// 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 /atom/movable/attackby(obj/item/W, mob/living/user, params) user.do_attack_animation(src) if(W && !(W.flags & NOBLUDGEON)) visible_message("[user] has hit [src] with [W]!") /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 I.attack(src, user) /mob/living/proc/attacked_by(obj/item/I, mob/living/user, def_zone) apply_damage(I.force, I.damtype, def_zone) if(I.damtype == "brute") if(prob(33) && I.force) var/turf/location = src.loc if(istype(location, /turf/simulated)) location.add_blood_floor(src) var/message_verb = "" if(I.attack_verb && I.attack_verb.len) message_verb = "[pick(I.attack_verb)]" else if(I.force) message_verb = "attacked" var/attack_message = "[src] has been [message_verb] with [I]." if(user) user.do_attack_animation(src) if(user in viewers(src, null)) attack_message = "[user] has [message_verb] [src] with [I]!" if(message_verb) visible_message("[attack_message]", "[attack_message]") /mob/living/simple_animal/attacked_by(var/obj/item/I, var/mob/living/user) 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) ..() else visible_message("[I] bounces harmlessly off of [src].",\ "[I] bounces harmlessly off of [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(src.force && src.w_class) return Clamp((src.force + src.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 if(!src.force && src.w_class) return Clamp(src.w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100 /obj/item/proc/attack(mob/living/M, mob/living/user, def_zone) if (!istype(M)) // not sure if this is the right thing... return if (hitsound && force > 0) //If an item's hitsound is defined and the item's force is greater than zero... playsound(loc, hitsound, get_clamped_volume(), 1, -1) //...play the item's hitsound at get_clamped_volume() with varying frequency and -1 extra range. else if (force == 0)//Otherwise, if the item's force is zero... playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1)//...play tap.ogg at get_clamped_volume() ///////////////////////// user.lastattacked = M M.lastattacker = user //spawn(1800) // this wont work right // M.lastattacker = null ///////////////////////// M.attacked_by(src, user, def_zone) add_logs(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])") add_fingerprint(user) return 1