// 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) return // No comment /atom/proc/attackby(obj/item/W, mob/user, params) return /obj/attackby(obj/item/I, mob/living/user, params) return I.attack_obj(src, user) /mob/living/attackby(obj/item/I, mob/user, params) user.changeNext_move(CLICK_CD_MELEE) if(user.a_intent == "harm" && stat == DEAD && butcher_results) //can we butcher it? var/sharpness = I.is_sharp() if(sharpness) user << "You begin to butcher [src]..." playsound(loc, 'sound/weapons/slice.ogg', 50, 1, -1) if(do_mob(user, src, 80/sharpness)) harvest(user) return 1 return I.attack(src, user) /obj/item/proc/attack(mob/living/M, mob/living/user) if(flags & NOBLUDGEON) return if(!force) playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1) else if(hitsound) playsound(loc, hitsound, get_clamped_volume(), 1, -1) user.lastattacked = M M.lastattacker = user M.attacked_by(src, user) add_logs(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])") add_fingerprint(user) //the equivalent of the standard version of attack() but for object targets. /obj/item/proc/attack_obj(obj/O, mob/living/user) if(flags & NOBLUDGEON) return user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(O) O.attacked_by(src, user) /atom/movable/proc/attacked_by() return /obj/attacked_by(obj/item/I, mob/living/user) if(I.force) user.visible_message("[user] has hit [src] with [I]!", "You hit [src] with [I]!") /mob/living/attacked_by(obj/item/I, mob/living/user) if(user != src) user.do_attack_animation(src) if(send_item_attack_message(I, user)) if(apply_damage(I.force, I.damtype)) if(I.damtype == BRUTE) if(prob(33)) I.add_mob_blood(src) var/turf/location = get_turf(src) add_splatter_floor(location) if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood user.add_mob_blood(src) // 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 Click() code, see that documentation. /obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters) 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/I, mob/living/user, hit_area) var/message_verb = "attacked" if(I.attack_verb.len) message_verb = "[pick(I.attack_verb)]" else if(!I.force) return 0 var/message_hit_area = "" if(hit_area) message_hit_area = " in the [hit_area]" var/attack_message = "[src] has been [message_verb][message_hit_area] with [I]." if(user in viewers(src, null)) attack_message = "[user] has [message_verb] [src][message_hit_area] with [I]!" visible_message("[attack_message]", "[attack_message]") return 1 /mob/living/simple_animal/send_item_attack_message(obj/item/I, mob/living/user, hit_area) if(!I.force) user.visible_message("[user] gently taps [src] with [I].",\ "This weapon is ineffective, it does no damage!") else if(I.force < force_threshold || I.damtype == STAMINA) visible_message("[I] bounces harmlessly off of [src].",\ "[I] bounces harmlessly off of [src]!") else return ..()