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## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](102b79694f) [Moves signal procs over to their own file](33d07d01fd) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](335ea4ad08) [Does something similar to the attackby comsigs (PARENT -> ATOM)](210e57051d) [And finally passes over the examine signals](65917658fb) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑
233 lines
8.5 KiB
Plaintext
233 lines
8.5 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. This can be null and must be null checked before trying to use it.
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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_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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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(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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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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#undef MAX_THROWING_DIST
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#undef MAX_TICKS_TO_MAKE_UP
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