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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-17 10:03:50 +01:00
Thrown items can be targeted, has miss chance...
...based on distance, similar to projectiles. Conflicts: code/defines/obj.dm code/game/machinery/kitchen/smartfridge.dm code/game/machinery/vending.dm code/game/mecha/equipment/weapons/weapons.dm code/modules/games/cards.dm code/modules/mob/living/carbon/carbon.dm code/modules/mob/living/living_defense.dm
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@@ -7,6 +7,8 @@
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var/l_move_time = 1
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var/m_flag = 1
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var/throwing = 0
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var/thrower
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var/turf/throw_source = null
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var/throw_speed = 2
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var/throw_range = 7
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var/moved_recently = 0
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@@ -83,11 +85,13 @@
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if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
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src.throw_impact(A,speed)
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/atom/movable/proc/throw_at(atom/target, range, speed)
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/atom/movable/proc/throw_at(atom/target, range, speed, thrower)
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if(!target || !src) return 0
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//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
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src.throwing = 1
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src.thrower = thrower
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src.throw_source = get_turf(src) //store the origin turf
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if(usr)
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if(M_HULK in usr.mutations)
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@@ -176,6 +180,8 @@
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//done throwing, either because it hit something or it finished moving
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if(isobj(src)) src.throw_impact(get_turf(src),speed)
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src.throwing = 0
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src.thrower = null
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src.throw_source = null
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//Overlays
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@@ -396,7 +396,7 @@
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if ( emagged ) // Warning, hungry humans detected: throw fertilizer at them
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spawn(0)
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fert.loc = src.loc
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fert.throw_at(target, 16, 3)
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fert.throw_at(target, 16, 3, src)
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src.visible_message("\red <b>[src] launches [fert.name] at [target.name]!</b>")
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flick("farmbot_broke", src)
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spawn (FARMBOT_EMAG_DELAY)
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@@ -172,7 +172,7 @@
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var/obj/item/meatslab = allmeat[i]
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var/turf/Tx = locate(src.x - i, src.y, src.z)
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meatslab.loc = src.loc
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meatslab.throw_at(Tx,i,3)
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meatslab.throw_at(Tx,i,3,src)
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if (!Tx.density)
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new /obj/effect/decal/cleanable/blood/gibs(Tx,i)
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src.operating = 0
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@@ -203,5 +203,3 @@
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@@ -545,7 +545,7 @@
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if (!throw_item)
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return 0
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spawn(0)
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throw_item.throw_at(target, 16, shoot_speed)
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throw_item.throw_at(target, 16, 3, src)
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src.visible_message("\red <b>[src] launches [throw_item.name] at [target.name]!</b>")
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return 1
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@@ -475,7 +475,7 @@
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return
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else if(target!=locked)
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if(locked in view(chassis))
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locked.throw_at(target, 14, 1.5)
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locked.throw_at(target, 14, 1.5, chassis)
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locked = null
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send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
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set_ready_state(0)
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@@ -312,7 +312,7 @@
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var/obj/item/missile/M = new projectile(chassis.loc)
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M.primed = 1
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playsound(chassis, fire_sound, 50, 1)
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M.throw_at(target, missile_range, missile_speed)
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M.throw_at(target, missile_range, missile_speed, chassis)
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projectiles--
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log_message("Fired from [src.name], targeting [target].")
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do_after_cooldown()
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@@ -349,7 +349,7 @@
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set_ready_state(0)
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var/obj/item/weapon/grenade/flashbang/F = new projectile(chassis.loc)
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playsound(chassis, fire_sound, 50, 1)
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F.throw_at(target, missile_range, missile_speed)
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F.throw_at(target, missile_range, missile_speed, chassis)
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projectiles--
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log_message("Fired from [src.name], targeting [target].")
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spawn(det_time)
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@@ -391,7 +391,7 @@
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set_ready_state(0)
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var/obj/item/weapon/bananapeel/B = new projectile(chassis.loc)
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playsound(chassis, fire_sound, 60, 1)
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B.throw_at(target, missile_range, missile_speed)
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B.throw_at(target, missile_range, missile_speed, chassis)
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projectiles--
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log_message("Bananed from [src.name], targeting [target]. HONK!")
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do_after_cooldown()
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@@ -422,8 +422,8 @@
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var/obj/item/device/assembly/mousetrap/M = new projectile(chassis.loc)
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M.secured = 1
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playsound(chassis, fire_sound, 60, 1)
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M.throw_at(target, missile_range, missile_speed)
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M.throw_at(target, missile_range, missile_speed, chassis)
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projectiles--
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log_message("Launched a mouse-trap from [src.name], targeting [target]. HONK!")
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do_after_cooldown()
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return
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return
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@@ -151,16 +151,19 @@
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C = usr.buckled
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var/obj/B = usr.buckled
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var/movementdirection = turn(direction,180)
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if(C) C.propelled = 1
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B.Move(get_step(usr,movementdirection), movementdirection)
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sleep(1)
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if(C) C.propelled = 4
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B.Move(get_step(usr,movementdirection), movementdirection)
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sleep(1)
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B.Move(get_step(usr,movementdirection), movementdirection)
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if(C) C.propelled = 3
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sleep(1)
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B.Move(get_step(usr,movementdirection), movementdirection)
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sleep(1)
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B.Move(get_step(usr,movementdirection), movementdirection)
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if(C) C.propelled = 2
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sleep(2)
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B.Move(get_step(usr,movementdirection), movementdirection)
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if(C) C.propelled = 1
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sleep(2)
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B.Move(get_step(usr,movementdirection), movementdirection)
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if(C) C.propelled = 0
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@@ -136,7 +136,7 @@
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if(propelled)
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var/mob/living/occupant = buckled_mob
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unbuckle()
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occupant.throw_at(A, 3, 2)
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occupant.throw_at(A, 3, propelled)
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occupant.apply_effect(6, STUN, 0)
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occupant.apply_effect(6, WEAKEN, 0)
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occupant.apply_effect(6, STUTTER, 0)
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@@ -136,7 +136,12 @@
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if(propelled || (pulling && (pulling.a_intent == "harm")))
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var/mob/living/occupant = buckled_mob
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unbuckle()
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occupant.throw_at(A, 3, 2)
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if (pulling && (pulling.a_intent == "hurt"))
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occupant.throw_at(A, 3, 3, pulling)
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else if (propelled)
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occupant.throw_at(A, 3, propelled)
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occupant.apply_effect(6, STUN, 0)
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occupant.apply_effect(6, WEAKEN, 0)
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occupant.apply_effect(6, STUTTER, 0)
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