/** * THIS IS THE ROOT OF ALL EVIL (I mean the root of all item-on-atom interactions) * * Implementation details * * [obj/item/proc/base_item_interaction] handles all non-combat interactions of an item with an atom. * This calls [atom/proc/tool_act], among others. * * [obj/item/proc/pre_attack] is called before an attack is made, before we even check for block. * Use pre attack to cancel attacks early based on conditions ("You cant attack with this unless you're a pacifist!") * After pre-attack we go into [atom/proc/attackby] which is where individual atoms handle what happens when being hit * Objects use [obj/item/proc/attack_atom], mobs use [obj/item/proc/attack]. * You GENERALLY should never override attack, like ever. (On-attack effects go in afterattack) * Regardless, we go BACK to the atom to call [atom/proc/attacked_by], which is where the damage is actually applied. * Finally we call [obj/item/proc/afterattack] after damage is dealt, to handle special item interacts after an attack occurs. * Use afterattack for stuff like "My stick stuns when it hits people". * * Arguments * * mob/living/user - The mob using src on something * * atom/target - The atom being clicked on with src * * list/modifiers - click params such as alt/shift and x/y, etc * * list/attack_modifiers - attack modifiers such as force, damage type, etc. Only used in attacks */ /obj/item/proc/melee_attack_chain(mob/user, atom/target, list/modifiers, list/attack_modifiers = list()) //Proxy replaces src cause it returns an atom that will attack the target on our behalf var/obj/item/source_atom = get_proxy_attacker_for(target, user) if(source_atom != src) //if we are someone else then call that attack chain else we can proceed with the usual stuff return source_atom.melee_attack_chain(user, target, modifiers, attack_modifiers) var/is_right_clicking = LAZYACCESS(modifiers, RIGHT_CLICK) var/item_interact_result = target.base_item_interaction(user, src, modifiers) if(item_interact_result & ITEM_INTERACT_SUCCESS) return TRUE if(item_interact_result & ITEM_INTERACT_BLOCKING) return FALSE // At this point it means we're not doing a non-combat interaction so let's just try to bash it var/pre_attack_result if (is_right_clicking) switch (pre_attack_secondary(target, user, modifiers, attack_modifiers)) if (SECONDARY_ATTACK_CALL_NORMAL) pre_attack_result = pre_attack(target, user, modifiers, attack_modifiers) if (SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN) return TRUE if (SECONDARY_ATTACK_CONTINUE_CHAIN) EMPTY_BLOCK_GUARD // Normal behavior else CRASH("pre_attack_secondary must return an SECONDARY_ATTACK_* define, please consult code/__DEFINES/combat.dm") else pre_attack_result = pre_attack(target, user, modifiers, attack_modifiers) if(pre_attack_result) return TRUE // At this point the attack is really about to happen var/attackby_result if (is_right_clicking) switch (target.attackby_secondary(src, user, modifiers, attack_modifiers)) if (SECONDARY_ATTACK_CALL_NORMAL) attackby_result = target.attackby(src, user, modifiers, attack_modifiers) if (SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN) return TRUE if (SECONDARY_ATTACK_CONTINUE_CHAIN) EMPTY_BLOCK_GUARD // Normal behavior else CRASH("attackby_secondary must return an SECONDARY_ATTACK_* define, please consult code/__DEFINES/combat.dm") else attackby_result = target.attackby(src, user, modifiers, attack_modifiers) if (attackby_result) // This means the attack failed or was handled for whatever reason return TRUE // At this point it means the attack was "successful", or at least unhandled, in some way // This can mean nothing happened, this can mean the target took damage, etc. if(user.client && isitem(target)) var/mob/living/living_user = astype(user) if(isnull(user.get_inactive_held_item() && living_user?.num_hands > 1)) SStutorials.suggest_tutorial(user, /datum/tutorial/switch_hands, modifiers) else SStutorials.suggest_tutorial(user, /datum/tutorial/drop, modifiers) return TRUE /// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown. /obj/item/proc/attack_self(mob/user, modifiers) if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF, user) & COMPONENT_CANCEL_ATTACK_CHAIN) return TRUE interact(user) /// Called when the item is in the active hand, and right-clicked. Intended for alternate or opposite functions, such as lowering reagent transfer amount. At the moment, there is no verb or hotkey. /obj/item/proc/attack_self_secondary(mob/user, modifiers) if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF_SECONDARY, user) & COMPONENT_CANCEL_ATTACK_CHAIN) return TRUE /** * Called on the item before it hits something * * Arguments: * * atom/target - The atom about to be hit * * mob/living/user - The mob doing the htting * * list/modifiers - click params such as alt/shift etc * * attack_modifiers - attack modifiers such as force, damage type, etc * See: [/obj/item/proc/melee_attack_chain] */ /obj/item/proc/pre_attack(atom/target, mob/living/user, list/modifiers, list/attack_modifiers) //do stuff before attackby! var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK, target, user, modifiers, attack_modifiers) | SEND_SIGNAL(user, COMSIG_USER_PRE_ITEM_ATTACK, src, target, modifiers, attack_modifiers) if(signal_result & COMPONENT_CANCEL_ATTACK_CHAIN) return TRUE return FALSE //return TRUE to avoid calling attackby after this proc does stuff /** * Called on the item before it hits something, when right clicking. * * Arguments: * * atom/target - The atom about to be hit * * mob/living/user - The mob doing the htting * * list/modifiers - click params such as alt/shift etc * * list/attack_modifiers - attack modifiers such as force, damage type, etc * * See: [/obj/item/proc/melee_attack_chain] */ /obj/item/proc/pre_attack_secondary(atom/target, mob/living/user, list/modifiers, list/attack_modifiers) var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK_SECONDARY, target, user, modifiers, attack_modifiers) | SEND_SIGNAL(user, COMSIG_USER_PRE_ITEM_ATTACK_SECONDARY, src, target, modifiers, attack_modifiers) if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN) return SECONDARY_ATTACK_CONTINUE_CHAIN return SECONDARY_ATTACK_CALL_NORMAL /** * Called on an object being hit by an item * * Arguments: * * obj/item/attacking_item - The item hitting this atom * * mob/user - The wielder of this item * * list/modifiers - click params such as alt/shift etc * * list/attack_modifiers - attack modifiers such as force, damage type, etc * * See: [/obj/item/proc/melee_attack_chain] */ /atom/proc/attackby(obj/item/attacking_item, mob/user, list/modifiers, list/attack_modifiers) if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACKBY, attacking_item, user, modifiers, attack_modifiers) & COMPONENT_NO_AFTERATTACK) return TRUE return FALSE /** * Called on an object being right-clicked on by an item * * Arguments: * * obj/item/weapon - The item hitting this atom * * mob/user - The wielder of this item * * list/modifiers - click params such as alt/shift etc * * list/attack_modifiers - attack modifiers such as force, damage type, etc * * See: [/obj/item/proc/melee_attack_chain] */ /atom/proc/attackby_secondary(obj/item/weapon, mob/user, list/modifiers, list/attack_modifiers) var/signal_result = SEND_SIGNAL(src, COMSIG_ATOM_ATTACKBY_SECONDARY, weapon, user, modifiers, attack_modifiers) if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN) return SECONDARY_ATTACK_CONTINUE_CHAIN return SECONDARY_ATTACK_CALL_NORMAL /obj/attackby(obj/item/attacking_item, mob/user, list/modifiers, list/attack_modifiers) if(..()) return TRUE if(!(obj_flags & CAN_BE_HIT)) return FALSE return attacking_item.attack_atom(src, user, modifiers, attack_modifiers) /mob/living/item_interaction(mob/living/user, obj/item/tool, list/modifiers) if(user.combat_mode) return NONE if(HAS_TRAIT(src, TRAIT_READY_TO_OPERATE)) var/surgery_ret = user.perform_surgery(src, tool, LAZYACCESS(modifiers, RIGHT_CLICK)) if(surgery_ret) return surgery_ret if(src == user) var/manual_cauterization = try_manual_cauterize(tool) if(manual_cauterization & ITEM_INTERACT_ANY_BLOCKER) return manual_cauterization return NONE /mob/living/attackby(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers) if(..()) return TRUE user.changeNext_move(attacking_item.attack_speed) return attacking_item.attack(src, user, modifiers, attack_modifiers) /mob/living/attackby_secondary(obj/item/weapon, mob/living/user, list/modifiers, list/attack_modifiers) var/result = weapon.attack_secondary(src, user, modifiers, attack_modifiers) // Normal attackby updates click cooldown, so we have to make up for it if (result != SECONDARY_ATTACK_CALL_NORMAL) if(weapon.secondary_attack_speed) user.changeNext_move(weapon.secondary_attack_speed) else user.changeNext_move(weapon.attack_speed) return result /** * Called from [/mob/living/proc/attackby] * * Arguments: * * mob/living/target_mob - The mob being hit by this item * * mob/living/user - The mob hitting with this item * * modifiers - click modifiers such as alt/shift or x/y * * attack_modifiers - attack modifiers such as force, damage type, etc */ /obj/item/proc/attack(mob/living/target_mob, mob/living/user, list/modifiers, list/attack_modifiers) var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, target_mob, user, modifiers, attack_modifiers) || SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, target_mob, user, modifiers, attack_modifiers) if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN) return TRUE if(signal_return & COMPONENT_SKIP_ATTACK) return FALSE if(item_flags & NOBLUDGEON) return FALSE var/final_force = CALCULATE_FORCE(src, attack_modifiers) if(damtype != STAMINA && final_force && HAS_TRAIT(user, TRAIT_PACIFISM)) to_chat(user, span_warning("You don't want to harm other living beings!")) return FALSE if(!LAZYACCESS(attack_modifiers, SILENCE_HITSOUND)) if(!final_force && !HAS_TRAIT(src, TRAIT_CUSTOM_TAP_SOUND)) playsound(src, 'sound/items/weapons/tap.ogg', get_clamped_volume(), TRUE, -1) else if(hitsound) playsound(src, hitsound, get_clamped_volume(), TRUE, extrarange = stealthy_audio ? SILENCED_SOUND_EXTRARANGE : -1, falloff_distance = 0) target_mob.lastattacker = user.real_name target_mob.lastattackerckey = user.ckey if(final_force && target_mob == user && user.client) user.client.give_award(/datum/award/achievement/misc/selfouch, user) if(get(src, /mob/living) == user) // telekinesis. user.do_attack_animation(target_mob) if(target_mob.attacked_by(src, user, modifiers, attack_modifiers) == ATTACK_FAILED) return TRUE SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target_mob, user, modifiers, attack_modifiers) SEND_SIGNAL(target_mob, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, modifiers, attack_modifiers) afterattack(target_mob, user, modifiers, attack_modifiers) if(final_force > 0) log_combat(user, target_mob, "attacked", src.name, "(COMBAT MODE: [uppertext(user.combat_mode)]) (DAMTYPE: [uppertext(damtype)])") add_fingerprint(user) return FALSE // unhandled /// The equivalent of [/obj/item/proc/attack] but for alternate attacks, AKA right clicking /obj/item/proc/attack_secondary(mob/living/victim, mob/living/user, list/modifiers, list/attack_modifiers) var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SECONDARY, victim, user, modifiers, attack_modifiers) if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN) return SECONDARY_ATTACK_CONTINUE_CHAIN return SECONDARY_ATTACK_CALL_NORMAL /// The equivalent of the standard version of [/obj/item/proc/attack] but for non mob targets. /obj/item/proc/attack_atom(atom/attacked_atom, mob/living/user, list/modifiers, list/attack_modifiers) var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_ATOM, attacked_atom, user, modifiers, attack_modifiers) | SEND_SIGNAL(user, COMSIG_LIVING_ATTACK_ATOM, attacked_atom, modifiers, attack_modifiers) if(signal_return & COMPONENT_SKIP_ATTACK) return TRUE if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN) return FALSE if(item_flags & NOBLUDGEON) return FALSE user.changeNext_move(attack_speed) if(get(src, /mob/living) == user) // telekinesis. user.do_attack_animation(attacked_atom) if(attacked_atom.attacked_by(src, user, modifiers, attack_modifiers) == ATTACK_FAILED) return TRUE SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, attacked_atom, user, modifiers, attack_modifiers) SEND_SIGNAL(attacked_atom, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, modifiers, attack_modifiers) afterattack(attacked_atom, user, modifiers, attack_modifiers) return FALSE // unhandled /// Called from [/obj/item/proc/attack_atom] and [/obj/item/proc/attack] if the attack succeeds /atom/proc/attacked_by(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers) if(!uses_integrity) stack_trace("attacked_by() was called on an object that doesn't use integrity!") return ATTACK_FAILED var/final_force = CALCULATE_FORCE(attacking_item, attack_modifiers) if(final_force <= 0) return 0 var/damage = take_damage(final_force, attacking_item.damtype, MELEE, 1, get_dir(src, user)) //only witnesses close by and the victim see a hit message. user.visible_message(span_danger("[user] hits [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), \ span_danger("You hit [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), null, COMBAT_MESSAGE_RANGE) log_combat(user, src, "attacked", attacking_item) return damage /area/attacked_by(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers) stack_trace("areas are NOT supposed to have attacked_by() called on them!") return ATTACK_FAILED /mob/living/attacked_by(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers) var/targeting = check_zone(user.zone_selected) if(user != src) var/zone_hit_chance = 80 if(body_position == LYING_DOWN) zone_hit_chance += 10 targeting = get_random_valid_zone(targeting, zone_hit_chance) var/targeting_human_readable = parse_zone_with_bodypart(targeting) if(!LAZYACCESS(attack_modifiers, SILENCE_DEFAULT_MESSAGES)) send_item_attack_message(attacking_item, user, targeting_human_readable, targeting) var/armor_block = min(run_armor_check( def_zone = targeting, attack_flag = MELEE, absorb_text = span_notice("Your armor has protected your [targeting_human_readable]!"), soften_text = span_warning("Your armor has softened a hit to your [targeting_human_readable]!"), armour_penetration = attacking_item.armour_penetration, weak_against_armour = attacking_item.weak_against_armour, ), ARMOR_MAX_BLOCK) var/final_force = CALCULATE_FORCE(attacking_item, attack_modifiers) if(mob_biotypes & (MOB_ROBOTIC|MOB_MINERAL|MOB_SKELETAL)) // this should probably check hit bodypart for humanoids final_force *= attacking_item.get_demolition_modifier(src) var/wounding = attacking_item.wound_bonus if((attacking_item.item_flags & SURGICAL_TOOL) && !user.combat_mode && HAS_TRAIT(user, TRAIT_READY_TO_OPERATE)) wounding = CANT_WOUND if(user != src) // This doesn't factor in armor, or most damage modifiers (physiology). Your mileage may vary if(check_block(attacking_item, final_force, "\the [attacking_item]", MELEE_ATTACK, attacking_item.armour_penetration, attacking_item.damtype)) return ATTACK_FAILED SEND_SIGNAL(attacking_item, COMSIG_ITEM_ATTACK_ZONE, src, user, targeting) if(final_force <= 0) return 0 if(ishuman(src) || client) // istype(src) is kinda bad, but it's to avoid spamming the blackbox SSblackbox.record_feedback("nested tally", "item_used_for_combat", 1, list("[attacking_item.force]", "[attacking_item.type]")) SSblackbox.record_feedback("tally", "zone_targeted", 1, user.zone_selected) var/damage_done = apply_damage( damage = final_force, damagetype = attacking_item.damtype, def_zone = targeting, blocked = armor_block, wound_bonus = wounding, exposed_wound_bonus = attacking_item.exposed_wound_bonus, sharpness = attacking_item.get_sharpness(), attack_direction = get_dir(user, src), attacking_item = attacking_item, ) attack_effects(damage_done, targeting, armor_block, attacking_item, user) return damage_done /** * Called when we take damage, used to cause effects such as a blood splatter. * * Return TRUE if an effect was done, FALSE otherwise. */ /mob/living/proc/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker) if(damage_done <= 0 || attacking_item.damtype != BRUTE || !prob(25 + damage_done * 2)) return FALSE attacking_item.add_mob_blood(src) add_splatter_floor(get_turf(src)) if(get_dist(attacker, src) > 1) return TRUE if(!ishuman(attacker)) attacker.add_mob_blood(src) return TRUE var/bloodied_things = ITEM_SLOT_GLOVES if(damage_done >= 20 || (damage_done >= 15 && prob(25))) bloodied_things |= ITEM_SLOT_ICLOTHING|ITEM_SLOT_OCLOTHING if(prob(33) && damage_done >= 10) bloodied_things |= ITEM_SLOT_FEET if(prob(33) && damage_done >= 24) // fireaxe damage, because heeeeere's johnny bloodied_things |= ITEM_SLOT_MASK if(prob(33) && damage_done >= 30) // esword damage bloodied_things |= ITEM_SLOT_HEAD var/mob/living/carbon/human/human_attacker = attacker human_attacker.add_blood_DNA_to_items(get_blood_dna_list(), bloodied_things) return TRUE /mob/living/carbon/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker) var/obj/item/bodypart/hit_bodypart = get_bodypart(hit_zone) || get_bodypart() if(!hit_bodypart.can_bleed()) return FALSE return ..() /mob/living/carbon/human/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker) . = ..() switch(hit_zone) if(BODY_ZONE_HEAD) if(.) var/bloodied_things = ITEM_SLOT_MASK|ITEM_SLOT_HEAD if(prob(33)) bloodied_things |= ITEM_SLOT_EYES add_blood_DNA_to_items(get_blood_dna_list(), bloodied_things) if(!attacking_item.get_sharpness() && !HAS_TRAIT(src, TRAIT_HEAD_INJURY_BLOCKED) && attacking_item.damtype == BRUTE) if(prob(damage_done)) adjust_organ_loss(ORGAN_SLOT_BRAIN, 20) if(stat == CONSCIOUS) visible_message( span_danger("[src] is knocked senseless!"), span_userdanger("You're knocked senseless!"), ) set_confusion_if_lower(20 SECONDS) adjust_eye_blur(20 SECONDS) if(prob(10)) gain_trauma(/datum/brain_trauma/mild/concussion) else adjust_organ_loss(ORGAN_SLOT_BRAIN, damage_done * 0.2) // rev deconversion through blunt trauma. // this can be signalized to the rev datum if(mind && stat == CONSCIOUS && src != attacker && prob(damage_done + ((maxHealth - health) * 0.5))) // SKYRAT EDIT CHANGE - ORIGINAL : if(mind && stat == CONSCIOUS && src != attacker && prob(damage_done + ((100 - health) * 0.5))) var/datum/antagonist/rev/rev = mind.has_antag_datum(/datum/antagonist/rev) rev?.remove_revolutionary(attacker) if(BODY_ZONE_CHEST) if(.) add_blood_DNA_to_items(get_blood_dna_list(), ITEM_SLOT_ICLOTHING|ITEM_SLOT_OCLOTHING) if(stat == CONSCIOUS && !attacking_item.get_sharpness() && !HAS_TRAIT(src, TRAIT_BRAWLING_KNOCKDOWN_BLOCKED) && attacking_item.damtype == BRUTE) if(prob(damage_done)) visible_message( span_danger("[src] is knocked down!"), span_userdanger("You're knocked down!"), ) apply_effect(6 SECONDS, EFFECT_KNOCKDOWN, armor_block) // Triggers force say events if(damage_done > 10 || (damage_done >= 5 && prob(33))) force_say() /** * Last proc in the [/obj/item/proc/melee_attack_chain]. * Returns a bitfield containing AFTERATTACK_PROCESSED_ITEM if the user is likely intending to use this item on another item. * Some consumers currently return TRUE to mean "processed". These are not consistent and should be taken with a grain of salt. * * Arguments: * * atom/target - The thing that was hit * * mob/user - The mob doing the hitting * * proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person. * * click_parameters - is the params string from byond [/atom/proc/Click] code, see that documentation. */ /obj/item/proc/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers) PROTECTED_PROC(TRUE) return /obj/item/proc/get_clamped_volume() if(w_class) if(force) return clamp((force + w_class) * 4, 30, 100)// Add the item's force to its weight class and multiply by 4, then clamp the value between 30 and 100 else return clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100 /mob/living/proc/send_item_attack_message(obj/item/weapon, mob/living/user, hit_area, def_zone) if(SEND_SIGNAL(weapon, COMSIG_SEND_ITEM_ATTACK_MESSAGE_OBJECT, src, user) & SIGNAL_MESSAGE_MODIFIED) return TRUE if(SEND_SIGNAL(src, COMSIG_SEND_ITEM_ATTACK_MESSAGE_CARBON, weapon, user) & SIGNAL_MESSAGE_MODIFIED) return TRUE if(!weapon.force && !length(weapon.attack_verb_simple) && !length(weapon.attack_verb_continuous)) return // Sanity in case one is null for some reason var/picked_index = rand(max(length(weapon.attack_verb_simple), length(weapon.attack_verb_continuous))) var/message_verb_continuous = "attacks" var/message_verb_simple = "attack" var/message_hit_area = get_hit_area_message(hit_area) // Sanity in case one is... longer than the other? if (picked_index && length(weapon.attack_verb_continuous) >= picked_index) message_verb_continuous = weapon.attack_verb_continuous[picked_index] if (picked_index && length(weapon.attack_verb_simple) >= picked_index) message_verb_simple = weapon.attack_verb_simple[picked_index] var/attack_message_spectator = "[src] [message_verb_continuous][message_hit_area] with [weapon]!" var/attack_message_victim = "Something [message_verb_continuous] you[message_hit_area] with [weapon]!" var/attack_message_attacker = "You [message_verb_simple] [src][message_hit_area] with [weapon]!" if(user in viewers(src, null)) attack_message_spectator = "[user] [message_verb_continuous] [src][message_hit_area] with [weapon]!" attack_message_victim = "[user] [message_verb_continuous] you[message_hit_area] with [weapon]!" if(user == src) attack_message_victim = "You [message_verb_simple] yourself[message_hit_area] with [weapon]." visible_message(span_danger("[attack_message_spectator]"),\ span_userdanger("[attack_message_victim]"), null, COMBAT_MESSAGE_RANGE, user) if(is_blind()) to_chat(src, span_danger("Someone hits you[message_hit_area]!")) to_chat(user, span_danger("[attack_message_attacker]")) return 1 /// Overridable proc so subtypes can have unique targetted strike zone messages, return a string. /mob/living/proc/get_hit_area_message(input_area) if(input_area) return " in the [input_area]" return ""