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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 02:57:48 +01:00
This commit first and foremost ports the -tg- atom pooling system, and removes the old experimental system entirely. Secondly, this PR modifies the qdel system to use a -tg- lookalike "destroy hint" system, which means that individual objects can tell qdel what to do with them beyond taking care of things they need to delete. This ties into the atom pooling system via a new hint define, QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of deleting it as per standard. Emitter beams are now fully pooled. Qdel now has semi-compatibility with all datum types, however it is not the same as -tg-'s "Queue everything!" system. It simply passes it through the GC immediately and adds it to the "hard del" lists. This means that reagents can be qdel'ed, but there is no purpose as of yet, as it is more or less the same as just deleting them, with the added effect of adding logs of them being deleted to the garbage collector.
264 lines
7.2 KiB
Plaintext
264 lines
7.2 KiB
Plaintext
/atom/movable
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layer = 3
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var/last_move = null
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var/anchored = 0
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// var/elevation = 2 - not used anywhere
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var/move_speed = 10
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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/no_spin_thrown = 0 //set this to 1 if you don't want an item that you throw to spin, no matter what. -Fox
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var/moved_recently = 0
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var/mob/pulledby = null
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var/area/areaMaster
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var/hard_deleted = 0
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/atom/movable/New()
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. = ..()
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areaMaster = get_area_master(src)
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/atom/movable/Destroy()
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..()
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loc = null
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return QDEL_HINT_QUEUE
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/proc/delete_profile(var/type, code = 0)
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if(!ticker || !ticker.current_state < 3) return
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switch(code)
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if(0)
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if (!("[type]" in del_profiling))
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del_profiling["[type]"] = 0
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del_profiling["[type]"] += 1
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if(1)
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if (!("[type]" in ghdel_profiling))
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ghdel_profiling["[type]"] = 0
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ghdel_profiling["[type]"] += 1
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if(2)
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if (!("[type]" in gdel_profiling))
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gdel_profiling["[type]"] = 0
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gdel_profiling["[type]"] += 1
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if(garbageCollector)
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garbageCollector.soft_dels++
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/atom/movable/Del()
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if (gcDestroyed)
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garbageCollector.dequeue("\ref[src]")
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if (hard_deleted)
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delete_profile("[type]", 1)
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else
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delete_profile("[type]", 2)
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else // direct del calls or nulled explicitly.
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delete_profile("[type]", 0)
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Destroy()
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..()
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// Used in shuttle movement and AI eye stuff.
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// Primarily used to notify objects being moved by a shuttle/bluespace fuckup.
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/atom/movable/proc/setLoc(var/T, var/teleported=0)
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loc = T
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/atom/movable/Move()
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var/atom/A = src.loc
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. = ..()
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src.move_speed = world.time - src.l_move_time
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src.l_move_time = world.time
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src.m_flag = 1
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if ((A != src.loc && A && A.z == src.z))
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src.last_move = get_dir(A, src.loc)
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return
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// Previously known as Crossed()
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// This is automatically called when something enters your square
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/atom/movable/Crossed(atom/movable/AM)
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return
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/atom/movable/Bump(var/atom/A as mob|obj|turf|area, yes)
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if(src.throwing)
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src.throw_impact(A)
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if ((A && yes))
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A.last_bumped = world.time
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A.Bumped(src)
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return
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..()
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return
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/atom/movable/proc/forceMove(atom/destination)
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if(destination)
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if(loc)
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loc.Exited(src)
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loc = destination
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loc.Entered(src)
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for(var/atom/movable/AM in loc)
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AM.Crossed(src)
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return 1
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return 0
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//called when src is thrown into hit_atom
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/atom/movable/proc/throw_impact(atom/hit_atom, var/speed)
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if(istype(hit_atom,/mob/living))
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var/mob/living/M = hit_atom
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M.hitby(src,speed)
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else if(isobj(hit_atom))
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var/obj/O = hit_atom
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if(!O.anchored)
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step(O, src.dir)
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O.hitby(src,speed)
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else if(isturf(hit_atom))
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src.throwing = 0
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var/turf/T = hit_atom
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if(T.density)
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spawn(2)
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step(src, turn(src.dir, 180))
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if(istype(src,/mob/living))
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var/mob/living/M = src
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M.turf_collision(T, speed)
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//decided whether a movable atom being thrown can pass through the turf it is in.
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/atom/movable/proc/hit_check(var/speed)
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if(src.throwing)
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for(var/atom/A in get_turf(src))
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if(A == src) continue
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if(istype(A,/mob/living))
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if(A:lying) continue
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src.throw_impact(A,speed)
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if(isobj(A))
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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, thrower)
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if(!target || !src || (flags & NODROP))
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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(target.allow_spin) // turns out 1000+ spinning objects being thrown at the singularity creates lag - Iamgoofball
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if(!no_spin_thrown)
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SpinAnimation(5, 1)
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var/dist_x = abs(target.x - src.x)
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var/dist_y = abs(target.y - src.y)
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var/dx
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if (target.x > src.x)
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dx = EAST
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else
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dx = WEST
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var/dy
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if (target.y > src.y)
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dy = NORTH
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else
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dy = SOUTH
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var/dist_travelled = 0
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var/dist_since_sleep = 0
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var/area/a = get_area(src.loc)
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if(dist_x > dist_y)
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var/error = dist_x/2 - dist_y
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while(src && target &&((((src.x < target.x && dx == EAST) || (src.x > target.x && dx == WEST)) && dist_travelled < range) || (a && a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
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// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
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if(error < 0)
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var/atom/step = get_step(src, dy)
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check(speed)
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error += dist_x
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dist_travelled++
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dist_since_sleep++
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if(dist_since_sleep >= speed)
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dist_since_sleep = 0
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sleep(1)
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else
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var/atom/step = get_step(src, dx)
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check(speed)
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error -= dist_y
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dist_travelled++
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dist_since_sleep++
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if(dist_since_sleep >= speed)
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dist_since_sleep = 0
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sleep(1)
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a = get_area(src.loc)
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else
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var/error = dist_y/2 - dist_x
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while(src && target &&((((src.y < target.y && dy == NORTH) || (src.y > target.y && dy == SOUTH)) && dist_travelled < range) || (a && a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
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// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
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if(error < 0)
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var/atom/step = get_step(src, dx)
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check(speed)
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error += dist_y
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dist_travelled++
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dist_since_sleep++
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if(dist_since_sleep >= speed)
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dist_since_sleep = 0
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sleep(1)
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else
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var/atom/step = get_step(src, dy)
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check(speed)
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error -= dist_x
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dist_travelled++
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dist_since_sleep++
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if(dist_since_sleep >= speed)
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dist_since_sleep = 0
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sleep(1)
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a = get_area(src.loc)
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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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/atom/movable/overlay
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var/atom/master = null
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anchored = 1
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/atom/movable/overlay/New()
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verbs.Cut()
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return
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/atom/movable/overlay/attackby(a, b, c)
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if (src.master)
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return src.master.attackby(a, b, c)
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return
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/atom/movable/overlay/attack_hand(a, b, c)
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if (src.master)
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return src.master.attack_hand(a, b, c)
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return
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/atom/movable/proc/water_act(var/volume, var/temperature, var/source) //amount of water acting : temperature of water in kelvin : object that called it (for shennagins)
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return 1
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