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MrMelbertandRoxy bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-22 21:30:07 -04:00

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/*An alternative to exit gateways, signposts send you back to somewhere safe onstation with their semiotic magic.*/
/obj/structure/signpost
icon = 'icons/obj/fluff/general.dmi'
icon_state = "signpost"
anchored = TRUE
density = TRUE
var/question = "Travel back?"
var/list/zlevels
/obj/structure/signpost/Initialize(mapload)
. = ..()
set_light(2)
zlevels = SSmapping.levels_by_trait(ZTRAIT_STATION)
/obj/structure/signpost/interact(mob/user)
. = ..()
if(.)
return
if(tgui_alert(usr,question,name,list("Yes","No")) == "Yes" && Adjacent(user))
var/turf/T = zlevels ? find_safe_turf(zlevels=zlevels) : get_safe_random_station_turf_equal_weight()
if(T)
var/atom/movable/AM = user.pulling
if(AM)
AM.forceMove(T)
user.forceMove(T)
if(AM)
user.start_pulling(AM)
to_chat(user, span_notice("You blink and find yourself in [get_area_name(T)]."))
else
to_chat(user, "Nothing happens. You feel that this is a bad sign.")
/obj/structure/signpost/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
return interact(user)
/obj/structure/signpost/attack_paw(mob/user, list/modifiers)
return interact(user)
/obj/structure/signpost/attack_hulk(mob/user)
return
/obj/structure/signpost/attack_larva(mob/user, list/modifiers)
return interact(user)
/obj/structure/signpost/attack_robot(mob/user)
if (Adjacent(user))
return interact(user)
/obj/structure/signpost/attack_animal(mob/user, list/modifiers)
return interact(user)
/obj/structure/signpost/salvation
name = "\proper salvation"
desc = "In the darkest times, we will find our way home."
resistance_flags = INDESTRUCTIBLE
/obj/structure/signpost/exit
name = "exit"
desc = "Make sure to bring all your belongings with you when you \
exit the area."
question = "Leave? You might never come back."
/obj/structure/signpost/exit/Initialize(mapload)
. = ..()
zlevels = list()
for(var/i in 1 to world.maxz)
zlevels += i
zlevels -= SSmapping.levels_by_trait(ZTRAIT_CENTCOM) // no easy victory, even with meme signposts
// also, could you think of the horror if they ended up in a holodeck
// template or something