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Mob attackedby / check_block refactor, plus some minor cleanup of attack_x procs (#79563)
## About The Pull Request - Deletes `spec_attacked_by` - Elements simple/basic mob attack threshold - There was a skeleton mob that "mimics armor" but didn't use the actual mimicing armor thing we have, so I changed that. - Moves `check_shields` down to the living level, renames it to `check_block` - Martial art blocking is now signalized (only CQC uses it anyways) - Cleaned up a bit of `attack_x` procs, but not a lot. Should have an entire PR dedicated to this .... mess. - Deprecates `/obj/item/melee` ## Why It's Good For The Game Second verse, same as the first. - Less bad species related procs. - Largely brings a lot of code in line, making combat more consistent across types. - Makes it a lot easier to add new code relating to blocking or taking damage. ## Changelog 🆑 Melbert refactor: Refactored another large chuck of attack code, primarily involving melee item attacks and non-human mob attacks. Report if you see anything weird fix: Pacifists clicking on simple robots or silicons no longer causes sparks fix: Blocked thrown batons are now properly... blocked /🆑
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@@ -213,7 +213,7 @@
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var/mob/living/living_target = target
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if(ishuman(living_target))
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var/mob/living/carbon/human/human_target = living_target
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if(human_target.check_shields(source, 0, "the [source.name]", attack_type = LEAP_ATTACK) && living_source)
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if(human_target.check_block(source, 0, "the [source.name]", attack_type = LEAP_ATTACK) && living_source)
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living_source.Stun(recoil_duration, ignore_canstun = TRUE)
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return
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