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New fix method: delete thrower=chassis arg
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@@ -237,7 +237,7 @@
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pulledby.stop_pulling()
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// They are moving! Wouldn't it be cool if we calculated their momentum and added it to the throw?
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if(thrower && thrower.last_move && isliving(thrower) && thrower.client && thrower.client.move_delay >= world.time + world.tick_lag * 2)
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if(thrower && thrower.last_move && thrower.client && thrower.client.move_delay >= world.time + world.tick_lag * 2)
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var/user_momentum = thrower.movement_delay()
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if(!user_momentum) // no movement_delay, this means they move once per byond tick, let's calculate from that instead
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user_momentum = world.tick_lag
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@@ -348,7 +348,7 @@
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if(heavy_missile)
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M.heavy_missile = 1
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playsound(chassis, fire_sound, 50, 1)
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M.throw_at(target, missile_range, missile_speed, chassis)
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M.throw_at(target, missile_range, missile_speed)
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projectiles--
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log_message("Fired from [name], targeting [target].")
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var/turf/T = get_turf(src)
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