//There has to be a better way to define this shit. ~ Z //can't equip anything /mob/living/carbon/alien/attack_ui(slot_id) return /mob/living/carbon/alien/attack_hand(mob/living/carbon/M as mob) ..() switch(M.a_intent) if (I_HELP) help_shake_act(M) if (I_GRAB) if (M == src) return var/obj/item/grab/G = new /obj/item/grab(M, M, src) M.put_in_active_hand(G) grabbed_by += G G.affecting = src G.synch() LAssailant = WEAKREF(M) playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1) for(var/mob/O in viewers(src, null)) if ((O.client && !( O.blinded ))) O.show_message(SPAN_WARNING("[M] has grabbed [src] passively!"), 1) else var/damage = rand(1, 9) if (prob(90)) if ((M.mutations & HULK)) damage += 5 spawn(0) Paralyse(1) step_away(src,M,15) sleep(3) step_away(src,M,15) playsound(loc, SFX_PUNCH, 25, 1, -1) for(var/mob/O in viewers(src, null)) if ((O.client && !( O.blinded ))) O.show_message(SPAN_DANGER("[M] has punched [src]!"), 1) if (damage > 4.9) Weaken(rand(10,15)) for(var/mob/O in viewers(M, null)) if ((O.client && !( O.blinded ))) O.show_message(SPAN_DANGER("[M] has weakened [src]!"), 1, SPAN_WARNING(" You hear someone fall."), 2) adjustBruteLoss(damage) updatehealth() else playsound(loc, SFX_PUNCH_MISS, 25, 1, -1) for(var/mob/O in viewers(src, null)) if ((O.client && !( O.blinded ))) O.show_message(SPAN_DANGER("[M] has attempted to punch [src]!"), 1) return