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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. Improving old code. And I want to be able to pet mobroaches while holding them too. 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
59 lines
2.6 KiB
Plaintext
59 lines
2.6 KiB
Plaintext
/**
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* ### envenomable caseless element!
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*
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* Non bespoke element (1 in existence) that lets caseless bullets be dippable.
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* When you fire the bullet, it will gain venomous. The casing itself isn't venomous to prevent bullshit
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*/
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/datum/element/envenomable_casing
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// how much reagent can you dip the caseless in?
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var/amount_allowed
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/datum/element/envenomable_casing/Attach(datum/target, amount_allowed = 5)
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. = ..()
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if(!isammocasing(target))
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return ELEMENT_INCOMPATIBLE
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src.amount_allowed = amount_allowed
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RegisterSignal(target, COMSIG_ITEM_INTERACTING_WITH_ATOM, PROC_REF(handle_interaction))
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RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine_before_dip))
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/datum/element/envenomable_casing/Detach(datum/target)
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. = ..()
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UnregisterSignal(target, list(COMSIG_ITEM_INTERACTING_WITH_ATOM, COMSIG_ATOM_EXAMINE))
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///signal called on the parent attacking an item
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/datum/element/envenomable_casing/proc/handle_interaction(obj/item/ammo_casing/casing, mob/user, atom/target, list/modifiers)
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SIGNAL_HANDLER
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if(!is_reagent_container(target))
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return NONE
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var/obj/item/reagent_containers/venom_container = target
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if(!casing.loaded_projectile)
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user.balloon_alert(user, "casing is already spent!")
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return ITEM_INTERACT_BLOCKING
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if(!(venom_container.reagent_flags & OPENCONTAINER))
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user.balloon_alert(user, "open the container!")
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return ITEM_INTERACT_BLOCKING
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var/datum/reagent/venom_applied = venom_container.reagents.get_master_reagent()
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if(!venom_applied)
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return ITEM_INTERACT_BLOCKING
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var/amount_applied = min(venom_applied.volume, amount_allowed)
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casing.loaded_projectile.AddElement(/datum/element/venomous, venom_applied.type, amount_applied)
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to_chat(user, span_notice("You coat [casing] in [venom_applied]."))
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venom_container.reagents.remove_reagent(venom_applied.type, amount_applied)
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///stops further poison application
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UnregisterSignal(casing, COMSIG_ITEM_INTERACTING_WITH_ATOM)
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RegisterSignal(casing, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine_after_dip), override = TRUE)
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return ITEM_INTERACT_SUCCESS
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///signal called on parent being examined while not coated
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/datum/element/envenomable_casing/proc/on_examine_before_dip(obj/item/ammo_casing/casing, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_notice("You can dip it in a chemical to deliver a poisonous kick.")
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///ditto, but after it's been coated
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/datum/element/envenomable_casing/proc/on_examine_after_dip(obj/item/ammo_casing/casing, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_warning("It's coated in some kind of chemical...")
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