/* Humans: Adds an exception for gloves, to allow special glove types like the ninja ones. Otherwise pretty standard. */ /mob/living/carbon/human/UnarmedAttack(atom/A, proximity) if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED)) if(src == A) check_self_for_injuries() return if(!has_active_hand()) //can't attack without a hand. var/obj/item/bodypart/check_arm = get_active_hand() if(check_arm?.bodypart_disabled) to_chat(src, "Your [check_arm.name] is in no condition to be used.") return to_chat(src, "You look at your arm and sigh.") return // Special glove functions: // If the gloves do anything, have them return 1 to stop // normal attack_hand() here. var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines if(proximity && istype(G) && G.Touch(A,1)) return //This signal is needed to prevent gloves of the north star + hulk. if(SEND_SIGNAL(src, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, A, proximity) & COMPONENT_CANCEL_ATTACK_CHAIN) return SEND_SIGNAL(src, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, A, proximity) A.attack_hand(src) /// Return TRUE to cancel other attack hand effects that respect it. /atom/proc/attack_hand(mob/user) . = FALSE if(!(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND)) add_fingerprint(user) if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_HAND, user) & COMPONENT_CANCEL_ATTACK_CHAIN) . = TRUE if(interaction_flags_atom & INTERACT_ATOM_ATTACK_HAND) . = _try_interact(user) //Return a non FALSE value to cancel whatever called this from propagating, if it respects it. /atom/proc/_try_interact(mob/user) if(isAdminGhostAI(user)) //admin abuse return interact(user) if(can_interact(user)) return interact(user) return FALSE /atom/proc/can_interact(mob/user) if(!user.can_interact_with(src)) return FALSE if((interaction_flags_atom & INTERACT_ATOM_REQUIRES_DEXTERITY) && !ISADVANCEDTOOLUSER(user)) to_chat(user, "You don't have the dexterity to do this!") return FALSE if(!(interaction_flags_atom & INTERACT_ATOM_IGNORE_INCAPACITATED) && user.incapacitated((interaction_flags_atom & INTERACT_ATOM_IGNORE_RESTRAINED), !(interaction_flags_atom & INTERACT_ATOM_CHECK_GRAB))) return FALSE return TRUE /atom/ui_status(mob/user) . = ..() if(!can_interact(user)) . = min(., UI_UPDATE) /atom/movable/can_interact(mob/user) . = ..() if(!.) return if(!anchored && (interaction_flags_atom & INTERACT_ATOM_REQUIRES_ANCHORED)) return FALSE /atom/proc/interact(mob/user) if(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_INTERACT) add_hiddenprint(user) else add_fingerprint(user) if(interaction_flags_atom & INTERACT_ATOM_UI_INTERACT) return ui_interact(user) return FALSE /mob/living/carbon/human/RangedAttack(atom/A, mouseparams) . = ..() if(.) return if(gloves) var/obj/item/clothing/gloves/G = gloves if(istype(G) && G.Touch(A,0)) // for magic gloves return TRUE if(isturf(A) && get_dist(src,A) <= 1) Move_Pulled(A) return TRUE /* Animals & All Unspecified */ /mob/living/UnarmedAttack(atom/A) A.attack_animal(src) /atom/proc/attack_animal(mob/user) SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_ANIMAL, user) /* Monkeys */ /mob/living/carbon/monkey/UnarmedAttack(atom/A) if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED)) if(a_intent != INTENT_HARM || is_muzzled()) return if(!iscarbon(A)) return var/mob/living/carbon/victim = A var/obj/item/bodypart/affecting = null if(ishuman(victim)) var/mob/living/carbon/human/human_victim = victim affecting = human_victim.get_bodypart(pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)) var/armor = victim.run_armor_check(affecting, MELEE) if(prob(25)) victim.visible_message("[src]'s bite misses [victim]!", "You avoid [src]'s bite!", "You hear jaws snapping shut!", COMBAT_MESSAGE_RANGE, src) to_chat(src, "Your bite misses [victim]!") return victim.apply_damage(rand(1, 3), BRUTE, affecting, armor) victim.visible_message("[name] bites [victim]!", "[name] bites you!", "You hear a chomp!", COMBAT_MESSAGE_RANGE, name) to_chat(name, "You bite [victim]!") if(armor >= 2) return for(var/d in diseases) var/datum/disease/bite_infection = d victim.ForceContractDisease(bite_infection) return A.attack_paw(src) /atom/proc/attack_paw(mob/user) if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_PAW, user) & COMPONENT_CANCEL_ATTACK_CHAIN) return TRUE return FALSE /* Aliens Defaults to same as monkey in most places */ /mob/living/carbon/alien/UnarmedAttack(atom/A) if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED)) return A.attack_alien(src) /atom/proc/attack_alien(mob/living/carbon/alien/user) attack_paw(user) return // Babby aliens /mob/living/carbon/alien/larva/UnarmedAttack(atom/A) A.attack_larva(src) /atom/proc/attack_larva(mob/user) return /* Slimes Nothing happening here */ /mob/living/simple_animal/slime/UnarmedAttack(atom/A) if(isturf(A)) return ..() A.attack_slime(src) /atom/proc/attack_slime(mob/user) return /* Drones */ /mob/living/simple_animal/drone/UnarmedAttack(atom/A) A.attack_drone(src) /atom/proc/attack_drone(mob/living/simple_animal/drone/user) attack_hand(user) //defaults to attack_hand. Override it when you don't want drones to do same stuff as humans. /* Brain */ /mob/living/brain/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default return /* pAI */ /mob/living/silicon/pai/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default return /* Simple animals */ /mob/living/simple_animal/UnarmedAttack(atom/A, proximity) if(!dextrous) return ..() if(!ismob(A)) A.attack_hand(src) update_inv_hands() /* Hostile animals */ /mob/living/simple_animal/hostile/UnarmedAttack(atom/A) target = A if(dextrous && !ismob(A)) ..() else AttackingTarget(A) /* New Players: Have no reason to click on anything at all. */ /mob/dead/new_player/ClickOn() return