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* Effects no longer runtime on being attacked (#73300) ## About The Pull Request Effects didn;t override generic attack, which caused runtimes when attacked ## Why It's Good For The Game Closes #73295 ## Changelog Signed-off-by: GitHub <noreply@ github.com> * Effects no longer runtime on being attacked --------- Signed-off-by: GitHub <noreply@ github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
66 lines
1.7 KiB
Plaintext
66 lines
1.7 KiB
Plaintext
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//objects in /obj/effect should never be things that are attackable, use obj/structure instead.
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//Effects are mostly temporary visual effects like sparks, smoke, as well as decals, etc...
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/obj/effect
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icon = 'icons/effects/effects.dmi'
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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move_resist = INFINITY
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obj_flags = NONE
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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uses_integrity = FALSE
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/obj/effect/attackby(obj/item/weapon, mob/user, params)
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if(SEND_SIGNAL(weapon, COMSIG_ITEM_ATTACK_EFFECT, src, user, params) & COMPONENT_NO_AFTERATTACK)
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return TRUE
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// I'm not sure why these are snowflaked to early return but they are
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if(istype(weapon, /obj/item/mop) || istype(weapon, /obj/item/soap))
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return
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return ..()
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/obj/effect/attack_generic(mob/user, damage_amount, damage_type, damage_flag, sound_effect, armor_penetration)
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return
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/obj/effect/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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return
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/obj/effect/fire_act(exposed_temperature, exposed_volume)
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return
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/obj/effect/acid_act()
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return FALSE
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/obj/effect/blob_act(obj/structure/blob/B)
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return
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/obj/effect/attack_hulk(mob/living/carbon/human/user)
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return FALSE
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/obj/effect/experience_pressure_difference()
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return
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/obj/effect/ex_act(severity, target)
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return FALSE
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/obj/effect/singularity_act()
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qdel(src)
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///The abstract effect ignores even more effects and is often typechecked for atoms that should truly not be fucked with.
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/obj/effect/abstract
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/obj/effect/abstract/singularity_pull()
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return
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/obj/effect/abstract/singularity_act()
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return
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/obj/effect/abstract/has_gravity(turf/T)
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return FALSE
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/obj/effect/dummy/singularity_pull()
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return
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/obj/effect/dummy/singularity_act()
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return
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