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Implements functionality for variable weapon attack and secondary weapon attack speeds. (#72959) ## About The Pull Request The click cooldown after attacking with a weapon can now be controlled with a var. A var can also be set for secondary attack cooldown, if unset it is the same as the weapon's normal attack speed. The two weapons who already had hardcoded mechanics to achieve this effect (see: The Stinger, Hyper Frequency Blade) have been converted to this system. ## Why It's Good For The Game Future varying of weapon qualities and admin shenanigans. ## Changelog 🆑 code: Greater support for variability in weapon attack speed admin: Admins are now able to grief you by hitting you with a toolbox 10 times in one second. /🆑 Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
357 lines
15 KiB
Plaintext
357 lines
15 KiB
Plaintext
/**
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* This is the proc that handles the order of an item_attack.
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*
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* The order of procs called is:
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* * [/atom/proc/tool_act] on the target. If it returns TOOL_ACT_TOOLTYPE_SUCCESS or TOOL_ACT_SIGNAL_BLOCKING, the chain will be stopped.
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* * [/obj/item/proc/pre_attack] on src. If this returns TRUE, the chain will be stopped.
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* * [/atom/proc/attackby] on the target. If it returns TRUE, the chain will be stopped.
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* * [/obj/item/proc/afterattack]. The return value does not matter.
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*/
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/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
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var/is_right_clicking = LAZYACCESS(params2list(params), RIGHT_CLICK)
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if(tool_behaviour && (target.tool_act(user, src, tool_behaviour, is_right_clicking) & TOOL_ACT_MELEE_CHAIN_BLOCKING))
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return TRUE
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var/pre_attack_result
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if (is_right_clicking)
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switch (pre_attack_secondary(target, user, params))
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if (SECONDARY_ATTACK_CALL_NORMAL)
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pre_attack_result = pre_attack(target, user, params)
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if (SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return TRUE
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if (SECONDARY_ATTACK_CONTINUE_CHAIN)
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// Normal behavior
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else
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CRASH("pre_attack_secondary must return an SECONDARY_ATTACK_* define, please consult code/__DEFINES/combat.dm")
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else
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pre_attack_result = pre_attack(target, user, params)
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if(pre_attack_result)
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return TRUE
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var/attackby_result
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if (is_right_clicking)
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switch (target.attackby_secondary(src, user, params))
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if (SECONDARY_ATTACK_CALL_NORMAL)
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attackby_result = target.attackby(src, user, params)
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if (SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return TRUE
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if (SECONDARY_ATTACK_CONTINUE_CHAIN)
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// Normal behavior
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else
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CRASH("attackby_secondary must return an SECONDARY_ATTACK_* define, please consult code/__DEFINES/combat.dm")
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else
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attackby_result = target.attackby(src, user, params)
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if (attackby_result)
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return TRUE
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if(QDELETED(src) || QDELETED(target))
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attack_qdeleted(target, user, TRUE, params)
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return TRUE
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if (is_right_clicking)
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var/after_attack_secondary_result = afterattack_secondary(target, user, TRUE, params)
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// There's no chain left to continue at this point, so CANCEL_ATTACK_CHAIN and CONTINUE_CHAIN are functionally the same.
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if (after_attack_secondary_result == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || after_attack_secondary_result == SECONDARY_ATTACK_CONTINUE_CHAIN)
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return TRUE
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var/afterattack_result = afterattack(target, user, TRUE, params)
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if (!(afterattack_result & AFTERATTACK_PROCESSED_ITEM) && isitem(target))
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if (isnull(user.get_inactive_held_item()))
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SStutorials.suggest_tutorial(user, /datum/tutorial/switch_hands, params2list(params))
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else
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SStutorials.suggest_tutorial(user, /datum/tutorial/drop, params2list(params))
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return afterattack_result & TRUE //this is really stupid but its needed because afterattack can return TRUE | FLAGS.
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/// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
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/obj/item/proc/attack_self(mob/user, modifiers)
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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interact(user)
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/// Called when the item is in the active hand, and right-clicked. Intended for alternate or opposite functions, such as lowering reagent transfer amount. At the moment, there is no verb or hotkey.
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/obj/item/proc/attack_self_secondary(mob/user, modifiers)
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF_SECONDARY, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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/**
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* Called on the item before it hits something
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*
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* Arguments:
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* * atom/A - The atom about to be hit
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* * mob/living/user - The mob doing the htting
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* * params - click params such as alt/shift etc
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*
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* See: [/obj/item/proc/melee_attack_chain]
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*/
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/obj/item/proc/pre_attack(atom/A, mob/living/user, params) //do stuff before attackby!
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if(SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK, A, user, params) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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return FALSE //return TRUE to avoid calling attackby after this proc does stuff
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/**
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* Called on the item before it hits something, when right clicking.
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*
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* Arguments:
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* * atom/target - The atom about to be hit
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* * mob/living/user - The mob doing the htting
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* * params - click params such as alt/shift etc
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*
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* See: [/obj/item/proc/melee_attack_chain]
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*/
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/obj/item/proc/pre_attack_secondary(atom/target, mob/living/user, params)
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var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK_SECONDARY, target, user, params)
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if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CONTINUE_CHAIN
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return SECONDARY_ATTACK_CALL_NORMAL
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/**
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* Called on an object being hit by an item
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*
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* Arguments:
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* * obj/item/attacking_item - The item hitting this atom
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* * mob/user - The wielder of this item
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* * params - click params such as alt/shift etc
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*
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* See: [/obj/item/proc/melee_attack_chain]
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*/
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/atom/proc/attackby(obj/item/attacking_item, mob/user, params)
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if(SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY, attacking_item, user, params) & COMPONENT_NO_AFTERATTACK)
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return TRUE
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return FALSE
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/**
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* Called on an object being right-clicked on by an item
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*
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* Arguments:
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* * obj/item/weapon - The item hitting this atom
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* * mob/user - The wielder of this item
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* * params - click params such as alt/shift etc
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*
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* See: [/obj/item/proc/melee_attack_chain]
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*/
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/atom/proc/attackby_secondary(obj/item/weapon, mob/user, params)
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var/signal_result = SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY_SECONDARY, weapon, user, params)
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if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CONTINUE_CHAIN
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return SECONDARY_ATTACK_CALL_NORMAL
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/obj/attackby(obj/item/attacking_item, mob/user, params)
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return ..() || ((obj_flags & CAN_BE_HIT) && attacking_item.attack_atom(src, user, params))
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/mob/living/attackby(obj/item/attacking_item, mob/living/user, params)
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if(..())
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return TRUE
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user.changeNext_move(attacking_item.attack_speed)
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return attacking_item.attack(src, user, params)
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/mob/living/attackby_secondary(obj/item/weapon, mob/living/user, params)
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var/result = weapon.attack_secondary(src, user, params)
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// Normal attackby updates click cooldown, so we have to make up for it
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if (result != SECONDARY_ATTACK_CALL_NORMAL)
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if(weapon.secondary_attack_speed)
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user.changeNext_move(weapon.secondary_attack_speed)
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else
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user.changeNext_move(weapon.attack_speed)
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return result
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/**
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* Called from [/mob/living/proc/attackby]
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*
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* Arguments:
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* * mob/living/target_mob - The mob being hit by this item
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* * mob/living/user - The mob hitting with this item
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* * params - Click params of this attack
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*/
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/obj/item/proc/attack(mob/living/target_mob, mob/living/user, params)
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var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, target_mob, user, params)
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if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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if(signal_return & COMPONENT_SKIP_ATTACK)
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return
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SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, target_mob, user, params)
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if(item_flags & NOBLUDGEON)
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return
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if(damtype != STAMINA && force && HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, span_warning("You don't want to harm other living beings!"))
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return
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if(!force && !HAS_TRAIT(src, TRAIT_CUSTOM_TAP_SOUND))
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playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), TRUE, -1)
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else if(hitsound)
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playsound(loc, hitsound, get_clamped_volume(), TRUE, extrarange = stealthy_audio ? SILENCED_SOUND_EXTRARANGE : -1, falloff_distance = 0)
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target_mob.lastattacker = user.real_name
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target_mob.lastattackerckey = user.ckey
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if(force && target_mob == user && user.client)
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user.client.give_award(/datum/award/achievement/misc/selfouch, user)
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user.do_attack_animation(target_mob)
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target_mob.attacked_by(src, user)
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log_combat(user, target_mob, "attacked", src.name, "(COMBAT MODE: [uppertext(user.combat_mode)]) (DAMTYPE: [uppertext(damtype)])")
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add_fingerprint(user)
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/// The equivalent of [/obj/item/proc/attack] but for alternate attacks, AKA right clicking
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/obj/item/proc/attack_secondary(mob/living/victim, mob/living/user, params)
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var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SECONDARY, victim, user, params)
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if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CONTINUE_CHAIN
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return SECONDARY_ATTACK_CALL_NORMAL
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/// The equivalent of the standard version of [/obj/item/proc/attack] but for non mob targets.
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/obj/item/proc/attack_atom(atom/attacked_atom, mob/living/user, params)
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_OBJ, attacked_atom, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return
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if(item_flags & NOBLUDGEON)
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return
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user.changeNext_move(attack_speed)
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user.do_attack_animation(attacked_atom)
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attacked_atom.attacked_by(src, user)
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/// Called from [/obj/item/proc/attack_atom] and [/obj/item/proc/attack] if the attack succeeds
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/atom/proc/attacked_by(obj/item/attacking_item, mob/living/user)
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if(!uses_integrity)
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CRASH("attacked_by() was called on an object that doesnt use integrity!")
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if(!attacking_item.force)
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return
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var/damage = take_damage(attacking_item.force, attacking_item.damtype, MELEE, 1)
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//only witnesses close by and the victim see a hit message.
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user.visible_message(span_danger("[user] hits [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), \
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span_danger("You hit [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), null, COMBAT_MESSAGE_RANGE)
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log_combat(user, src, "attacked", attacking_item)
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/area/attacked_by(obj/item/attacking_item, mob/living/user)
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CRASH("areas are NOT supposed to have attacked_by() called on them!")
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/mob/living/attacked_by(obj/item/attacking_item, mob/living/user)
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send_item_attack_message(attacking_item, user)
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if(!attacking_item.force)
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return FALSE
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var/damage = attacking_item.force
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if(mob_biotypes & MOB_ROBOTIC)
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damage *= attacking_item.demolition_mod
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apply_damage(damage, attacking_item.damtype)
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if(attacking_item.damtype == BRUTE && prob(33))
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attacking_item.add_mob_blood(src)
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var/turf/location = get_turf(src)
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add_splatter_floor(location)
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if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
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user.add_mob_blood(src)
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return TRUE //successful attack
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/mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user)
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if(!attack_threshold_check(I.force, I.damtype, MELEE, FALSE))
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playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), TRUE, -1)
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else
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return ..()
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/mob/living/basic/attacked_by(obj/item/I, mob/living/user)
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if(!attack_threshold_check(I.force, I.damtype, MELEE, FALSE))
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playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), TRUE, -1)
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else
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return ..()
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/**
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* Last proc in the [/obj/item/proc/melee_attack_chain].
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* Returns a bitfield containing AFTERATTACK_PROCESSED_ITEM if the user is likely intending to use this item on another item.
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* Some consumers currently return TRUE to mean "processed". These are not consistent and should be taken with a grain of salt.
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*
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* Arguments:
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* * atom/target - The thing that was hit
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* * mob/user - The mob doing the hitting
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* * proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.
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* * click_parameters - is the params string from byond [/atom/proc/Click] code, see that documentation.
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*/
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/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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. = NONE
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. |= SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters)
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SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK, target, src, proximity_flag, click_parameters)
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SEND_SIGNAL(target, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, proximity_flag, click_parameters)
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return .
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/**
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* Called at the end of the attack chain if the user right-clicked.
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*
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* Arguments:
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* * atom/target - The thing that was hit
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* * mob/user - The mob doing the hitting
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* * proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.
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* * click_parameters - is the params string from byond [/atom/proc/Click] code, see that documentation.
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*/
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/obj/item/proc/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters)
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var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK_SECONDARY, target, user, proximity_flag, click_parameters)
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SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK_SECONDARY, target, src, proximity_flag, click_parameters)
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if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CONTINUE_CHAIN
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return SECONDARY_ATTACK_CALL_NORMAL
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/// Called if the target gets deleted by our attack
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/obj/item/proc/attack_qdeleted(atom/target, mob/user, proximity_flag, click_parameters)
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SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_QDELETED, target, user, proximity_flag, click_parameters)
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SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK_QDELETED, target, user, proximity_flag, click_parameters)
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/obj/item/proc/get_clamped_volume()
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if(w_class)
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if(force)
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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
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else
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return clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
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/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area, obj/item/bodypart/hit_bodypart)
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if(!I.force && !length(I.attack_verb_simple) && !length(I.attack_verb_continuous))
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return
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var/message_verb_continuous = length(I.attack_verb_continuous) ? "[pick(I.attack_verb_continuous)]" : "attacks"
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var/message_verb_simple = length(I.attack_verb_simple) ? "[pick(I.attack_verb_simple)]" : "attack"
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var/message_hit_area = ""
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if(hit_area)
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message_hit_area = " in the [hit_area]"
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var/attack_message_spectator = "[src] [message_verb_continuous][message_hit_area] with [I]!"
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var/attack_message_victim = "Something [message_verb_continuous] you[message_hit_area] with [I]!"
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var/attack_message_attacker = "You [message_verb_simple] [src][message_hit_area] with [I]!"
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if(user in viewers(src, null))
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attack_message_spectator = "[user] [message_verb_continuous] [src][message_hit_area] with [I]!"
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attack_message_victim = "[user] [message_verb_continuous] you[message_hit_area] with [I]!"
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if(user == src)
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attack_message_victim = "You [message_verb_simple] yourself[message_hit_area] with [I]."
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visible_message(span_danger("[attack_message_spectator]"),\
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span_userdanger("[attack_message_victim]"), null, COMBAT_MESSAGE_RANGE, user)
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if(is_blind())
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to_chat(src, span_danger("Someone hits you[message_hit_area]!"))
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to_chat(user, span_danger("[attack_message_attacker]"))
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return 1
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