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Attack Proc fixes (#1259)
Baymerge changed the attack proc, i think by removing a default value, and a lot of things broke because they weren't using the function correctly. This proc does three main things. Adds a default to /obj/item/proc/attack to target the chest when no target zone is supplied. Fixes the lack of a target zone in many attack procs, properly defining it so it'll get passed to the parent, and ensure that bodypart-specific targeting works. Removes most instances of code to retrieve the user's selected zone, and instead to use the zone passed into the attack function. saves duplication of effort.
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@@ -39,7 +39,7 @@
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if(10 to 50) icon_state = "half"
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if(51 to INFINITY) icon_state = "full"
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/obj/item/weapon/reagent_containers/blood/attack(mob/living/carbon/human/M as mob, mob/living/carbon/human/user as mob)
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/obj/item/weapon/reagent_containers/blood/attack(mob/living/carbon/human/M as mob, mob/living/carbon/human/user as mob, var/target_zone)
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if (user == M && (user.mind.vampire))
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if (reagents.get_reagent_amount("blood"))
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user.visible_message("<span class='warning'>[user] raises \the [src] up to \his[user] mouth and bites into it.</span>", "<span class='notice'>You raise \the [src] up to your mouth and bite into it, starting to drain its contents.<br>You need to stand still.</span>")
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@@ -119,17 +119,17 @@
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/obj/item/weapon/reagent_containers/food/drinks/bottle/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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var/blocked = ..()
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if(user.a_intent != I_HURT)
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return
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if(!smash_check(1))
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return //won't always break on the first hit
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// You are going to knock someone out for longer if they are not wearing a helmet.
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var/weaken_duration = 0
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if(blocked < 2)
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weaken_duration = smash_duration + min(0, force - target.getarmor(hit_zone, "melee") + 10)
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var/mob/living/carbon/human/H = target
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if(istype(H) && H.headcheck(hit_zone))
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var/obj/item/organ/affecting = H.get_organ(hit_zone) //headcheck should ensure that affecting is not null
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@@ -165,7 +165,7 @@
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edge = 0
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var/icon/broken_outline = icon('icons/obj/drinks.dmi', "broken")
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/obj/item/weapon/broken_bottle/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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/obj/item/weapon/broken_bottle/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob, var/target_zone)
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playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
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return ..()
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