fancier throws, fancier bullet casings, fancier window destruction, fancier bottle smashing (#7997)
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@@ -536,12 +536,16 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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callback = CALLBACK(src, .proc/after_throw, callback) //replace their callback with our own
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. = ..(target, range, speed, thrower, spin, diagonals_first, callback)
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/obj/item/proc/after_throw(datum/callback/callback)
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if (callback) //call the original callback
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. = callback.Invoke()
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throw_speed = initial(throw_speed) //explosions change this.
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item_flags &= ~IN_INVENTORY
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var/matrix/M = matrix(transform)
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M.Turn(rand(-170, 170))
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transform = M
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pixel_x = rand(-12, 12)
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pixel_y = rand(-12, 12)
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/obj/item/proc/remove_item_from_storage(atom/newLoc) //please use this if you're going to snowflake an item out of a obj/item/storage
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if(!newLoc)
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@@ -266,6 +266,9 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
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if("large")
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pixel_x = rand(-5, 5)
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pixel_y = rand(-5, 5)
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var/matrix/M = matrix(transform)
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M.Turn(rand(-170, 170))
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transform = M
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/obj/item/shard/afterattack(atom/A as mob|obj, mob/user, proximity)
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. = ..()
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@@ -120,6 +120,12 @@
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I.SwapColor(rgb(255, 0, 220, 255), rgb(0, 0, 0, 0))
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B.icon = I
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B.name = "broken [name]"
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if(ranged)
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var/matrix/M = matrix(B.transform)
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M.Turn(rand(-170, 170))
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B.transform = M
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B.pixel_x = rand(-12, 12)
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B.pixel_y = rand(-12, 12)
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if(prob(33))
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new/obj/item/shard(drop_location())
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playsound(src, "shatter", 70, 1)
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@@ -296,6 +302,12 @@
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B.force = 0
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B.throwforce = 0
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B.desc = "A carton with the bottom half burst open. Might give you a papercut."
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if(ranged)
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var/matrix/M = matrix(B.transform)
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M.Turn(rand(-170, 170))
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B.transform = M
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B.pixel_x = rand(-12, 12)
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B.pixel_y = rand(-12, 12)
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transfer_fingerprints_to(B)
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qdel(src)
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@@ -23,6 +23,12 @@
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var/obj/item/broken_bottle/B = new (loc)
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if(!ranged)
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thrower.put_in_hands(B)
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else
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var/matrix/M = matrix(B.transform)
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M.Turn(rand(-170, 170))
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B.transform = M
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B.pixel_x = rand(-12, 12)
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B.pixel_y = rand(-12, 12)
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B.icon_state = icon_state
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var/icon/I = new('icons/obj/drinks.dmi', src.icon_state)
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@@ -188,6 +188,7 @@
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update_inv_hands()
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I.pixel_x = initial(I.pixel_x)
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I.pixel_y = initial(I.pixel_y)
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I.transform = initial(I.transform)
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return hand_index || TRUE
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return FALSE
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@@ -73,6 +73,11 @@
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/obj/item/ammo_casing/proc/bounce_away(still_warm = FALSE, bounce_delay = 3)
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update_icon()
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SpinAnimation(10, 1)
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var/matrix/M = matrix(transform)
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M.Turn(rand(-170,170))
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transform = M
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pixel_x = rand(-12, 12)
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pixel_y = rand(-12, 12)
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var/turf/T = get_turf(src)
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if(still_warm && T && T.bullet_sizzle)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/items/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
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@@ -103,6 +103,7 @@
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else if(bartender_check(target) && thrown)
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visible_message("<span class='notice'>[src] lands onto the [target.name] without spilling a single drop.</span>")
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transform = initial(transform)
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return
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else
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