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## About The Pull Request - Deletes `spec_unarmedattack` - Deletes `spec_unarmedattacked` - Replaces `COMSIG_HUMAN_EARLY_UNARMED_ATTACK` with `COMSIG_LIVING_EARLY_UNARMED_ATTACK` - Replaces uses of `COMSIG_HUMAN_MELEE_UNARMED_ATTACK` with `COMSIG_LIVING_EARLY_UNARMED_ATTACK` - Fixes(?)(I've never seen this work) / Elementizes Monkey ability to bite while handcuffed - Monkey clever `attack paw` / `attack hand` thing is now handled the same on the human level (via `resolve_unarmed_attack`) ## Why It's Good For The Game Atomized from swing branch. I was really annoyed with these two signals, this kinda unifies the behavior between living and human mobs (they were already quite similar). One thing of note is that this will make dis-coordinated humans use `attack_paw` rather than `attack_hand`, so they'll bite people instead of punching them. I'm not sure if this is what we want, if we wanna tweak that before then I can by all means. ## Changelog 🆑 Melbert refactor: Refactored unarmed attacking mechanisms, this means dis-coordinated humans will now bite people like monkeys (like how coordinated monkeys punch people like humans?) refactor: Dis-coordinated humans smashing up machines now use their hands, rather than their paws /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
34 lines
1.4 KiB
Plaintext
34 lines
1.4 KiB
Plaintext
///Your favourite Jojoke. Used for the gloves of the north star.
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/datum/component/wearertargeting/punchcooldown
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signals = list(COMSIG_LIVING_UNARMED_ATTACK, COMSIG_LIVING_SLAP_MOB)
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mobtype = /mob/living/carbon
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proctype = PROC_REF(reducecooldown)
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valid_slots = list(ITEM_SLOT_GLOVES)
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///The warcry this generates
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var/warcry = "AT"
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/datum/component/wearertargeting/punchcooldown/Initialize()
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. = ..()
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if(. == COMPONENT_INCOMPATIBLE)
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return
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RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, PROC_REF(changewarcry))
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///Called on COMSIG_LIVING_UNARMED_ATTACK. Yells the warcry and and reduces punch cooldown.
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/datum/component/wearertargeting/punchcooldown/proc/reducecooldown(mob/living/carbon/M, atom/target)
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if((M.combat_mode && isliving(target)) || istype(M.get_active_held_item(), /obj/item/hand_item/slapper))
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M.changeNext_move(CLICK_CD_RAPID)
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if(warcry)
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M.say(warcry, ignore_spam = TRUE, forced = "north star warcry")
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///Called on COMSIG_ITEM_ATTACK_SELF. Allows you to change the warcry.
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/datum/component/wearertargeting/punchcooldown/proc/changewarcry(datum/source, mob/user)
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SIGNAL_HANDLER
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INVOKE_ASYNC(src, PROC_REF(do_changewarcry), user)
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/datum/component/wearertargeting/punchcooldown/proc/do_changewarcry(mob/user)
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var/input = tgui_input_text(user, "What do you want your battlecry to be?", "Battle Cry", max_length = 6)
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if(!QDELETED(src) && !QDELETED(user) && !user.Adjacent(parent))
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return
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if(input)
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warcry = input
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