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)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- 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:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

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:
MrMelbert
2024-06-11 21:58:09 -07:00
committed by GitHub
parent efe3f3dfef
commit ff6b41aa07
235 changed files with 3211 additions and 3231 deletions
+55 -52
View File
@@ -248,30 +248,66 @@
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/gun/afterattack_secondary(mob/living/victim, mob/living/user, proximity_flag, click_parameters)
if(!isliving(victim) || !IN_GIVEN_RANGE(user, victim, GUNPOINT_SHOOTER_STRAY_RANGE))
return ..() //if they're out of range, just shootem.
if(!can_hold_up)
return ..()
/obj/item/gun/pre_attack(atom/A, mob/living/user, params)
. = ..()
if(.)
return .
if(isnull(bayonet) || !user.combat_mode)
return .
return bayonet.melee_attack_chain(user, A, params)
/obj/item/gun/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(user.combat_mode)
return NONE
if(istype(tool, /obj/item/knife))
var/obj/item/knife/new_stabber = tool
if(!can_bayonet || !new_stabber.bayonet || !isnull(bayonet)) //ensure the gun has an attachment point available, and that the knife is compatible with it.
return ITEM_INTERACT_BLOCKING
if(!user.transferItemToLoc(new_stabber, src))
return ITEM_INTERACT_BLOCKING
to_chat(user, span_notice("You attach [new_stabber] to [src]'s bayonet lug."))
bayonet = new_stabber
update_appearance()
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/gun/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(user.combat_mode && isliving(interacting_with))
return ITEM_INTERACT_SKIP_TO_ATTACK // Gun bash / bayonet attack
if(try_fire_gun(interacting_with, user, list2params(modifiers)))
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/gun/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(!can_hold_up || !isliving(interacting_with))
return interact_with_atom(interacting_with, user, modifiers)
var/datum/component/gunpoint/gunpoint_component = user.GetComponent(/datum/component/gunpoint)
if (gunpoint_component)
if(gunpoint_component.target == victim)
balloon_alert(user, "already holding them up!")
else
balloon_alert(user, "already holding someone up!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if (user == victim)
balloon_alert(user, "already holding [gunpoint_component.target == interacting_with ? "them" : "someone"] up!")
return ITEM_INTERACT_BLOCKING
if (user == interacting_with)
balloon_alert(user, "can't hold yourself up!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ITEM_INTERACT_BLOCKING
if(do_after(user, 0.5 SECONDS, victim))
user.AddComponent(/datum/component/gunpoint, victim, src)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(do_after(user, 0.5 SECONDS, interacting_with))
user.AddComponent(/datum/component/gunpoint, interacting_with, src)
return ITEM_INTERACT_SUCCESS
/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
..()
fire_gun(target, user, flag, params)
return AFTERATTACK_PROCESSED_ITEM
/obj/item/gun/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(try_fire_gun(interacting_with, user, list2params(modifiers)))
return ITEM_INTERACT_SUCCESS
return ITEM_INTERACT_BLOCKING
/obj/item/gun/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(IN_GIVEN_RANGE(user, interacting_with, GUNPOINT_SHOOTER_STRAY_RANGE))
return interact_with_atom_secondary(interacting_with, user, modifiers)
return ..()
/obj/item/gun/proc/try_fire_gun(atom/target, mob/living/user, params)
return fire_gun(target, user, user.Adjacent(target), params)
/obj/item/gun/proc/fire_gun(atom/target, mob/living/user, flag, params)
if(QDELETED(target))
@@ -466,39 +502,6 @@
/obj/item/gun/proc/reset_semicd()
semicd = FALSE
/obj/item/gun/attack(mob/M, mob/living/user)
if(user.combat_mode) //Flogging
if(bayonet)
M.attackby(bayonet, user)
return
else
return ..()
return
/obj/item/gun/attack_atom(obj/O, mob/living/user, params)
if(user.combat_mode)
if(bayonet)
O.attackby(bayonet, user)
return
return ..()
/obj/item/gun/attackby(obj/item/I, mob/living/user, params)
if(user.combat_mode)
return ..()
else if(istype(I, /obj/item/knife))
var/obj/item/knife/K = I
if(!can_bayonet || !K.bayonet || bayonet) //ensure the gun has an attachment point available, and that the knife is compatible with it.
return ..()
if(!user.transferItemToLoc(I, src))
return
to_chat(user, span_notice("You attach [K] to [src]'s bayonet lug."))
bayonet = K
update_appearance()
else
return ..()
/obj/item/gun/screwdriver_act(mob/living/user, obj/item/I)
. = ..()
if(.)
@@ -159,17 +159,18 @@
underbarrel = new /obj/item/gun/ballistic/revolver/grenadelauncher/unrestricted(src)
update_appearance()
/obj/item/gun/ballistic/automatic/m90/afterattack_secondary(atom/target, mob/living/user, proximity_flag, click_parameters)
underbarrel.afterattack(target, user, proximity_flag, click_parameters)
return SECONDARY_ATTACK_CONTINUE_CHAIN
/obj/item/gun/ballistic/automatic/m90/try_fire_gun(atom/target, mob/living/user, params)
if(LAZYACCESS(params2list(params), RIGHT_CLICK))
return underbarrel.try_fire_gun(target, user, params)
return ..()
/obj/item/gun/ballistic/automatic/m90/attackby(obj/item/A, mob/user, params)
if(isammocasing(A))
if(istype(A, underbarrel.magazine.ammo_type))
/obj/item/gun/ballistic/automatic/m90/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(isammocasing(tool))
if(istype(tool, underbarrel.magazine.ammo_type))
underbarrel.attack_self(user)
underbarrel.attackby(A, user, params)
else
..()
underbarrel.attackby(tool, user, list2params(modifiers))
return ITEM_INTERACT_BLOCKING
return ..()
/obj/item/gun/ballistic/automatic/tommygun
name = "\improper Thompson SMG"
@@ -276,15 +277,15 @@
. += "l6_door_[cover_open ? "open" : "closed"]"
/obj/item/gun/ballistic/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params)
. |= AFTERATTACK_PROCESSED_ITEM
/obj/item/gun/ballistic/automatic/l6_saw/try_fire_gun(atom/target, mob/living/user, params)
if(cover_open)
balloon_alert(user, "close the cover!")
return
else
. |= ..()
return FALSE
. = ..()
if(.)
update_appearance()
return .
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/gun/ballistic/automatic/l6_saw/attack_hand(mob/user, list/modifiers)
@@ -63,14 +63,13 @@
playsound(src, 'sound/weapons/gun/bow/bow_draw.ogg', 25, TRUE)
update_appearance()
/obj/item/gun/ballistic/bow/afterattack(atom/target, mob/living/user, flag, params, passthrough = FALSE)
. |= AFTERATTACK_PROCESSED_ITEM
/obj/item/gun/ballistic/bow/try_fire_gun(atom/target, mob/living/user, params)
if(!chambered)
return
return FALSE
if(!drawn)
to_chat(user, span_warning("Without drawing the bow, the arrow uselessly falls to the ground."))
drop_arrow()
return
return FALSE
return ..() //fires, removing the arrow
/obj/item/gun/ballistic/bow/equipped(mob/user, slot, initial)
@@ -89,8 +89,10 @@
This one has been fitted with a special backblast diverter to prevent 'friendly' fire 'accidents' during use."
backblast = FALSE
/obj/item/gun/ballistic/rocketlauncher/afterattack()
/obj/item/gun/ballistic/rocketlauncher/try_fire_gun(atom/target, mob/living/user, params)
. = ..()
if(!.)
return
magazine.get_round(FALSE) //Hack to clear the mag after it's fired
/obj/item/gun/ballistic/rocketlauncher/attack_self_tk(mob/user)
@@ -85,21 +85,20 @@
QDEL_NULL(underbarrel)
return ..()
/obj/item/gun/ballistic/automatic/pistol/clandestine/fisher/afterattack_secondary(atom/target, mob/living/user, proximity_flag, click_parameters)
underbarrel.afterattack(target, user, proximity_flag, click_parameters)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/gun/ballistic/automatic/pistol/clandestine/fisher/try_fire_gun(atom/target, mob/living/user, params)
if(LAZYACCESS(params2list(params), RIGHT_CLICK))
return underbarrel.try_fire_gun(target, user, params)
return ..()
/obj/item/gun/ballistic/automatic/pistol/clandestine/fisher/afterattack(atom/target, mob/living/user, flag, params)
// mirrors what the standalone fisher does when you hit people with it
. = ..()
if(user.Adjacent(target))
var/obj/projectile/energy/fisher/melee/simulated_hit = new
simulated_hit.firer = user
simulated_hit.on_hit(target)
/obj/item/gun/ballistic/automatic/pistol/clandestine/fisher/afterattack(atom/target, mob/user, click_parameters)
var/obj/projectile/energy/fisher/melee/simulated_hit = new
simulated_hit.firer = user
simulated_hit.on_hit(target)
/obj/item/gun/ballistic/automatic/pistol/clandestine/fisher/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
// as above comment, mirrors what the standalone fisher does when you hit people with it
. = ..()
if(.)
return
var/obj/projectile/energy/fisher/melee/simulated_hit = new
simulated_hit.firer = throwingdatum.get_thrower()
simulated_hit.on_hit(hit_atom)
@@ -218,26 +218,24 @@
toggle_magazine()
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/gun/ballistic/shotgun/bulldog/afterattack_secondary(mob/living/victim, mob/living/user, proximity_flag, click_parameters)
/obj/item/gun/ballistic/shotgun/bulldog/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(secondary_magazine)
toggle_magazine()
return SECONDARY_ATTACK_CALL_NORMAL
return ..()
/obj/item/gun/ballistic/shotgun/bulldog/attackby_secondary(obj/item/weapon, mob/user, params)
if(!istype(weapon, secondary_magazine_type))
balloon_alert(user, "[weapon.name] doesn't fit!")
return SECONDARY_ATTACK_CALL_NORMAL
if(!user.transferItemToLoc(weapon, src))
to_chat(user, span_warning("You cannot seem to get [src] out of your hands!"))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/gun/ballistic/shotgun/bulldog/item_interaction_secondary(mob/living/user, obj/item/tool, list/modifiers)
if(!istype(tool, secondary_magazine_type))
return ..()
if(!user.transferItemToLoc(tool, src))
return ITEM_INTERACT_BLOCKING
var/obj/item/ammo_box/magazine/old_mag = secondary_magazine
secondary_magazine = weapon
secondary_magazine = tool
if(old_mag)
user.put_in_hands(old_mag)
balloon_alert(user, "secondary [magazine_wording] loaded")
playsound(src, load_empty_sound, load_sound_volume, load_sound_vary)
update_appearance()
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ITEM_INTERACT_SUCCESS
/obj/item/gun/ballistic/shotgun/bulldog/click_alt_secondary(mob/user)
if(secondary_magazine)
@@ -338,6 +336,7 @@
. = ..()
. += span_notice("Right-click to shoot the hook.")
/obj/item/gun/ballistic/shotgun/hook/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters)
hook.afterattack(target, user, proximity_flag, click_parameters)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/gun/ballistic/shotgun/hook/try_fire_gun(atom/target, mob/living/user, params)
if(LAZYACCESS(params2list(params), RIGHT_CLICK))
return hook.try_fire_gun(target, user, params)
return ..()
@@ -328,26 +328,27 @@
sync_ammo()
var/atom/target = source.mouse_object_ref?.resolve()
if(target)
INVOKE_ASYNC(src, PROC_REF(afterattack), target, source.mob, FALSE, source.mouseParams, passthrough = TRUE)
INVOKE_ASYNC(src, PROC_REF(try_fire_gun), target, source.mob, source.mouseParams, TRUE)
stop_aiming()
QDEL_LIST(current_tracers)
/obj/item/gun/energy/beam_rifle/afterattack(atom/target, mob/living/user, flag, params, passthrough = FALSE)
. |= AFTERATTACK_PROCESSED_ITEM
if(flag) //It's adjacent, is the user, or is on the user's person
/obj/item/gun/energy/beam_rifle/try_fire_gun(atom/target, mob/living/user, params, passthrough = FALSE)
if(user.Adjacent(target)) //It's adjacent, is the user, or is on the user's person
if(target in user.contents) //can't shoot stuff inside us.
return
return FALSE
if(!ismob(target) || user.combat_mode) //melee attack
return
return FALSE
if(target == user && user.zone_selected != BODY_ZONE_PRECISE_MOUTH) //so we can't shoot ourselves (unless mouth selected)
return
return FALSE
if(!passthrough && (aiming_time > aiming_time_fire_threshold))
return
return FALSE
if(lastfire > world.time + delay)
return
return FALSE
if(!..())
return FALSE
lastfire = world.time
. = ..()
stop_aiming()
return TRUE
/obj/item/gun/energy/beam_rifle/proc/sync_ammo()
for(var/obj/item/ammo_casing/energy/beam_rifle/AC in contents)
@@ -149,10 +149,11 @@
cell.give(transferred)
/obj/item/gun/energy/minigun/afterattack(atom/target, mob/living/user, flag, params)
/obj/item/gun/energy/minigun/try_fire_gun(atom/target, mob/living/user, params)
if(!ammo_pack || ammo_pack.loc != user)
to_chat(user, span_warning("You need the backpack power source to fire the gun!"))
. = ..()
return FALSE
return ..()
/obj/item/stock_parts/cell/minigun
name = "gatling gun fusion core"
@@ -156,13 +156,13 @@
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>\
Caveat emptor.")
/obj/item/gun/energy/recharge/fisher/afterattack(atom/target, mob/living/user, flag, params)
// you should just shoot them, but in case you can't/wont
/obj/item/gun/energy/recharge/fisher/attack(mob/living/target_mob, mob/living/user, params)
. = ..()
if(user.Adjacent(target))
var/obj/projectile/energy/fisher/melee/simulated_hit = new
simulated_hit.firer = user
simulated_hit.on_hit(target)
if(.)
return
var/obj/projectile/energy/fisher/melee/simulated_hit = new
simulated_hit.firer = user
simulated_hit.on_hit(target_mob)
/obj/item/gun/energy/recharge/fisher/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
// ...you reeeeeally just shoot them, but in case you can't/won't
+13 -14
View File
@@ -231,17 +231,15 @@
if(istype(WH))
WH.gun = WEAKREF(src)
/obj/item/gun/energy/wormhole_projector/afterattack(atom/target, mob/living/user, flag, params)
if(select == AMMO_SELECT_ORANGE) //Last fired in right click mode. Switch to blue wormhole (left click).
select_fire()
/obj/item/gun/energy/wormhole_projector/try_fire_gun(atom/target, mob/living/user, params)
if(LAZYACCESS(params2list(params), RIGHT_CLICK))
if(select == AMMO_SELECT_BLUE) //Last fired in left click mode. Switch to orange wormhole (right click).
select_fire()
else
if(select == AMMO_SELECT_ORANGE) //Last fired in right click mode. Switch to blue wormhole (left click).
select_fire()
return ..()
/obj/item/gun/energy/wormhole_projector/afterattack_secondary(atom/target, mob/living/user, flag, params)
if(select == AMMO_SELECT_BLUE) //Last fired in left click mode. Switch to orange wormhole (right click).
select_fire()
fire_gun(target, user, flag, params)
return SECONDARY_ATTACK_CONTINUE_CHAIN
/obj/item/gun/energy/wormhole_projector/proc/on_portal_destroy(obj/effect/portal/P)
SIGNAL_HANDLER
if(P == p_blue)
@@ -408,13 +406,15 @@
coin_count++
COOLDOWN_START(src, coin_regen_cd, coin_regen_rate)
/obj/item/gun/energy/marksman_revolver/afterattack_secondary(atom/target, mob/living/user, params)
if(!CAN_THEY_SEE(target, user))
/obj/item/gun/energy/marksman_revolver/try_fire_gun(atom/target, mob/living/user, params)
if(!LAZYACCESS(params2list(params), RIGHT_CLICK))
return ..()
if(!CAN_THEY_SEE(target, user))
return ITEM_INTERACT_BLOCKING
if(max_coins && coin_count <= 0)
to_chat(user, span_warning("You don't have any coins right now!"))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ITEM_INTERACT_BLOCKING
if(max_coins)
START_PROCESSING(SSobj, src)
@@ -426,5 +426,4 @@
var/obj/projectile/bullet/coin/new_coin = new(get_turf(user), target_turf, user)
new_coin.preparePixelProjectile(target_turf, user)
new_coin.fire()
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ITEM_INTERACT_SUCCESS
+12 -13
View File
@@ -33,24 +33,23 @@
return
..()
/obj/item/gun/magic/wand/afterattack(atom/target, mob/living/user)
. |= AFTERATTACK_PROCESSED_ITEM
/obj/item/gun/magic/wand/try_fire_gun(atom/target, mob/living/user, params)
if(!charges)
shoot_with_empty_chamber(user)
return
return FALSE
if(target == user)
if(no_den_usage)
var/area/A = get_area(user)
if(istype(A, /area/centcom/wizard_station))
to_chat(user, span_warning("You know better than to violate the security of The Den, best wait until you leave to use [src]."))
return
else
no_den_usage = 0
if(no_den_usage && istype(get_area(user), /area/centcom/wizard_station))
to_chat(user, span_warning("You know better than to violate the security of The Den, best wait until you leave to use [src]."))
return FALSE
zap_self(user)
else
. |= ..()
update_appearance()
. = TRUE
else
. = ..()
if(.)
update_appearance()
return .
/obj/item/gun/magic/wand/proc/zap_self(mob/living/user)
user.visible_message(span_danger("[user] zaps [user.p_them()]self with [src]."))
@@ -110,10 +110,8 @@
update_appearance()
return TRUE
/obj/item/gun/blastcannon/afterattack(atom/target, mob/user, flag, params)
. |= AFTERATTACK_PROCESSED_ITEM
if((!bomb && bombcheck) || !target || (get_dist(get_turf(target), get_turf(user)) <= 2))
/obj/item/gun/blastcannon/try_fire_gun(atom/target, mob/living/user, params)
if((!bomb && bombcheck) || isnull(target) || (get_dist(get_turf(target), get_turf(user)) <= 2))
return ..()
cached_target = WEAKREF(target)
@@ -123,12 +121,12 @@
span_danger("[user] points [src] at [target]!"),
span_danger("You point [src] at [target]!")
)
return
return FALSE
cached_firer = WEAKREF(user)
if(!bomb)
fire_debug(target, user, flag, params)
return
fire_debug(target, user, params)
return TRUE
playsound(src, dry_fire_sound, 30, TRUE) // *click
user.visible_message(
@@ -141,8 +139,7 @@
user.log_message("opened blastcannon transfer valve at [AREACOORD(current_turf)] while aiming at [AREACOORD(target_turf)] (target).", LOG_GAME)
bomb.toggle_valve()
update_appearance()
return
return TRUE
/**
* Channels an internal explosion into a blastwave projectile.
@@ -37,29 +37,36 @@
balloon_alert(user, "not enough gold")
// Siphon gold from a victim, recharging our gun & removing their Midas Blight debuff in the process.
/obj/item/gun/magic/midas_hand/afterattack_secondary(mob/living/victim, mob/living/user, proximity_flag, click_parameters)
if(!isliving(victim) || !IN_GIVEN_RANGE(user, victim, gold_suck_range))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(victim == user)
balloon_alert(user, "can't siphon from self")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(!victim.reagents)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/gun/magic/midas_hand/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(!isliving(interacting_with) || !IN_GIVEN_RANGE(user, interacting_with, gold_suck_range))
return ITEM_INTERACT_BLOCKING
if(interacting_with == user)
balloon_alert(user, "can't siphon from self!")
return ITEM_INTERACT_BLOCKING
if(!interacting_with.reagents)
return ITEM_INTERACT_BLOCKING
var/gold_amount = victim.reagents.get_reagent_amount(/datum/reagent/gold, type_check = REAGENT_SUB_TYPE)
var/gold_amount = interacting_with.reagents.get_reagent_amount(/datum/reagent/gold, type_check = REAGENT_SUB_TYPE)
if(!gold_amount)
balloon_alert(user, "no gold in bloodstream")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
var/gold_beam = user.Beam(victim, icon_state="drain_gold")
if(!do_after(user = user, delay = 1 SECONDS, target = victim, timed_action_flags = (IGNORE_USER_LOC_CHANGE | IGNORE_TARGET_LOC_CHANGE), extra_checks = CALLBACK(src, PROC_REF(check_gold_range), user, victim)))
balloon_alert(user, "no gold in bloodstream!")
return ITEM_INTERACT_BLOCKING
var/mob/living/victim = interacting_with
var/gold_beam = user.Beam(victim, icon_state = "drain_gold")
if(!do_after(
user = user,
delay = 1 SECONDS,
target = victim,
timed_action_flags = (IGNORE_USER_LOC_CHANGE | IGNORE_TARGET_LOC_CHANGE),
extra_checks = CALLBACK(src, PROC_REF(check_gold_range), user, victim),
))
qdel(gold_beam)
balloon_alert(user, "link broken")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
balloon_alert(user, "link broken!")
return ITEM_INTERACT_BLOCKING
handle_gold_charges(user, gold_amount)
victim.reagents.remove_reagent(/datum/reagent/gold, gold_amount, include_subtypes = TRUE)
victim.remove_status_effect(/datum/status_effect/midas_blight)
qdel(gold_beam)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ITEM_INTERACT_SUCCESS
// 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.
/obj/item/gun/magic/midas_hand/attackby(obj/item/I, mob/living/user, params)
@@ -77,23 +77,23 @@
return TRUE
/obj/item/gun/syringe/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
if(istype(A, /obj/item/reagent_containers/syringe/bluespace))
balloon_alert(user, "[A.name] is too big!")
return TRUE
if(istype(A, /obj/item/reagent_containers/syringe))
/obj/item/gun/syringe/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(istype(tool, /obj/item/reagent_containers/syringe/bluespace))
balloon_alert(user, "[tool.name] is too big!")
return ITEM_INTERACT_BLOCKING
if(istype(tool, /obj/item/reagent_containers/syringe))
if(syringes.len < max_syringes)
if(!user.transferItemToLoc(A, src))
return FALSE
balloon_alert(user, "[A.name] loaded")
syringes += A
if(!user.transferItemToLoc(tool, src))
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "[tool.name] loaded")
syringes += tool
recharge_newshot()
update_appearance()
playsound(loc, load_sound, 40)
return TRUE
else
balloon_alert(user, "it's already full!")
return FALSE
playsound(src, load_sound, 40)
return ITEM_INTERACT_SUCCESS
balloon_alert(user, "it's full!")
return ITEM_INTERACT_BLOCKING
return NONE
/obj/item/gun/syringe/update_overlays()
. = ..()
@@ -158,24 +158,24 @@
. = ..()
chambered = new /obj/item/ammo_casing/dnainjector(src)
/obj/item/gun/syringe/dna/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
if(istype(A, /obj/item/dnainjector))
var/obj/item/dnainjector/D = A
/obj/item/gun/syringe/dna/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(istype(tool, /obj/item/dnainjector))
var/obj/item/dnainjector/D = tool
if(D.used)
balloon_alert(user, "[D.name] is used up!")
return
return ITEM_INTERACT_BLOCKING
if(syringes.len < max_syringes)
if(!user.transferItemToLoc(D, src))
return FALSE
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "[D.name] loaded")
syringes += D
recharge_newshot()
update_appearance()
playsound(loc, load_sound, 40)
return TRUE
else
balloon_alert(user, "it's already full!")
return FALSE
return ITEM_INTERACT_SUCCESS
balloon_alert(user, "it's already full!")
return ITEM_INTERACT_BLOCKING
return NONE
/obj/item/gun/syringe/blowgun
name = "blowgun"
+28 -27
View File
@@ -25,32 +25,31 @@
if(isgun(newloc))
gun = newloc
/obj/item/firing_pin/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(proximity_flag)
if(isgun(target))
. |= AFTERATTACK_PROCESSED_ITEM
var/obj/item/gun/targeted_gun = target
var/obj/item/firing_pin/old_pin = targeted_gun.pin
if(old_pin?.pin_removable && (force_replace || old_pin.pin_hot_swappable))
if(Adjacent(user))
user.put_in_hands(old_pin)
else
old_pin.forceMove(targeted_gun.drop_location())
old_pin.gun_remove(user)
/obj/item/firing_pin/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!isgun(interacting_with))
return NONE
if(!targeted_gun.pin)
if(!user.temporarilyRemoveItemFromInventory(src))
return .
if(gun_insert(user, targeted_gun))
if(old_pin)
balloon_alert(user, "swapped firing pin")
else
balloon_alert(user, "inserted firing pin")
else
to_chat(user, span_notice("This firearm already has a firing pin installed."))
var/obj/item/gun/targeted_gun = interacting_with
var/obj/item/firing_pin/old_pin = targeted_gun.pin
if(old_pin?.pin_removable && (force_replace || old_pin.pin_hot_swappable))
if(Adjacent(user))
user.put_in_hands(old_pin)
else
old_pin.forceMove(targeted_gun.drop_location())
old_pin.gun_remove(user)
if(!targeted_gun.pin)
if(!user.temporarilyRemoveItemFromInventory(src))
return .
if(gun_insert(user, targeted_gun))
if(old_pin)
balloon_alert(user, "swapped firing pin")
else
balloon_alert(user, "inserted firing pin")
else
to_chat(user, span_notice("This firearm already has a firing pin installed."))
return ITEM_INTERACT_SUCCESS
/obj/item/firing_pin/emag_act(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
@@ -190,13 +189,15 @@
fail_message = "dna check failed!"
var/unique_enzymes = null
/obj/item/firing_pin/dna/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(proximity_flag && iscarbon(target))
var/mob/living/carbon/M = target
/obj/item/firing_pin/dna/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(iscarbon(interacting_with))
var/mob/living/carbon/M = interacting_with
if(M.dna && M.dna.unique_enzymes)
unique_enzymes = M.dna.unique_enzymes
balloon_alert(user, "dna lock set")
return ITEM_INTERACT_SUCCESS
return ITEM_INTERACT_BLOCKING
return ..()
/obj/item/firing_pin/dna/pin_auth(mob/living/carbon/user)
if(user && user.dna && user.dna.unique_enzymes)