Files
Bubberstation/code/game/objects/effects/effects.dm
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00

67 lines
1.9 KiB
Plaintext

//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)
if(SEND_SIGNAL(weapon, COMSIG_ITEM_ATTACK_EFFECT, src, user, 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