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Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous. There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this. Hi codeowners! Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
293 lines
11 KiB
Plaintext
293 lines
11 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 TRUE, 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))
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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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return afterattack(target, user, TRUE, params)
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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)
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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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/**
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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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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/W - 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/W, mob/user, params)
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if(SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY, W, 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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return SECONDARY_ATTACK_CALL_NORMAL
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/obj/attackby(obj/item/I, mob/living/user, params)
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return ..() || ((obj_flags & CAN_BE_HIT) && I.attack_obj(src, user))
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/mob/living/attackby(obj/item/I, mob/living/user, params)
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if(..())
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return TRUE
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user.changeNext_move(CLICK_CD_MELEE)
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return I.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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user.changeNext_move(CLICK_CD_MELEE)
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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/M - 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/M, mob/living/user, params)
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var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, 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, M, user, params)
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if(item_flags & NOBLUDGEON)
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return
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if(force && HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
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return
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if(item_flags & EYE_STAB && user.zone_selected == BODY_ZONE_PRECISE_EYES)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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M = user
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if(eyestab(M,user))
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return
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if(!force)
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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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M.lastattacker = user.real_name
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M.lastattackerckey = user.ckey
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if(force && M == 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(M)
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M.attacked_by(src, user)
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log_combat(user, M, "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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return SECONDARY_ATTACK_CALL_NORMAL
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/// The equivalent of the standard version of [/obj/item/proc/attack] but for object targets.
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/obj/item/proc/attack_obj(obj/O, mob/living/user)
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_OBJ, O, 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(CLICK_CD_MELEE)
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user.do_attack_animation(O)
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O.attacked_by(src, user)
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/// Called from [/obj/item/proc/attack_obj] and [/obj/item/proc/attack] if the attack succeeds
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/atom/movable/proc/attacked_by()
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return
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/obj/attacked_by(obj/item/I, mob/living/user)
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if(I.force)
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user.visible_message("<span class='danger'>[user] hits [src] with [I]!</span>", \
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"<span class='danger'>You hit [src] with [I]!</span>", null, COMBAT_MESSAGE_RANGE)
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//only witnesses close by and the victim see a hit message.
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log_combat(user, src, "attacked", I)
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take_damage(I.force, I.damtype, MELEE, 1)
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/mob/living/attacked_by(obj/item/I, mob/living/user)
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send_item_attack_message(I, user)
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if(I.force)
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apply_damage(I.force, I.damtype)
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if(I.damtype == BRUTE)
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if(prob(33))
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I.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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/**
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* Last proc in the [/obj/item/proc/melee_attack_chain]
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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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SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters)
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SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters)
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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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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 = "You're [message_verb_continuous][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 class='danger'>[attack_message_spectator]</span>",\
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"<span class='userdanger'>[attack_message_victim]</span>", null, COMBAT_MESSAGE_RANGE, user)
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to_chat(user, "<span class='danger'>[attack_message_attacker]</span>")
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return 1
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