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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 04:30:44 +01:00
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
This commit is contained in:
@@ -31,7 +31,7 @@
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RegisterSignal(target, COMSIG_MOVABLE_IMPACT, PROC_REF(on_throw_impact))
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RegisterSignal(target, COMSIG_ATOM_ON_Z_IMPACT, PROC_REF(on_z_impact))
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if(shatters_as_weapon)
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RegisterSignal(target, COMSIG_ITEM_POST_ATTACK_ATOM, PROC_REF(on_post_attack_atom))
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RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, PROC_REF(on_post_attack_atom))
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/datum/element/can_shatter/Detach(datum/target)
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. = ..()
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@@ -17,18 +17,21 @@
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src.break_chance = break_chance
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RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, PROC_REF(on_afterattack))
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RegisterSignal(target, COMSIG_ITEM_TOOL_ACTED, PROC_REF(on_tool_use))
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/datum/element/easily_fragmented/Detach(datum/target)
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. = ..()
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UnregisterSignal(target, COMSIG_ITEM_AFTERATTACK)
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UnregisterSignal(target, list(COMSIG_ITEM_AFTERATTACK, COMSIG_ITEM_TOOL_ACTED))
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/datum/element/easily_fragmented/proc/on_afterattack(datum/source, atom/target, mob/user, proximity_flag, click_parameters)
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/datum/element/easily_fragmented/proc/on_afterattack(datum/source, atom/target, mob/user, click_parameters)
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SIGNAL_HANDLER
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try_break(source, user)
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var/obj/item/item = source
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/datum/element/easily_fragmented/proc/on_tool_use(datum/source, atom/target, mob/user, tool_type, result)
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SIGNAL_HANDLER
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try_break(source, user)
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/datum/element/easily_fragmented/proc/try_break(obj/item/source, mob/user)
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if(prob(break_chance))
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user.visible_message(span_danger("[user]'s [item.name] snap[item.p_s()] into tiny pieces in [user.p_their()] hand."))
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item.deconstruct(disassembled = FALSE)
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return COMPONENT_AFTERATTACK_PROCESSED_ITEM
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user.visible_message(span_danger("[user]'s [source.name] snap[source.p_s()] into tiny pieces in [user.p_their()] hand."))
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source.deconstruct(disassembled = FALSE)
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@@ -15,7 +15,7 @@
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if(!istype(target, /obj/item/ammo_casing))
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return ELEMENT_INCOMPATIBLE
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src.amount_allowed = amount_allowed
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RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, PROC_REF(on_afterattack))
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RegisterSignal(target, COMSIG_ITEM_INTERACTING_WITH_ATOM, PROC_REF(handle_interaction))
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RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine_before_dip))
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/datum/element/envenomable_casing/Detach(datum/target)
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@@ -23,28 +23,29 @@
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UnregisterSignal(target, list(COMSIG_ITEM_AFTERATTACK, COMSIG_ATOM_EXAMINE))
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///signal called on the parent attacking an item
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/datum/element/envenomable_casing/proc/on_afterattack(obj/item/ammo_casing/casing, atom/target, mob/user, proximity_flag, click_parameters)
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/datum/element/envenomable_casing/proc/handle_interaction(obj/item/ammo_casing/casing, mob/user, atom/target, click_parameters)
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SIGNAL_HANDLER
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if(!is_reagent_container(target))
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return
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return NONE
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var/obj/item/reagent_containers/venom_container = target
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if(!casing.loaded_projectile)
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user.balloon_alert(user, "casing is already spent!")
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return
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return ITEM_INTERACT_BLOCKING
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if(!(venom_container.reagent_flags & OPENCONTAINER))
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user.balloon_alert(user, "open the container!")
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return
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return ITEM_INTERACT_BLOCKING
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var/datum/reagent/venom_applied = venom_container.reagents.get_master_reagent()
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if(!venom_applied)
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return
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return ITEM_INTERACT_BLOCKING
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var/amount_applied = min(venom_applied.volume, amount_allowed)
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casing.loaded_projectile.AddElement(/datum/element/venomous, venom_applied.type, amount_applied)
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to_chat(user, span_notice("You coat [casing] in [venom_applied]."))
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venom_container.reagents.remove_reagent(venom_applied.type, amount_applied)
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///stops further poison application
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UnregisterSignal(casing, COMSIG_ITEM_AFTERATTACK)
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UnregisterSignal(casing, COMSIG_ITEM_INTERACTING_WITH_ATOM)
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RegisterSignal(casing, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine_after_dip), override = TRUE)
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return ITEM_INTERACT_SUCCESS
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///signal called on parent being examined while not coated
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/datum/element/envenomable_casing/proc/on_examine_before_dip(obj/item/ammo_casing/casing, mob/user, list/examine_list)
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@@ -55,5 +56,3 @@
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/datum/element/envenomable_casing/proc/on_examine_after_dip(obj/item/ammo_casing/casing, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_warning("It's coated in some kind of chemical...")
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@@ -10,29 +10,27 @@
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if(!isitem(target))
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return ELEMENT_INCOMPATIBLE
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dunk_amount = amount_per_dunk
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RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, PROC_REF(get_dunked))
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RegisterSignal(target, COMSIG_ITEM_INTERACTING_WITH_ATOM, PROC_REF(get_dunked))
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/datum/element/dunkable/Detach(datum/target)
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. = ..()
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UnregisterSignal(target, COMSIG_ITEM_AFTERATTACK)
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UnregisterSignal(target, COMSIG_ITEM_INTERACTING_WITH_ATOM)
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/datum/element/dunkable/proc/get_dunked(datum/source, atom/target, mob/user, proximity_flag)
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/datum/element/dunkable/proc/get_dunked(datum/source, mob/user, atom/target, params)
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SIGNAL_HANDLER
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if(!proximity_flag) // if the user is not adjacent to the container
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return
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var/obj/item/reagent_containers/container = target // the container we're trying to dunk into
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if(istype(container) && container.reagent_flags & DUNKABLE) // container should be a valid target for dunking
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. = COMPONENT_AFTERATTACK_PROCESSED_ITEM
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if(istype(container) && (container.reagent_flags & DUNKABLE)) // container should be a valid target for dunking
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if(!container.is_drainable())
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to_chat(user, span_warning("[container] is unable to be dunked in!"))
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return COMPONENT_AFTERATTACK_PROCESSED_ITEM
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return ITEM_INTERACT_BLOCKING
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var/obj/item/I = source // the item that has the dunkable element
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if(container.reagents.trans_to(I, dunk_amount, transferred_by = user)) //if reagents were transferred, show the message
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to_chat(user, span_notice("You dunk \the [I] into \the [container]."))
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return COMPONENT_AFTERATTACK_PROCESSED_ITEM
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return ITEM_INTERACT_SUCCESS
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if(!container.reagents.total_volume)
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to_chat(user, span_warning("[container] is empty!"))
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else
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to_chat(user, span_warning("[I] is full!"))
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return COMPONENT_AFTERATTACK_PROCESSED_ITEM
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return ITEM_INTERACT_BLOCKING
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return NONE
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@@ -30,13 +30,10 @@
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return ..()
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/// triggered after an item attacks something
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/datum/element/knockback/proc/item_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
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/datum/element/knockback/proc/item_afterattack(obj/item/source, atom/target, mob/user, click_parameters)
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SIGNAL_HANDLER
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if(!proximity_flag)
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return
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do_knockback(target, user, get_dir(source, target))
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return COMPONENT_AFTERATTACK_PROCESSED_ITEM
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/// triggered after a hostile simplemob attacks something
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/datum/element/knockback/proc/hostile_attackingtarget(mob/living/simple_animal/hostile/attacker, atom/target, success)
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@@ -126,12 +126,9 @@
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* - [user][/mob/living]: The mob using the source to strike the target
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* - proximity: Whether the strike was in melee range so you can't eat lights from cameras
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*/
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/datum/element/light_eater/proc/on_afterattack(obj/item/source, atom/target, mob/living/user, proximity)
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/datum/element/light_eater/proc/on_afterattack(obj/item/source, atom/target, mob/living/user)
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SIGNAL_HANDLER
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if(!proximity)
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return NONE
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eat_lights(target, source)
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return COMPONENT_AFTERATTACK_PROCESSED_ITEM
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/**
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* Called when a source object is used to block a thrown object, projectile, or attack
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@@ -8,22 +8,22 @@
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. = ..()
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if(!isitem(target))
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return ELEMENT_INCOMPATIBLE
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RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, PROC_REF(on_afterattack))
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RegisterSignal(target, COMSIG_ITEM_INTERACTING_WITH_ATOM, PROC_REF(divert_interaction))
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/datum/element/openspace_item_click_handler/Detach(datum/source)
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UnregisterSignal(source, COMSIG_ITEM_AFTERATTACK)
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UnregisterSignal(source, COMSIG_ITEM_INTERACTING_WITH_ATOM)
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return ..()
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//Invokes the proctype with a turf above as target.
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/datum/element/openspace_item_click_handler/proc/on_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
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/datum/element/openspace_item_click_handler/proc/divert_interaction(obj/item/source, mob/user, atom/target, click_parameters)
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SIGNAL_HANDLER
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if(target.z == user.z)
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return
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return NONE
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var/turf/checked_turf = get_turf(target)
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while(!isnull(checked_turf))
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checked_turf = GET_TURF_ABOVE(checked_turf)
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if(checked_turf?.z == user.z)
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INVOKE_ASYNC(source, TYPE_PROC_REF(/obj/item, handle_openspace_click), checked_turf, user, user.CanReach(checked_turf, source), click_parameters)
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if(checked_turf?.z == user.z && user.CanReach(checked_turf, source))
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INVOKE_ASYNC(source, TYPE_PROC_REF(/obj/item, handle_openspace_click), checked_turf, user, click_parameters)
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break
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return COMPONENT_AFTERATTACK_PROCESSED_ITEM
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return ITEM_INTERACT_BLOCKING
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@@ -36,19 +36,16 @@ clamping the Knockback_Force value below. */
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else
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return default_speed
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/datum/element/selfknockback/proc/Item_SelfKnockback(obj/item/I, atom/attacktarget, mob/usertarget, proximity_flag)
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/datum/element/selfknockback/proc/Item_SelfKnockback(obj/item/I, atom/attacktarget, mob/usertarget)
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SIGNAL_HANDLER
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if(isturf(attacktarget) && !attacktarget.density)
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return
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if(proximity_flag || (get_dist(attacktarget, usertarget) <= I.reach))
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var/knockback_force = Get_Knockback_Force(clamp(CEILING((I.force / 10), 1), 1, 5))
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var/knockback_speed = Get_Knockback_Speed(clamp(knockback_force, 1, 5))
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var/knockback_force = Get_Knockback_Force(clamp(CEILING((I.force / 10), 1), 1, 5))
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var/knockback_speed = Get_Knockback_Speed(clamp(knockback_force, 1, 5))
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var/target_angle = get_angle(attacktarget, usertarget)
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var/move_target = get_ranged_target_turf(usertarget, angle2dir(target_angle), knockback_force)
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usertarget.throw_at(move_target, knockback_force, knockback_speed)
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usertarget.visible_message(span_warning("[usertarget] gets thrown back by the force of \the [I] impacting \the [attacktarget]!"), span_warning("The force of \the [I] impacting \the [attacktarget] sends you flying!"))
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var/target_angle = get_angle(attacktarget, usertarget)
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var/move_target = get_ranged_target_turf(usertarget, angle2dir(target_angle), knockback_force)
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usertarget.throw_at(move_target, knockback_force, knockback_speed)
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usertarget.visible_message(span_warning("[usertarget] gets thrown back by the force of \the [I] impacting \the [attacktarget]!"), span_warning("The force of \the [I] impacting \the [attacktarget] sends you flying!"))
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/datum/element/selfknockback/proc/Projectile_SelfKnockback(obj/projectile/P)
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SIGNAL_HANDLER
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