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* Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells (#68238) expands elements that register COMSIG_PROJECTILE_ON_HIT * Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
54 lines
1.9 KiB
Plaintext
54 lines
1.9 KiB
Plaintext
/**
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* Heals the user (if attached to an item) or the mob itself (if attached to a hostile simple mob)
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* by a flat amount whenever a successful attack is performed against another living mob.
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*/
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/datum/element/lifesteal
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element_flags = ELEMENT_DETACH|ELEMENT_BESPOKE
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id_arg_index = 2
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/// heals a constant amount every time a hit occurs
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var/flat_heal
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var/static/list/damage_heal_order = list(BRUTE, BURN, OXY)
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/datum/element/lifesteal/Attach(datum/target, flat_heal)
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. = ..()
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if(ismachinery(target) || isstructure(target) || isgun(target) || isprojectilespell(target))
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RegisterSignal(target, COMSIG_PROJECTILE_ON_HIT, .proc/projectile_hit)
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else if(isitem(target))
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RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, .proc/item_afterattack)
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else if(ishostile(target))
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RegisterSignal(target, COMSIG_HOSTILE_POST_ATTACKINGTARGET, .proc/hostile_attackingtarget)
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else
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return ELEMENT_INCOMPATIBLE
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src.flat_heal = flat_heal
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/datum/element/lifesteal/Detach(datum/source)
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UnregisterSignal(source, list(COMSIG_PROJECTILE_ON_HIT, COMSIG_ITEM_AFTERATTACK, COMSIG_HOSTILE_POST_ATTACKINGTARGET))
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return ..()
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/datum/element/lifesteal/proc/item_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
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SIGNAL_HANDLER
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if(!proximity_flag)
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return
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do_lifesteal(user, target)
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/datum/element/lifesteal/proc/hostile_attackingtarget(mob/living/simple_animal/hostile/attacker, atom/target, success)
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SIGNAL_HANDLER
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if(!success)
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return
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do_lifesteal(attacker, target)
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/datum/element/lifesteal/proc/projectile_hit(datum/fired_from, atom/movable/firer, atom/target, Angle)
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SIGNAL_HANDLER
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do_lifesteal(firer, target)
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/datum/element/lifesteal/proc/do_lifesteal(atom/heal_target, atom/damage_target)
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if(isliving(heal_target) && isliving(damage_target))
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var/mob/living/healing = heal_target
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var/mob/living/damaging = damage_target
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if(damaging.stat != DEAD)
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healing.heal_ordered_damage(flat_heal, damage_heal_order)
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