/obj/item/proc/melee_attack_chain(mob/user, atom/target, params) if(!tool_attack_chain(user, target) && pre_attack(target, user, params)) // Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example) var/resolved = target.attackby(src, user, params) if(!resolved && target && !QDELETED(src)) afterattack(target, user, 1, params) // 1: clicking something Adjacent //Checks if the item can work as a tool, calling the appropriate tool behavior on the target /obj/item/proc/tool_attack_chain(mob/user, atom/target) if(!tool_behaviour) return FALSE return target.tool_act(user, src, tool_behaviour) // 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) SendSignal(COMSIG_ITEM_ATTACK_SELF, user) interact(user) /obj/item/proc/pre_attack(atom/A, mob/living/user, params) //do stuff before attackby! if(SendSignal(COMSIG_ITEM_PRE_ATTACK, A, user, params) & COMPONENT_NO_ATTACK) return FALSE return TRUE //return FALSE to avoid calling attackby after this proc does stuff // No comment /atom/proc/attackby(obj/item/W, mob/user, params) if(SendSignal(COMSIG_PARENT_ATTACKBY, W, user, params) & COMPONENT_NO_AFTERATTACK) return TRUE return FALSE /obj/attackby(obj/item/I, mob/living/user, params) return ..() || ((obj_flags & CAN_BE_HIT) && I.attack_obj(src, user)) /mob/living/attackby(obj/item/I, mob/living/user, params) user.changeNext_move(CLICK_CD_MELEE) if(user.a_intent == INTENT_HARM && stat == DEAD && (butcher_results || guaranteed_butcher_results)) //can we butcher it? GET_COMPONENT_FROM(butchering, /datum/component/butchering, I) if(butchering && butchering.butchering_enabled) to_chat(user, "You begin to butcher [src]...") playsound(loc, butchering.butcher_sound, 50, TRUE, -1) if(do_mob(user, src, butchering.speed) && Adjacent(I)) butchering.Butcher(user, src) return 1 else if(I.is_sharp() && !butchering) //give sharp objects butchering functionality, for consistency I.AddComponent(/datum/component/butchering, 80 * I.toolspeed) attackby(I, user, params) //call the attackby again to refresh and do the butchering check again return return I.attack(src, user) /obj/item/proc/attack(mob/living/M, mob/living/user) SendSignal(COMSIG_ITEM_ATTACK, M, user) if(flags_1 & NOBLUDGEON_1) return if(force && user.has_trait(TRAIT_PACIFISM)) to_chat(user, "You don't want to harm other living beings!") 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) M.lastattacker = user.real_name M.lastattackerckey = user.ckey user.do_attack_animation(M) 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(SendSignal(COMSIG_ITEM_ATTACK_OBJ, O, user) & COMPONENT_NO_ATTACK_OBJ) return if(flags_1 & NOBLUDGEON_1) 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) visible_message("[user] has hit [src] with [I]!", null, null, COMBAT_MESSAGE_RANGE) //only witnesses close by and the victim see a hit message. take_damage(I.force, I.damtype, "melee", 1) /mob/living/attacked_by(obj/item/I, mob/living/user) send_item_attack_message(I, user) if(I.force) 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) return TRUE //successful attack /mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user) if(I.force < force_threshold || I.damtype == STAMINA) playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), 1, -1) else return ..() // 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 && I.attack_verb.len) message_verb = "[pick(I.attack_verb)]" else if(!I.force) return 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]", null, COMBAT_MESSAGE_RANGE) return 1