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Bubberstation/code/game/objects/effects/effects.dm
MrMelbert 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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//objects in /obj/effect should never be things that are attackable, use obj/structure instead.
//Effects are mostly temporary visual effects like sparks, smoke, as well as decals, etc...
/obj/effect
icon = 'icons/effects/effects.dmi'
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
move_resist = INFINITY
obj_flags = NONE
blocks_emissive = EMISSIVE_BLOCK_GENERIC
uses_integrity = FALSE
/obj/effect/attackby(obj/item/weapon, mob/user, list/modifiers, list/attack_modifiers)
if(SEND_SIGNAL(weapon, COMSIG_ITEM_ATTACK_EFFECT, src, user, modifiers, attack_modifiers) & COMPONENT_NO_AFTERATTACK)
return TRUE
// I'm not sure why these are snowflaked to early return but they are
if(istype(weapon, /obj/item/mop) || istype(weapon, /obj/item/soap))
return
return ..()
/obj/effect/attack_generic(mob/user, damage_amount, damage_type, damage_flag, sound_effect, armor_penetration)
return
/obj/effect/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
return
/obj/effect/fire_act(exposed_temperature, exposed_volume)
return
/obj/effect/acid_act()
return FALSE
/obj/effect/blob_act(obj/structure/blob/B)
return
/obj/effect/attack_hulk(mob/living/carbon/human/user)
return FALSE
/obj/effect/experience_pressure_difference()
return
/obj/effect/ex_act(severity, target)
return FALSE
/obj/effect/singularity_act()
qdel(src)
///The abstract effect ignores even more effects and is often typechecked for atoms that should truly not be fucked with.
/obj/effect/abstract
resistance_flags = parent_type::resistance_flags | SHUTTLE_CRUSH_PROOF
/obj/effect/abstract/singularity_pull(atom/singularity, current_size)
return
/obj/effect/abstract/singularity_act()
return
/obj/effect/abstract/has_gravity(turf/gravity_turf)
return FALSE
/obj/effect/dummy/singularity_pull(atom/singularity, current_size)
return
/obj/effect/dummy/singularity_act()
return