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refactors pushing, movespeed, actionspeed, throwing, movement, pass flags, and probably things i forgot about; adds overhand throwing (#4360)
* initial * wack * changes * insanity * staging * t * note2self * wild * find replace * changes * pain * fixes * that's right out * augh * augh * wild * lol * fuck this not refacotring all that in one day * oopsy doopsy * that goes away * fixes * pain! * throwing stuff * Fixes * g * eternal curse upon you, space indenter * eternal curse upon you, space indenter x2 * real combat refactor energy * refactors * stuff * subsystem logic * a * pain * logic * push logic * logic * i hate micros * fixes * a * convert the rest * let's finish this * s * fixes * aah. * augh * AUGH * stuff * a * more * a git pu * fixes * fixes * fix * fixes * warnings * more * maybe don't have them throw past walls * fixes * ack * f * better ui * fixes * fixes * a * proximity monitors * proximity monitors * proximity monitors * wack * swap stuff * a * fix * fix * fix * default * Fix * fixes * ayy * aoug * aoug * stuff * fix * fix * ay * ay * ough * ayo * fix * cannon * wack * i tested it * fix * why Co-authored-by: VM_USER <VM_USER>
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VM_USER <VM_USER>
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6dec5d41e7
@@ -63,9 +63,9 @@
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// Hurl the mobs away.
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for(var/mob/living/M in T)
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M.throw_at(get_edge_target_turf(T,src.dir),rand(0,3),50)
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M.throw_at_old(get_edge_target_turf(T,src.dir),rand(0,3),50)
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for(var/mob/living/M in origin)
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M.throw_at(get_edge_target_turf(origin,src.dir),rand(0,3),50)
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M.throw_at_old(get_edge_target_turf(origin,src.dir),rand(0,3),50)
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// Create a decorative ramp bottom and flatten out our current ramp.
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density = 0
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