throw at mobs laying down
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@@ -106,48 +106,51 @@
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else
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return 0
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/mob/living/proc/catch_item(obj/item/I, skip_throw_mode_check = FALSE)
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return FALSE
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/mob/living/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
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// Throwingdatum can be null if someone had an accident() while slipping with an item in hand.
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var/obj/item/I
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var/throwpower = 30
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if(isitem(AM))
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I = AM
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throwpower = I.throwforce
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var/impacting_zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
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var/list/block_return = list()
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var/total_damage = AM.throwforce
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if(mob_run_block(AM, throwpower, "\the [AM.name]", ATTACK_TYPE_THROWN, 0, throwingdatum?.thrower, impacting_zone, block_return) & BLOCK_SUCCESS)
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if(!isitem(AM))
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// Filled with made up numbers for non-items.
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if(mob_run_block(AM, 30, "\the [AM.name]", ATTACK_TYPE_PROJECTILE, 0, throwingdatum.thrower, throwingdatum.thrower.zone_selected, list()))
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hitpush = FALSE
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skipcatch = TRUE
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blocked = TRUE
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else
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playsound(loc, 'sound/weapons/genhit.ogg', 50, TRUE, -1) //Item sounds are handled in the item itself
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return ..()
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var/obj/item/thrown_item = AM
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if(thrown_item.thrownby == WEAKREF(src)) //No throwing stuff at yourself to trigger hit reactions
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return ..()
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if(mob_run_block(AM, thrown_item.throwforce, "\the [thrown_item.name]", ATTACK_TYPE_PROJECTILE, 0, throwingdatum.thrower, throwingdatum.thrower.zone_selected, list()))
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hitpush = FALSE
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skipcatch = TRUE
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blocked = TRUE
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total_damage = block_calculate_resultant_damage(total_damage, block_return)
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if(I)
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var/nosell_hit = SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone, throwingdatum, FALSE, blocked)
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if(nosell_hit)
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skipcatch = TRUE
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hitpush = FALSE
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if(!skipcatch && isturf(I.loc) && catch_item(I))
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return TRUE
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var/dtype = BRUTE
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dtype = I.damtype
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var/zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
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var/nosell_hit = SEND_SIGNAL(thrown_item, COMSIG_MOVABLE_IMPACT_ZONE, src, zone, blocked, throwingdatum) // TODO: find a better way to handle hitpush and skipcatch for humans
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if(nosell_hit)
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skipcatch = TRUE
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hitpush = FALSE
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if(!blocked)
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if(!nosell_hit)
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visible_message("<span class='danger'>[src] is hit by [I]!</span>", \
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"<span class='userdanger'>You're hit by [I]!</span>")
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if(!I.throwforce)
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return
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var/armor = run_armor_check(impacting_zone, MELEE, "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration)
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apply_damage(I.throwforce, dtype, impacting_zone, armor, sharpness=I.get_sharpness(), wound_bonus=(nosell_hit * CANT_WOUND))
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else
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return 1
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else
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playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
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..()
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if(blocked)
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return TRUE
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var/mob/thrown_by = thrown_item.thrownby?.resolve()
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if(thrown_by)
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log_combat(thrown_by, src, "threw and hit", thrown_item)
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if(nosell_hit)
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return ..()
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visible_message(span_danger("[src] is hit by [thrown_item]!"), \
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span_userdanger("You're hit by [thrown_item]!"))
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if(!thrown_item.throwforce)
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return
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var/armor = run_armor_check(zone, MELEE, "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].", thrown_item.armour_penetration, "", FALSE)
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apply_damage(thrown_item.throwforce, thrown_item.damtype, zone, armor, sharpness = thrown_item.get_sharpness(), wound_bonus = (nosell_hit * CANT_WOUND))
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if(QDELETED(src)) //Damage can delete the mob.
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return
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if(lying) // physics says it's significantly harder to push someone by constantly chucking random furniture at them if they are down on the floor.
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hitpush = FALSE
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return ..()
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/mob/living/fire_act()
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adjust_fire_stacks(3)
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