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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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@@ -370,7 +370,6 @@
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speed = 1
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melee_damage_lower = 10
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melee_damage_upper = 15
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force_threshold = 10 //lots of fat to cushion blows.
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 2, STAMINA = 0, OXY = 1)
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attack_verb_continuous = "slams"
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attack_verb_simple = "slam"
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@@ -395,7 +394,7 @@
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_GLUTTON, CELL_VIRUS_TABLE_GENERIC_MOB, 1, 5)
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AddComponent(/datum/component/tameable, food_types = list(/obj/item/food/cheesiehonkers, /obj/item/food/cornchips), tame_chance = 30, bonus_tame_chance = 0, after_tame = CALLBACK(src, PROC_REF(tamed)))
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AddElement(/datum/element/damage_threshold, 10) //lots of fat to cushion blows.
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/mob/living/basic/clown/mutant/glutton/attacked_by(obj/item/item, mob/living/user)
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if(!check_edible(item))
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