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Fixes mech missile launchers
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@@ -138,12 +138,12 @@
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return
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/atom/movable/Bump(atom/A, yes) //the "yes" arg is to differentiate our Bump proc from byond's, without it every Bump() call would become a double Bump().
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if(A && yes)
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if(throwing)
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throwing.hit_atom(A)
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. = 1
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if(!A || qdeleted(A))
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return
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if(A && yes)
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if(throwing)
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throwing.hit_atom(A)
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. = 1
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if(!A || qdeleted(A))
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return
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A.Bumped(src)
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/atom/movable/proc/forceMove(atom/destination)
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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 && thrower.client && thrower.client.move_delay >= world.time + world.tick_lag * 2)
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if(thrower && thrower.last_move && !istype(thrower, /obj/mecha) && 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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