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You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
This commit is contained in:
@@ -129,7 +129,7 @@
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if(!loaded_projectile)
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loaded_projectile = new projectile_type(src, src)
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/obj/item/ammo_casing/attackby(obj/item/I, mob/user, params)
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/obj/item/ammo_casing/attackby(obj/item/I, mob/user, list/modifiers)
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if(istype(I, /obj/item/ammo_box))
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var/obj/item/ammo_box/box = I
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if(isturf(loc))
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@@ -43,7 +43,7 @@
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[length(type_initial_names) ? ", such as [english_list(type_initial_names, and_text = "or ", final_comma_text = ", ")]" : ""].")
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/obj/item/ammo_casing/foam_dart/attackby(obj/item/attacking_item, mob/user, params)
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/obj/item/ammo_casing/foam_dart/attackby(obj/item/attacking_item, mob/user, list/modifiers)
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if (attacking_item.tool_behaviour != TOOL_SCREWDRIVER || modified)
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return ..()
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@@ -312,7 +312,7 @@
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return
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..()
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/obj/item/gun/ballistic/automatic/l6_saw/attackby(obj/item/A, mob/user, params)
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/obj/item/gun/ballistic/automatic/l6_saw/attackby(obj/item/A, mob/user, list/modifiers)
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if(!cover_open && istype(A, accepted_magazine_type))
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balloon_alert(user, "open the cover!")
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return
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@@ -15,7 +15,7 @@
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/obj/item/gun/ballistic/revolver/grenadelauncher/unrestricted
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pin = /obj/item/firing_pin
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/obj/item/gun/ballistic/revolver/grenadelauncher/attackby(obj/item/A, mob/user, params)
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/obj/item/gun/ballistic/revolver/grenadelauncher/attackby(obj/item/A, mob/user, list/modifiers)
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..()
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if(istype(A, /obj/item/ammo_box) || isammocasing(A))
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chamber_round()
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@@ -92,7 +92,7 @@
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return underbarrel.try_fire_gun(target, user, params)
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return ..()
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/obj/item/gun/ballistic/automatic/pistol/clandestine/fisher/afterattack(atom/target, mob/user, click_parameters)
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/obj/item/gun/ballistic/automatic/pistol/clandestine/fisher/afterattack(atom/target, mob/user, list/modifiers)
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var/obj/projectile/energy/fisher/melee/simulated_hit = new
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simulated_hit.firer = user
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simulated_hit.on_hit(target)
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@@ -165,7 +165,7 @@
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setting_overlay = mutable_appearance(icon,setting_iconstate())
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add_overlay(setting_overlay)
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/obj/item/gun/energy/dueling/attackby(obj/item/W, mob/user, params)
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/obj/item/gun/energy/dueling/attackby(obj/item/W, mob/user, list/modifiers)
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if(istype(W, /obj/item/gun/energy/dueling))
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var/obj/item/gun/energy/dueling/other_gun = W
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@@ -53,7 +53,7 @@
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else
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..()
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/obj/item/minigunpack/attackby(obj/item/W, mob/user, params)
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/obj/item/minigunpack/attackby(obj/item/W, mob/user, list/modifiers)
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if(W == gun) //Don't need armed check, because if you have the gun assume its armed.
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user.dropItemToGround(gun, TRUE)
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else
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@@ -156,7 +156,7 @@
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While some would argue that this is a really terrible design choice, others argue that it is very funny to be able to shoot at light sources.<br>\
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Caveat emptor.")
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/obj/item/gun/energy/recharge/fisher/attack(mob/living/target_mob, mob/living/user, params)
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/obj/item/gun/energy/recharge/fisher/attack(mob/living/target_mob, mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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@@ -24,7 +24,7 @@
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max_grenades = reset_fantasy_variable("max_syringes", max_grenades)
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return ..()
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/obj/item/gun/grenadelauncher/attackby(obj/item/I, mob/user, params)
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/obj/item/gun/grenadelauncher/attackby(obj/item/I, mob/user, list/modifiers)
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if(istype(I, /obj/item/grenade/c4))
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return
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@@ -75,7 +75,7 @@
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return ITEM_INTERACT_SUCCESS
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// If we botch a shot, we have to start over again by inserting gold coins into the gun. Can only be done if it has no charges or gold.
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/obj/item/gun/magic/midas_hand/attackby(obj/item/I, mob/living/user, params)
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/obj/item/gun/magic/midas_hand/attackby(obj/item/I, mob/living/user, list/modifiers)
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. = ..()
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if(charges || gold_timer)
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balloon_alert(user, "already loaded")
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@@ -259,7 +259,7 @@
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gun.desc = gun::desc
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..()
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/obj/item/firing_pin/paywall/attackby(obj/item/M, mob/living/user, params)
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/obj/item/firing_pin/paywall/attackby(obj/item/M, mob/living/user, list/modifiers)
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if(isidcard(M))
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var/obj/item/card/id/id = M
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if(!id.registered_account)
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