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Changes body collision to knockdown, adds a throw_range of 4 to carbon/human (#18363)
* Begone Weaken() * throw range * little spacin is good * requested changes are changed
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@@ -556,7 +556,7 @@ GLOBAL_LIST_INIT(ventcrawl_machinery, list(/obj/machinery/atmospherics/unary/ven
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//Throwing stuff
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/mob/living/carbon/throw_impact(atom/hit_atom, throwingdatum)
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/mob/living/carbon/throw_impact(atom/hit_atom, throwingdatum, speed = 1)
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. = ..()
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if(has_status_effect(STATUS_EFFECT_CHARGING))
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var/hit_something = FALSE
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@@ -587,6 +587,7 @@ GLOBAL_LIST_INIT(ventcrawl_machinery, list(/obj/machinery/atmospherics/unary/ven
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return
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var/hurt = TRUE
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var/damage = 10 + 1.5 * speed // speed while thrower is standing still is 2, while walking with an aggressive grab is 2.4, highest speed is 14
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/*if(istype(throwingdatum, /datum/thrownthing))
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var/datum/thrownthing/D = throwingdatum
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if(isrobot(D.thrower))
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@@ -595,17 +596,19 @@ GLOBAL_LIST_INIT(ventcrawl_machinery, list(/obj/machinery/atmospherics/unary/ven
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hurt = FALSE*/
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if(hit_atom.density && isturf(hit_atom))
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if(hurt)
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Weaken(2 SECONDS)
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take_organ_damage(10)
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visible_message("<span class='danger'>[src] slams into [hit_atom]!</span>", "<span class='userdanger'>You slam into [hit_atom]!</span>")
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take_organ_damage(damage)
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KnockDown(3 SECONDS)
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playsound(src, 'sound/weapons/punch1.ogg', 35, 1)
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if(iscarbon(hit_atom) && hit_atom != src)
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var/mob/living/carbon/victim = hit_atom
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if(victim.flying)
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return
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if(hurt)
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victim.take_organ_damage(10)
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take_organ_damage(10)
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victim.Weaken(2 SECONDS)
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Weaken(2 SECONDS)
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victim.take_organ_damage(damage)
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take_organ_damage(damage)
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victim.KnockDown(3 SECONDS)
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KnockDown(3 SECONDS)
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visible_message("<span class='danger'>[src] crashes into [victim], knocking them both over!</span>", "<span class='userdanger'>You violently crash into [victim]!</span>")
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playsound(src, 'sound/weapons/punch1.ogg', 50, 1)
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@@ -6,6 +6,7 @@
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icon_state = "body_m_s"
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appearance_flags = KEEP_TOGETHER|TILE_BOUND|PIXEL_SCALE|LONG_GLIDE
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deathgasp_on_death = TRUE
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throw_range = 4
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/mob/living/carbon/human/New(loc)
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icon = null // This is now handled by overlays -- we just keep an icon for the sake of the map editor.
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