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unify ranged_disarm procs (#19613)
* unify ranged_disarm procs * clarity * shoot at that
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@@ -79,43 +79,6 @@
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/obj/item/projectile/energy/hook/on_impact(atom/A)
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perform_intent_unique(get_turf(A))
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/obj/item/projectile/energy/hook/proc/ranged_disarm(mob/living/carbon/human/H)
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if(istype(H))
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var/list/holding = list(H.get_active_hand() = 60, H.get_inactive_hand() = 40)
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for(var/obj/item/gun/W in holding) // Guns are complex devices, both of a mechanical and electronic nature. A weird gravity ball or other type of object trying to pull or grab it is likely not safe.
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if(W && prob(holding[W]))
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var/list/turfs = list()
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for(var/turf/T in view())
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turfs += T
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if(turfs.len)
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var/turf/target = pick(turfs)
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visible_message(span_danger("[H]'s [W] goes off due to \the [src]!"))
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return W.afterattack(target,H)
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if(!(H.species.flags & NO_SLIP) && prob(50))
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var/armor_check = H.run_armor_check(def_zone, "melee")
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H.apply_effect(3, WEAKEN, armor_check)
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playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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if(armor_check < 60)
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visible_message(span_danger("\The [src] has pushed [H]!"))
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else
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visible_message(span_warning("\The [src] attempted to push [H]!"))
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return
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else
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if(H.break_all_grabs(firer))
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playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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return
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for(var/obj/item/I in holding)
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if(I)
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H.drop_from_inventory(I)
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visible_message(span_danger("\The [src] has disarmed [H]!"))
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playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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return
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/obj/item/projectile/energy/hook/proc/perform_intent_unique(atom/target)
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playsound(src, impact_sound, 40, 1)
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var/success = FALSE
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@@ -169,12 +132,12 @@
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if(I_HURT)
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if(prob(10) && ishuman(L))
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to_chat(L, span_warning("\The [src] rips at your hands!"))
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ranged_disarm(L)
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ranged_disarm(L, null)
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success = TRUE
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done_mob_unique = TRUE
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if(I_DISARM)
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if(prob(disarm_chance) && ishuman(L))
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ranged_disarm(L)
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ranged_disarm(L, null)
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else
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L.visible_message(span_danger("\The [src] sends \the [L] stumbling backwards."))
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L.throw_at(get_turf(get_step(L,get_dir(firer,L))), 1, 1, src)
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