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## About The Pull Request 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). ## Changelog 🆑 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) /🆑
140 lines
3.6 KiB
Plaintext
140 lines
3.6 KiB
Plaintext
//GUNCASES//
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/obj/structure/guncase
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name = "gun locker"
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desc = "A locker that holds guns."
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icon = 'icons/obj/storage/closet.dmi'
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icon_state = "shotguncase"
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anchored = FALSE
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density = TRUE
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opacity = FALSE
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var/case_type = ""
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var/gun_category = /obj/item/gun
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var/open = TRUE
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var/capacity = 4
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/obj/structure/guncase/Initialize(mapload)
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. = ..()
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if(mapload)
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for(var/obj/item/I in loc.contents)
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if(istype(I, gun_category))
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I.forceMove(src)
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if(contents.len >= capacity)
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break
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update_appearance()
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/obj/structure/guncase/update_overlays()
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. = ..()
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if(case_type && LAZYLEN(contents))
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var/mutable_appearance/gun_overlay = mutable_appearance(icon, case_type)
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for(var/i in 1 to contents.len)
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gun_overlay.pixel_w = 3 * (i - 1)
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. += new /mutable_appearance(gun_overlay)
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. += "[icon_state]_[open ? "open" : "door"]"
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/obj/structure/guncase/attackby(obj/item/I, mob/living/user, list/modifiers, list/attack_modifiers)
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if(iscyborg(user) || isalien(user))
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return
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if(istype(I, gun_category) && open)
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if(LAZYLEN(contents) < capacity)
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if(!user.transferItemToLoc(I, src))
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return
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to_chat(user, span_notice("You place [I] in [src]."))
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update_appearance()
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else
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to_chat(user, span_warning("[src] is full."))
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return
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else if(!user.combat_mode)
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open = !open
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update_appearance()
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else
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return ..()
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/obj/structure/guncase/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(iscyborg(user) || isalien(user))
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return
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if(contents.len && open)
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show_menu(user)
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else
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open = !open
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update_appearance()
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/**
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* show_menu: Shows a radial menu to a user consisting of an available weaponry for taking
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*
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* Arguments:
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* * user The mob to which we are showing the radial menu
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*/
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/obj/structure/guncase/proc/show_menu(mob/user)
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if(!LAZYLEN(contents))
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return
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var/list/display_names = list()
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var/list/items = list()
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for(var/i in 1 to length(contents))
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var/obj/item/thing = contents[i]
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display_names["[thing.name] ([i])"] = REF(thing)
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var/image/item_image = image(icon = thing.icon, icon_state = thing.icon_state)
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if(length(thing.overlays))
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item_image.copy_overlays(thing)
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items += list("[thing.name] ([i])" = item_image)
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var/pick = show_radial_menu(user, src, items, custom_check = CALLBACK(src, PROC_REF(check_menu), user), radius = 36, require_near = TRUE)
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if(!pick)
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return
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var/weapon_reference = display_names[pick]
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var/obj/item/weapon = locate(weapon_reference) in contents
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if(!istype(weapon))
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return
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if(!user.put_in_hands(weapon))
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weapon.forceMove(get_turf(src))
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/**
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* check_menu: Checks if we are allowed to interact with a radial menu
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*
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* Arguments:
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* * user The mob interacting with a menu
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*/
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/obj/structure/guncase/proc/check_menu(mob/living/carbon/human/user)
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if(!open)
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return FALSE
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if(!istype(user))
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return FALSE
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if(user.incapacitated)
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return FALSE
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return TRUE
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/obj/structure/guncase/Exited(atom/movable/gone, direction)
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. = ..()
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update_appearance()
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/obj/structure/guncase/contents_explosion(severity, target)
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switch(severity)
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if(EXPLODE_DEVASTATE)
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SSexplosions.high_mov_atom += contents
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if(EXPLODE_HEAVY)
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SSexplosions.med_mov_atom += contents
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if(EXPLODE_LIGHT)
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SSexplosions.low_mov_atom += contents
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/obj/structure/guncase/shotgun
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name = "shotgun locker"
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desc = "A locker that holds shotguns."
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case_type = "shotgun"
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gun_category = /obj/item/gun/ballistic/shotgun
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/obj/structure/guncase/ecase
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name = "energy gun locker"
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desc = "A locker that holds energy guns."
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case_type = "egun"
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gun_category = /obj/item/gun/energy/e_gun
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/obj/structure/guncase/wt550
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name = "WT-550 gun locker"
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desc = "A locker that holds WT-550 rifles."
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case_type = "wt550"
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