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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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@@ -17,7 +17,6 @@
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attack_sound = 'sound/weapons/punch3.ogg'
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status_flags = NONE
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mob_size = MOB_SIZE_LARGE
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force_threshold = 10
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construct_spells = list(
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/datum/action/cooldown/spell/basic_projectile/juggernaut,
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/datum/action/cooldown/spell/forcewall/cult,
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@@ -27,6 +26,10 @@
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smashes_walls = TRUE
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/mob/living/basic/construct/juggernaut/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/damage_threshold, 10)
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/// Hostile NPC version. Pretty dumb, just attacks whoever is near.
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/mob/living/basic/construct/juggernaut/hostile
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ai_controller = /datum/ai_controller/basic_controller/juggernaut
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