[MIRROR] Unarmed Attack Fixes (#10111)

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2025-02-08 16:04:03 -07:00
committed by GitHub
parent 626aa639b6
commit 2894f64c83
6 changed files with 55 additions and 40 deletions

View File

@@ -79,19 +79,24 @@
var/obj/mecha/M = loc
return M.click_action(A, src, params)
/// So, this entire restrained check pretty much tells the rest of the code below you are restrained.
/// Primarily, this is just so you can do unarmed attacks while restrained (bites)
/// However, if you wanted to add some special interaction to objects or anything OTHER than mobs, use 'RestrainedClickOn' instead
/// If you want some interesting restrained interaction HERE, add it here.
var/currently_restrained = FALSE
if(restrained())
setClickCooldown(10)
RestrainedClickOn(A)
return 1
currently_restrained = TRUE
if(in_throw_mode && (isturf(A) || isturf(A.loc)) && throw_item(A))
if(!currently_restrained && in_throw_mode && (isturf(A) || isturf(A.loc)) && throw_item(A))
trigger_aiming(TARGET_CAN_CLICK)
throw_mode_off()
return TRUE
var/obj/item/W = get_active_hand()
if(W == A) // Handle attack_self
if(!currently_restrained && W == A) // Handle attack_self
W.attack_self(src)
trigger_aiming(TARGET_CAN_CLICK)
update_inv_active_hand(0)
@@ -100,7 +105,7 @@
//Atoms on your person
// A is your location but is not a turf; or is on you (backpack); or is on something on you (box in backpack); sdepth is needed here because contents depth does not equate inventory storage depth.
var/sdepth = A.storage_depth(src)
if((!isturf(A) && A == loc) || (sdepth <= MAX_STORAGE_REACH)) // CHOMPedit: Boxes can be interacted with inside of larger inventories.
if(!currently_restrained && ((!isturf(A) && A == loc) || (sdepth <= MAX_STORAGE_REACH))) // CHOMPedit: Boxes can be interacted with inside of larger inventories.
if(W)
var/resolved = W.resolve_attackby(A, src, click_parameters = params)
if(!resolved && A && W)
@@ -114,7 +119,7 @@
return 1
// VOREStation Addition Start: inbelly item interaction
if(isbelly(loc) && (loc == A.loc))
if(!currently_restrained && isbelly(loc) && (loc == A.loc))
if(W)
var/resolved = W.resolve_attackby(A,src)
if(!resolved && A && W)
@@ -133,25 +138,32 @@
// A is a turf or is on a turf, or in something on a turf (pen in a box); but not something in something on a turf (pen in a box in a backpack)
sdepth = A.storage_depth_turf()
if(isturf(A) || isturf(A.loc) || (sdepth <= MAX_STORAGE_REACH)) // CHOMPedit: Storage reach depth.
if(A.Adjacent(src) || (W && W.attack_can_reach(src, A, W.reach)) ) // see adjacent.dm
if(W)
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
var/resolved = W.resolve_attackby(A,src, click_parameters = params)
if(!resolved && A && W)
W.afterattack(A, src, 1, params) // 1: clicking something Adjacent
else
if(ismob(A)) // No instant mob attacking
setClickCooldown(get_attack_speed())
if(currently_restrained)
if(ismob(A) && A.Adjacent(src)) //We are RESTRAINED (handcuffed or otherwise) and ADJACENT
setClickCooldown(get_attack_speed())
UnarmedAttack(A, 1)
trigger_aiming(TARGET_CAN_CLICK)
return
else // non-adjacent click
if(W)
W.afterattack(A, src, 0, params) // 0: not Adjacent
else
RangedAttack(A, params)
trigger_aiming(TARGET_CAN_CLICK)
return
else
if(!currently_restrained && A.Adjacent(src) || (W && W.attack_can_reach(src, A, W.reach)) ) // see adjacent.dm
if(W && !restrained())
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
var/resolved = W.resolve_attackby(A,src, click_parameters = params)
if(!resolved && A && W)
W.afterattack(A, src, 1, params) // 1: clicking something Adjacent
else
if(ismob(A)) // No instant mob attacking
setClickCooldown(get_attack_speed())
UnarmedAttack(A, 1)
trigger_aiming(TARGET_CAN_CLICK)
return
else // non-adjacent click
if(W)
W.afterattack(A, src, 0, params) // 0: not Adjacent
else
RangedAttack(A, params)
trigger_aiming(TARGET_CAN_CLICK)
trigger_aiming(TARGET_CAN_CLICK)
return 1
/mob/proc/setClickCooldown(var/timeout)