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LordMEandGitHub f299c067e3 Xenohybrid improvements (#7309)
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## About The Pull Request
So I decided to tweak xenohybrids some more
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## Why It's Good For The Game
We love features
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## Changelog

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🆑
add: Added a bunch of COMSIGnals to make the later work.
add: Added new stealth ability for xenomorph hybrids
/🆑

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2025-10-04 13:54:14 -04:00

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//! shitcode in this file oop
/mob/living/throw_item(obj/item/I, atom/target, overhand = in_throw_mode == THROW_MODE_OVERHAND, neat = a_intent == INTENT_HELP, force = throw_impulse)
if(!I)
return FALSE
throw_mode_off()
// if we're not on a turf just don't
if(!isturf(loc) || !(isturf(target) || isturf(target.loc)) || QDELETED(I))
return FALSE
if(!can_throw_item(I, target))
return FALSE
if(is_in_inventory(I) && !can_unequip(I))
to_chat(src, SPAN_WARNING("You fail to throw [I] at [target]."))
return FALSE
// TODO: this entire override system is a bit complicated.
// can we make it better?
var/atom/movable/throwing = I.throw_resolve_actual(src)
// Seems Sanity checks are done.
SEND_SIGNAL(src, COMSIG_MOB_ON_THROW, I, target)
// overhand stuff
if(overhand)
var/delay = throwing.overhand_throw_delay(src)
visible_message(SPAN_WARNING("[src] starts preparing an overhand throw!"))
if(!do_after(src, delay))
return FALSE
// make sure they didn't bamboozle us.
if(QDELETED(throwing))
to_chat(src, SPAN_WARNING("You fail to throw [I] at [target]."))
return FALSE
// make sure there's no special behavior
if(!I.throw_resolve_override(throwing, src))
// drop item
if(is_in_inventory(I))
if(!drop_item_to_ground(I, INV_OP_SUPPRESS_SOUND))
to_chat(src, SPAN_WARNING("You fail to throw [I] at [target]."))
return FALSE
else
// just move it to our loc
I.forceMove(get_turf(src))
else
if(!isturf(throwing.loc))
CRASH("throw resolve override called but didn't move what we should throw to turf. this is bad practice.")
// but also make sure it's on the ground
if(!isturf(loc) || !(isturf(target) || isturf(target.loc)))
return FALSE
// point of no return
// special: make message first
if(overhand)
visible_message(SPAN_WARNING("[src] throws [throwing] overhand."))
else
visible_message(SPAN_WARNING("[src] has thrown [throwing]."))
I.throw_resolve_finalize(throwing, src)
// if the thing deleted itself, we didn't fail, it disappeared
if(QDELETED(throwing))
return TRUE
// point of no return but actually
var/impulse = throw_impulse
// overhand throws are weak
if(overhand)
impulse *= (1 / OVERHAND_THROW_FORCE_REDUCTION_FACTOR)
//! stupid shit
var/the_range = throwing.throw_range
if(ismob(throwing))
var/mob/M = throwing
the_range = round(M.throw_range * min(mob_size / M.mob_size, 1))
//! stupid shit end, refactor grabs when?
newtonian_move(get_dir(target, src))
throwing.throw_at(target, the_range, null, (a_intent != INTENT_HARM? THROW_AT_IS_NEAT : NONE) | (overhand? THROW_AT_OVERHAND : NONE), src, force = impulse)
trigger_aiming(TARGET_CAN_CLICK)
return TRUE
/mob/living/throw_at(atom/target, range, speed, flags, atom/thrower, datum/callback/on_hit, datum/callback/on_land, force)
. = ..()
if(!.)
return
var/turf/T = get_turf(target)
if(ismob(thrower))
add_attack_logs(thrower, src, "Thrown via grab to [COORD(T)]")