much from being blocked while tackling
return COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH
switch(roll)
if(-INFINITY to -1)
negative_outcome(user, target, roll, tackle_word) //OOF
if(0) //nothing good, nothing bad
neutral_outcome(user, target, tackle_word)
if(1 to INFINITY)
positive_outcome(user, target, roll, tackle_word)
return COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH
/// Helper to do a grab and then adjust the grab state if necessary
/datum/component/tackler/proc/do_grab(mob/living/carbon/tackler, mob/living/carbon/tackled, skip_to_state = GRAB_PASSIVE)
set waitfor = FALSE
if(!tackler.grab(tackled) || tackler.pulling != tackled)
return
if(tackler.grab_state != skip_to_state)
tackler.setGrabState(skip_to_state)
/**
* Our positive tackling outcomes.
*
* We pass our tackle result here to determine the potential outcome of the tackle. Typically, this results in a very poor state for the tackled, and a positive outcome for the tackler.
*
* First, we determine severity by taking our roll result, multiplying it by 10, and then rolling within that value.
*
* If our target is human, their armor will reduce the severity of the roll. We pass along any MELEE armor as a percentage reduction.
* If they're not human (such as a carbon), we give them a small grace of a 10% reduction.
*
* Finally, we figure out what effect our target receives. Note that all positive outcomes inflict staggered, resulting in a much harder time escaping the potential grab:
* * 1 to 20: Our target is briefly stunned and knocked down. suffers 30 stamina damage, and our tackler is also knocked down.
* * 21 to 49: Our target is knocked down, dealt 40 stamina damage, and put into a passive grab. Given they are staggered, this means the target must resist to escape!
* * 50 to inf: Our target is hit with a significant chunk of stamina damage, put into an aggressive grab, and knocked down. They're probably not escaping after this. If our tackler is stamcrit when they land this, so is our target.
*/
/datum/component/tackler/proc/positive_outcome(mob/living/carbon/user, mob/living/carbon/target, roll = 1, tackle_word = "tackle")
var/potential_outcome = (roll * 10)
if(ishuman(target))
potential_outcome *= ((100 - target.run_armor_check(BODY_ZONE_CHEST, MELEE)) /100)
else
potential_outcome *= 0.9
switch(potential_outcome)
if(-INFINITY to 0) //I don't want to know how this has happened, okay?
neutral_outcome(user, target, roll, tackle_word) //Default to neutral
if(1 to 20)
user.visible_message(span_warning("[user] lands a solid [tackle_word] on [target], knocking them both down hard!"), span_userdanger("You land a solid [tackle_word] on [target], knocking you both down hard!"), ignored_mobs = target)
to_chat(target, span_userdanger("[user] lands a solid [tackle_word] on you, knocking you both down hard!"))
target.apply_damage(30, STAMINA)
target.Paralyze(0.5 SECONDS)
user.Knockdown(1 SECONDS)
target.Knockdown(2 SECONDS)
target.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 2, 10 SECONDS)
if(21 to 49) // really good hit, the target is definitely worse off here. Without positive modifiers, this is as good a tackle as you can land
user.visible_message(span_warning("[user] lands an expert [tackle_word] on [target], knocking [target.p_them()] down hard while landing on [user.p_their()] feet with a passive grip!"), span_userdanger("You land an expert [tackle_word] on [target], knocking [target.p_them()] down hard while landing on your feet with a passive grip!"), ignored_mobs = target)
to_chat(target, span_userdanger("[user] lands an expert [tackle_word] on you, knocking you down hard and maintaining a passive grab!"))
// Ignore_canstun has to be true, or else a stunimmune user would stay knocked down.
user.SetKnockdown(0, ignore_canstun = TRUE)
user.get_up(TRUE)
user.forceMove(get_turf(target))
target.apply_damage(40, STAMINA)
target.Paralyze(0.5 SECONDS)
target.Knockdown(3 SECONDS)
target.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 2, 10 SECONDS)
do_grab(user, target)
if(50 to INFINITY) // absolutely BODIED
var/stamcritted_user = HAS_TRAIT_FROM(user, TRAIT_INCAPACITATED, STAMINA)
if(stamcritted_user) // in case the user went into stamcrit from the tackle itself and cannot actually aggro grab (since they will be crit) we make the tackle effectivelly mutually assured...stamina crit
user.visible_message(span_warning("[user] lands a monsterly reckless [tackle_word] on [target], knocking both of them senseless!"), span_userdanger("You land a monsterly reckless [tackle_word] on [target], knocking both of you senseless!"), ignored_mobs = target)
to_chat(target, span_userdanger("[user] lands a monsterly reckless [tackle_word] on you, knocking the both of you senseless!"))
user.forceMove(get_turf(target))
target.apply_damage(100, STAMINA) // CRASHING THIS PLANE WITH NO SURVIVORS
target.Paralyze(1 SECONDS)
target.Knockdown(5 SECONDS)
target.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 3, 10 SECONDS)
else
user.visible_message(span_warning("[user] lands a monster [tackle_word] on [target], knocking [target.p_them()] senseless and applying an aggressive pin!"), span_userdanger("You land a monster [tackle_word] on [target], knocking [target.p_them()] senseless and applying an aggressive pin!"), ignored_mobs = target)
to_chat(target, span_userdanger("[user] lands a monster [tackle_word] on you, knocking you senseless and aggressively pinning you!"))
// Ignore_canstun has to be true, or else a stunimmune user would stay knocked down.
user.SetKnockdown(0, ignore_canstun = TRUE)
user.get_up(TRUE)
user.forceMove(get_turf(target))
target.apply_damage(60, STAMINA)
target.Paralyze(0.5 SECONDS)
target.Knockdown(3 SECONDS)
target.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 3, 10 SECONDS)
do_grab(user, target, GRAB_AGGRESSIVE)
/**
* Our neutral tackling outcome.
*
* Our tackler and our target are staggered. The target longer than the tackler. However, the tackler stands up after this outcome. This is maybe less neutral than it appears, but the tackler initiated, so...
* This outcome also occurs when our target has blocked the tackle in some way, preventing situations where someone tackling into a blocker is too severely punished as a result. Hence, this has its own proc.
*/
/datum/component/tackler/proc/neutral_outcome(mob/living/carbon/user, mob/living/carbon/target, roll = 1, tackle_word = "tackle")
user.visible_message(span_warning("[user] lands a [tackle_word] on [target], briefly staggering them both!"), span_userdanger("You land a [tackle_word] on [target], briefly staggering [target.p_them()] and yourself!"), ignored_mobs = target)
to_chat(target, span_userdanger("[user] lands a [tackle_word] on you, briefly staggering you both!"))
user.SetKnockdown(0, ignore_canstun = TRUE)
user.get_up(TRUE)
user.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH, 10 SECONDS)
target.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 2, 10 SECONDS) //okay maybe slightly good for the sacker, it's a mild benefit okay?
/**
* Our negative tackling outcomes.
*
* We pass our tackle result here to determine the potential outcome of the tackle. Typically, this results in a very poor state for the tackler, and a mostly okay outcome for the tackled.
*
* First, we determine severity by taking our roll result, multiplying it by -10, and then rolling within that value.
*
* If our tackler is human, their armor will reduce the severity of the roll. We pass along any MELEE armor as a percentage reduction.
* If they're not human (such as a carbon), we give them a small grace of a 10% reduction.
*
* Finally, we figure out what effect our target receives and what our tackler receives:
* * 1 to 20: Our tackler is knocked down and become staggered, and our target suffers stamina damage and is knocked staggered. So not all bad, but the target most likely can punish you for this.
* * 21 to 49: Our tackler is knocked down, suffers stamina damage, and is staggered. Ouch.
* * 50 to inf: Our tackler suffers a catastrophic failure, receiving significant stamina damage, a concussion, and is paralyzed for 3 seconds. Oh, and they're staggered for a LONG time.
*/
/datum/component/tackler/proc/negative_outcome(mob/living/carbon/user, mob/living/carbon/target, roll = -1, tackle_word = "tackle")
var/potential_roll_outcome = (roll * -10)
if(ishuman(user))
potential_roll_outcome *= ((100 - target.run_armor_check(BODY_ZONE_CHEST, MELEE)) /100)
else
potential_roll_outcome *= 0.9
var/actual_roll = rand(1, potential_roll_outcome)
switch(actual_roll)
if(-INFINITY to 0) //I don't want to know how this has happened, okay?
neutral_outcome(user, target, roll, tackle_word) //Default to neutral
if(1 to 20) // It's not completely terrible! But you are somewhat vulernable for doing it.
user.visible_message(span_warning("[user] lands a weak [tackle_word] on [target], briefly staggering [target.p_them()]!"), span_userdanger("You land a weak [tackle_word] on [target], briefly staggering [target.p_them()]!"), ignored_mobs = target)
to_chat(target, span_userdanger("[user] lands a weak [tackle_word] on you, staggering you!"))
user.Knockdown(1 SECONDS)
user.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 2, 10 SECONDS)
target.apply_damage(20, STAMINA)
target.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 2, 10 SECONDS)
if(21 to 49) // oughe
user.visible_message(span_warning("[user] lands a dreadful [tackle_word] on [target], briefly knocking [user.p_them()] to the ground!"), span_userdanger("You land a dreadful [tackle_word] on [target], briefly knocking you to the ground!"), ignored_mobs = target)
to_chat(target, span_userdanger("[user] lands a dreadful [tackle_word] on you, briefly knocking [user.p_them()] to the ground!"))
user.Knockdown(3 SECONDS)
user.apply_damage(40, STAMINA)
user.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 2, 10 SECONDS)
if(50 to INFINITY) // It has been decided that you will suffer
user.visible_message(span_danger("[user] botches [user.p_their()] [tackle_word] and slams [user.p_their()] head into [target], knocking [user.p_them()]self silly!"), span_userdanger("You botch your [tackle_word] and slam your head into [target], knocking yourself silly!"), ignored_mobs = target)
to_chat(target, span_userdanger("[user] botches [user.p_their()] [tackle_word] and slams [user.p_their()] head into you, knocking [user.p_them()]self silly!"))
user.Paralyze(3 SECONDS)
user.apply_damage(80, STAMINA)
user.apply_damage(20, BRUTE, BODY_ZONE_HEAD)
user.gain_trauma(/datum/brain_trauma/mild/concussion)
user.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 3, 10 SECONDS)
/**
* This handles all of the modifiers for the actual carbon-on-carbon tackling, and gets its own proc because of how many there are (with plenty more in mind!)
*
* The base roll is between (-3, 3), with negative numbers favoring the target, and positive numbers favoring the tackler. The target and the tackler are both assessed for
* how easy they are to knock over, with clumsiness and dwarfiness being strong maluses for each, and gigantism giving a bonus for each. These numbers and ideas
* are absolutely subject to change.
* In addition, after subtracting the defender's mod and adding the attacker's mod to the roll, the component's base (skill) mod is added as well. Some sources of tackles
* are better at taking people down, like the bruiser and rocket gloves, while the dolphin gloves have a malus in exchange for better mobility.
*/
/datum/component/tackler/proc/rollTackle(mob/living/carbon/target)
var/defense_mod = 0
var/attack_mod = 0
// DE-FENSE
// Drunks are easier to knock off balance
var/target_drunkenness = target.get_drunk_amount()
if(target_drunkenness > 60)
defense_mod -= 3
else if(target_drunkenness > 30)
defense_mod -= 1
//Arms contribute a great deal to potential tackling prowess and defense. Better arms = better bonus
var/obj/item/bodypart/arm/defender_arm = target.get_active_hand()
if(defender_arm) //the target may not actually have arms
defense_mod += (defender_arm.unarmed_effectiveness/10)
else //sucks to be you if you don't though haha
defense_mod -= 2
if(HAS_TRAIT(target, TRAIT_CLUMSY))
defense_mod -= 2
if(HAS_TRAIT(target, TRAIT_OFF_BALANCE_TACKLER)) // chonkers are harder to knock over
defense_mod += 1
if(HAS_TRAIT(target, TRAIT_GRABWEAKNESS))
defense_mod -= 2
if(HAS_TRAIT(target, TRAIT_GIANT))
defense_mod += 2
if(target.get_organic_health() < 50)
defense_mod -= 1
var/leg_wounds = 0 // -1 defense per 2 leg wounds
for(var/i in target.all_wounds)
var/datum/wound/iterwound = i
if((iterwound.limb.body_zone in list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)))
leg_wounds++
defense_mod -= round(leg_wounds * 0.5)
if(ishuman(target))
var/mob/living/carbon/human/tackle_target = target
if(tackle_target.mob_height <= HUMAN_HEIGHT_SHORTEST) //WHO ARE YOU CALLING SHORT?
defense_mod -= 2
if(isnull(tackle_target.wear_suit) && isnull(tackle_target.w_uniform)) // who honestly puts all of their effort into tackling a naked guy?
defense_mod += 2
if(tackle_target.mob_negates_gravity())
defense_mod += 1
if(HAS_TRAIT(tackle_target, TRAIT_BRAWLING_KNOCKDOWN_BLOCKED)) // riot armor and such
defense_mod += 5
var/obj/item/organ/tail/lizard/el_tail = tackle_target.get_organ_slot(ORGAN_SLOT_EXTERNAL_TAIL)
if(HAS_TRAIT(tackle_target, TRAIT_TACKLING_TAILED_DEFENDER) && !el_tail)
defense_mod -= 1
if(el_tail && (el_tail.wag_flags & WAG_WAGGING)) // lizard tail wagging is robust and can swat away assailants!
defense_mod += 1
var/obj/item/organ/cyberimp/chest/spine/potential_spine = tackle_target.get_organ_slot(ORGAN_SLOT_SPINE)
if(istype(potential_spine))
defense_mod += potential_spine.strength_bonus
if(istype(tackle_target.wear_suit, /obj/item/clothing/suit/hooded/cultrobes/eldritch/blade))
defense_mod += 8
if(istype(tackle_target.wear_suit, /obj/item/clothing/suit/hooded/cultrobes/eldritch/rust))
var/obj/item/clothing/suit/hooded/cultrobes/eldritch/rust/rust_robes = tackle_target.wear_suit
if(rust_robes.rusted)
defense_mod += 10
// OF-FENSE
var/mob/living/carbon/sacker = parent
var/sacker_drunkenness = sacker.get_drunk_amount()
//Arms contribute a great deal to potential tackling prowess and defense. Better arms = better bonus
var/obj/item/bodypart/arm/sacker_arm = sacker.get_active_hand()
if(sacker_arm) //I have no idea how you would be tackling without hands, but just in case
attack_mod += (sacker_arm.unarmed_effectiveness/10)
else //I don't want to know how you got to this point but if you have, fuck you, good luck tackling without ARMS
attack_mod -= 4
if(sacker_drunkenness > 60) // you're far too drunk to hold back!
attack_mod += 1
else if(sacker_drunkenness > 30) // if you're only a bit drunk though, you're just sloppy
attack_mod -= 1
if(HAS_TRAIT(sacker, TRAIT_CLUMSY))
attack_mod -= 2
if(HAS_TRAIT(sacker, TRAIT_GIANT))
attack_mod += 2
if(HAS_TRAIT(sacker, TRAIT_NOGUNS)) //Those dedicated to martial combat are particularly skilled tacklers
attack_mod += 2
if(HAS_TRAIT(sacker, TRAIT_TACKLING_TAILED_POUNCE))
var/obj/item/organ/tail/lizard/sacker_tail = sacker.get_organ_slot(ORGAN_SLOT_EXTERNAL_TAIL)
attack_mod += sacker_tail ? 2 : -2
if(HAS_TRAIT(sacker, TRAIT_TACKLING_WINGED_ATTACKER))
var/obj/item/organ/wings/moth/sacker_moth_wing = sacker.get_organ_slot(ORGAN_SLOT_EXTERNAL_WINGS)
if(!sacker_moth_wing || sacker_moth_wing.burnt)
attack_mod -= 2
var/obj/item/organ/wings/sacker_wing = sacker.get_organ_slot(ORGAN_SLOT_EXTERNAL_WINGS)
if(sacker_wing)
attack_mod += 2
var/obj/item/organ/cyberimp/chest/spine/potential_spine = sacker.get_organ_slot(ORGAN_SLOT_SPINE)
if(istype(potential_spine))
attack_mod += potential_spine.strength_bonus
if(ishuman(sacker))
var/mob/living/carbon/human/human_sacker = sacker
if(human_sacker.mob_height <= HUMAN_HEIGHT_SHORTEST) //JUST YOU WAIT TILL I FIND A CHAIR, BUDDY, THEN YOU'LL BE SORRY
attack_mod -= 2
if(human_sacker.mob_mood.sanity_level == SANITY_LEVEL_INSANE) //I've gone COMPLETELY INSANE
attack_mod += 15
human_sacker.adjustStaminaLoss(100) //AHAHAHAHAHAHAHAHA
if(HAS_TRAIT(human_sacker, TRAIT_BRAWLING_KNOCKDOWN_BLOCKED)) // tackling with riot specialized armor, like riot armor, is effective but tiring
attack_mod += 2
human_sacker.adjustStaminaLoss(20)
var/randomized_tackle_roll = rand(-3, 3) - defense_mod + attack_mod + skill_mod
return randomized_tackle_roll
/**
* This is where we handle diving into dense atoms, generally with effects ranging from bad to REALLY bad. This works as a percentile roll that is modified in two steps as detailed below. The higher
* the roll, the more severe the result.
*
* Mod 1: Speed-
* * Base tackle speed is 1, which is what normal gripper gloves use. For other sources with higher speed tackles, like dolphin and ESPECIALLY rocket gloves, we obey Newton's laws and hit things harder.
* * For every unit of speed above 1, move the lower bound of the roll up by 15. Unlike Mod 2, this only serves to raise the lower bound, so it can't be directly counteracted by anything you can control.
*
* Mod 2: Misc-
* -Flat modifiers, these take whatever you rolled and add/subtract to it, with the end result capped between the minimum from Mod 1 and 100. Note that since we can't roll higher than 100 to start with,
* wearing a helmet should be enough to remove any chance of permanently paralyzing yourself and dramatically lessen knocking yourself unconscious, even with rocket gloves. Will expand on maybe
* * Wearing a helmet: -6
* * Wearing riot armor: -6
* * Clumsy: +6
*
* Effects: Below are the outcomes based off your roll, in order of increasing severity
*
* * 1-67: Knocked down for a few seconds and a bit of brute and stamina damage
* * 68-85: Knocked silly, gain some confusion as well as the above
* * 86-92: Cranial trauma, get a concussion and more confusion, plus more damage
* * 93-96: Knocked unconscious, get a random mild brain trauma, as well as a fair amount of damage
* * 97-98: Massive head damage, probably crack your skull open, random mild brain trauma
* * 99-Infinity: Break your spinal cord, get paralyzed, take a bunch of damage too. Very unlucky!
*/
/datum/component/tackler/proc/splat(mob/living/carbon/user, atom/hit)
if(istype(hit, /obj/machinery/vending)) // before we do anything else-
var/obj/machinery/vending/darth_vendor = hit
darth_vendor.tilt(user, 100)
return
else if(istype(hit, /obj/structure/window))
var/obj/structure/window/W = hit
splatWindow(user, W)
if(QDELETED(W))
return COMPONENT_MOVABLE_IMPACT_NEVERMIND
return
var/oopsie_mod = 0
var/danger_zone = (speed - 1) * 13 // for every extra speed we have over 1, take away 13 of the safest chance
danger_zone = max(min(danger_zone, 100), 1)
if(HAS_TRAIT(user, TRAIT_BRAWLING_KNOCKDOWN_BLOCKED))
oopsie_mod -= 6
if(HAS_TRAIT(user, TRAIT_HEAD_INJURY_BLOCKED))
oopsie_mod -= 6
var/obj/item/organ/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE) // Can't snap that spine if it's made of metal.
if(istype(potential_spine))
oopsie_mod -= potential_spine.strength_bonus
if(HAS_TRAIT(user, TRAIT_CLUMSY))
oopsie_mod += 6 //honk!
if(HAS_TRAIT(user, TRAIT_TACKLING_FRAIL_ATTACKER))
oopsie_mod += 6 // flies don't take smacking into a window/wall easily
var/oopsie = rand(danger_zone, 100)
if(oopsie >= 94 && oopsie_mod < 0) // good job avoiding getting paralyzed! gold star!
to_chat(user, span_notice("You're really glad you're wearing protection!"))
oopsie += oopsie_mod
switch(oopsie)
if(99 to INFINITY)
// can you imagine standing around minding your own business when all of the sudden some guy fucking launches himself into a wall at full speed and irreparably paralyzes himself?
user.visible_message(span_danger("[user] slams face-first into [hit] at an awkward angle, severing [user.p_their()] spinal column with a sickening crack! Fucking shit!"), span_userdanger("You slam face-first into [hit] at an awkward angle, severing your spinal column with a sickening crack! Fucking shit!"))
user.apply_damage(40, BRUTE, BODY_ZONE_HEAD, wound_bonus = 40)
user.apply_damage(30, STAMINA)
playsound(user, 'sound/effects/blob/blobattack.ogg', 60, TRUE)
playsound(user, 'sound/effects/splat.ogg', 70, TRUE)
playsound(user, 'sound/effects/wounds/crack2.ogg', 70, TRUE)
user.emote("scream")
user.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic) // oopsie indeed!
shake_camera(user, 7, 7)
user.flash_act(1, TRUE, TRUE, length = 4.5)
if(97 to 98)
user.visible_message(span_danger("[user] slams skull-first into [hit] with a sound like crumpled paper, revealing a horrifying breakage in [user.p_their()] cranium! Holy shit!"), span_userdanger("You slam skull-first into [hit] and your senses are filled with warm goo flooding across your face! Your skull is open!"))
user.apply_damage(30, BRUTE, BODY_ZONE_HEAD, wound_bonus = 25)
user.apply_damage(30, STAMINA)
user.gain_trauma_type(BRAIN_TRAUMA_MILD)
playsound(user, 'sound/effects/blob/blobattack.ogg', 60, TRUE)
playsound(user, 'sound/effects/splat.ogg', 70, TRUE)
user.emote("gurgle")
shake_camera(user, 7, 7)
user.flash_act(1, TRUE, TRUE, length = 4.5)
if(93 to 96)
user.visible_message(span_danger("[user] slams face-first into [hit] with a concerning squish, immediately going limp!"), span_userdanger("You slam face-first into [hit], and immediately lose consciousness!"))
user.apply_damage(30, BRUTE, spread_damage = TRUE)
user.apply_damage(30, STAMINA)
user.Unconscious(10 SECONDS)
user.gain_trauma_type(BRAIN_TRAUMA_MILD)
user.playsound_local(get_turf(user), 'sound/items/weapons/flashbang.ogg', 100, TRUE, 8)
shake_camera(user, 6, 6)
user.flash_act(1, TRUE, TRUE, length = 3.5)
if(86 to 92)
user.visible_message(span_danger("[user] slams head-first into [hit], suffering major cranial trauma!"), span_userdanger("You slam head-first into [hit], and the world explodes around you!"))
user.apply_damage(30, BRUTE, spread_damage = TRUE)
user.apply_damage(30, STAMINA)
user.adjust_confusion(15 SECONDS)
if(prob(80))
user.gain_trauma(/datum/brain_trauma/mild/concussion)
user.playsound_local(get_turf(user), 'sound/items/weapons/flashbang.ogg', 100, TRUE, 8)
user.Knockdown(4 SECONDS)
shake_camera(user, 5, 5)
user.flash_act(1, TRUE, TRUE, length = 2.5)
if(68 to 85)
user.visible_message(span_danger("[user] slams hard into [hit], knocking [user.p_them()] senseless!"), span_userdanger("You slam hard into [hit], knocking yourself senseless!"))
user.apply_damage(10, BRUTE, spread_damage = TRUE)
user.apply_damage(30, STAMINA)
user.adjust_confusion(10 SECONDS)
user.Knockdown(3 SECONDS)
shake_camera(user, 3, 4)
if(1 to 67)
user.visible_message(span_danger("[user] slams into [hit]!"), span_userdanger("You slam into [hit]!"))
user.apply_damage(10, BRUTE, spread_damage = TRUE)
user.apply_damage(20, STAMINA)
user.Knockdown(2 SECONDS)
shake_camera(user, 2, 2)
playsound(user, 'sound/items/weapons/smash.ogg', 70, TRUE)
/datum/component/tackler/proc/resetTackle()
tackling = FALSE
QDEL_NULL(tackle_ref)
UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
///A special case for splatting for handling windows
/datum/component/tackler/proc/splatWindow(mob/living/carbon/user, obj/structure/window/windscreen_casualty)
playsound(user, 'sound/effects/glass/Glasshit.ogg', 140, TRUE)
if(windscreen_casualty.type in list(/obj/structure/window, /obj/structure/window/fulltile, /obj/structure/window/unanchored, /obj/structure/window/fulltile/unanchored)) // boring unreinforced windows
for(var/i in 1 to speed)
var/obj/item/shard/shard = new /obj/item/shard(get_turf(user))
var/datum/embedding/embed = shard.get_embed()
embed.embed_chance = 100
embed.ignore_throwspeed_threshold = TRUE
embed.impact_pain_mult = 1
user.hitby(shard, skipcatch = TRUE, hitpush = FALSE)
embed.embed_chance = initial(embed.embed_chance)
embed.ignore_throwspeed_threshold = initial(embed.ignore_throwspeed_threshold)
embed.impact_pain_mult = initial(embed.impact_pain_mult)
windscreen_casualty.atom_destruction()
user.adjustStaminaLoss(10 * speed)
user.Paralyze(3 SECONDS)
user.visible_message(span_danger("[user] smacks into [windscreen_casualty] and shatters it, shredding [user.p_them()]self with glass!"), span_userdanger("You smacks into [windscreen_casualty] and shatter it, shredding yourself with glass!"))
else
user.visible_message(span_danger("[user] smacks into [windscreen_casualty] like a bug!"), span_userdanger("You smacks into [windscreen_casualty] like a bug!"))
user.Paralyze(1 SECONDS)
user.Knockdown(3 SECONDS)
windscreen_casualty.take_damage(30 * speed)
user.adjustStaminaLoss(10 * speed, updating_stamina=FALSE)
user.adjustBruteLoss(5 * speed)
/datum/component/tackler/proc/delayedSmash(obj/structure/window/windscreen_casualty)
if(windscreen_casualty)
windscreen_casualty.atom_destruction()
playsound(windscreen_casualty, SFX_SHATTER, 70, TRUE)
///Check to see if we hit a table, and if so, make a big mess!
/datum/component/tackler/proc/checkObstacle(mob/living/carbon/owner)
SIGNAL_HANDLER
if(!tackling)
return
var/turf/our_turf = get_turf(owner)
var/obj/structure/table/kevved = locate(/obj/structure/table) in our_turf.contents
if(!kevved)
return
var/list/messes = list()
// we split the mess-making into two parts (check what we're gonna send flying, intermission for dealing with the tackler, then actually send stuff flying) for the benefit of making sure the face-slam text
// comes before the list of stuff that goes flying, but can still adjust text + damage to how much of a mess it made
for(var/obj/item/item_in_turf in our_turf.contents)
if(!item_in_turf.anchored)
messes += item_in_turf
if(messes.len >= MAX_TABLE_MESSES)
break
// for telling HOW big of a mess we just made
var/HOW_big_of_a_miss_did_we_just_make = ""
if(messes.len)
if(messes.len < MAX_TABLE_MESSES * 0.125)
HOW_big_of_a_miss_did_we_just_make = ", making a mess"
else if(messes.len < MAX_TABLE_MESSES * 0.25)
HOW_big_of_a_miss_did_we_just_make = ", making a big mess"
else if(messes.len < MAX_TABLE_MESSES * 0.5)
HOW_big_of_a_miss_did_we_just_make = ", making a giant mess"
else if(messes.len < MAX_TABLE_MESSES)
HOW_big_of_a_miss_did_we_just_make = ", making a gnarly mess"
else
HOW_big_of_a_miss_did_we_just_make = ", making a ginormous mess!" // an extra exclamation point!! for emphasis!!!
owner.visible_message(span_danger("[owner] trips over [kevved] and slams into it face-first[HOW_big_of_a_miss_did_we_just_make]!"), span_userdanger("You trip over [kevved] and slam into it face-first[HOW_big_of_a_miss_did_we_just_make]!"))
owner.adjustStaminaLoss(15 + messes.len * 2, updating_stamina = FALSE)
owner.adjustBruteLoss(8 + messes.len, updating_health = FALSE)
owner.Paralyze(0.4 SECONDS * messes.len) // .4 seconds of paralyze for each thing you knock around
owner.Knockdown(2 SECONDS + 0.4 SECONDS * messes.len) // 2 seconds of knockdown after the paralyze
owner.updatehealth()
for(var/obj/item/item_in_mess in messes)
// The amount of distance the object flies away when launched by our tackle
var/item_launch_distance = rand(1, 3)
// The transfered speed at which an item is launched by our tackle
var/item_launch_speed = 2
if(prob(25 * (src.speed - 1))) // if our tackle speed is higher than 1, with chance (speed - 1 * 25%), throw the thing at our tackle speed + 1
item_launch_speed = speed + 1
item_in_mess.throw_at(get_ranged_target_turf(item_in_mess, pick(GLOB.alldirs), range = item_launch_distance), range = item_launch_distance, speed = item_launch_speed)
item_in_mess.visible_message(span_danger("[item_in_mess] goes flying[item_launch_speed < EMBED_THROWSPEED_THRESHOLD ? "" : " dangerously fast" ]!")) // standard embed speed
var/datum/thrownthing/tackle = tackle_ref?.resolve()
playsound(owner, 'sound/items/weapons/smash.ogg', 70, TRUE)
if(tackle)
tackle.finalize(hit=TRUE)
resetTackle()
#undef MAX_TABLE_MESSES