more foolproofing.
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@@ -21,6 +21,7 @@
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anchored = TRUE
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layer = TABLE_LAYER
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climbable = TRUE
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obj_flags = CAN_BE_HIT|SHOVABLE_ONTO
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pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.")
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var/frame = /obj/structure/table_frame
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var/framestack = /obj/item/stack/rods
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@@ -141,7 +142,7 @@
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target.Knockdown(SHOVE_KNOCKDOWN_TABLE)
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user.visible_message("<span class='danger'>[user.name] shoves [target.name] onto \the [src]!</span>",
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"<span class='danger'>You shove [target.name] onto \the [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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target.throw_at(src, 1, 1, null, FALSE) //1 speed throws with no spin are basically just forcemoves with a hard collision check
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target.forceMove(src.loc)
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log_combat(user, target, "shoved", "onto [src] (table)")
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return TRUE
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