// Generic damage proc (slimes and monkeys). /atom/proc/attack_generic(mob/user as mob) return 0 /* Humans: Adds an exception for gloves, to allow special glove types like the ninja ones. Otherwise pretty standard. */ /mob/living/carbon/human/UnarmedAttack(var/atom/A, var/proximity) if(!..()) return // Special glove functions: // If the gloves do anything, have them return 1 to stop // normal attack_hand() here. var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines if(istype(G) && G.Touch(A,1)) return A.attack_hand(src) /atom/proc/attack_hand(mob/user as mob) return /mob/living/carbon/human/RestrainedClickOn(var/atom/A) return /mob/living/carbon/human/RangedAttack(var/atom/A) if(!gloves && !mutations.len) return var/obj/item/clothing/gloves/G = gloves if((LASER in mutations) && a_intent == I_HURT) LaserEyes(A) // moved into a proc below else if(istype(G) && G.Touch(A,0)) // for magic gloves return else if(TK in mutations) switch(get_dist(src,A)) if(1 to 5) // not adjacent may mean blocked by window next_move += 2 if(5 to 7) next_move += 5 if(8 to 15) next_move += 10 if(16 to 128) return A.attack_tk(src) /mob/living/RestrainedClickOn(var/atom/A) return /* Aliens */ /mob/living/carbon/alien/RestrainedClickOn(var/atom/A) return /mob/living/carbon/alien/UnarmedAttack(var/atom/A, var/proximity) if(!..()) return 0 A.attack_generic(src,rand(5,6),"bitten") /* Slimes Nothing happening here */ /mob/living/carbon/slime/RestrainedClickOn(var/atom/A) return /mob/living/carbon/slime/UnarmedAttack(var/atom/A, var/proximity) if(!..()) return // Eating if(Victim) if (Victim == A) Feedstop() return var/mob/living/M = A if (istype(M)) switch(src.a_intent) if (I_HELP) // We just poke the other M.visible_message("[src] gently pokes [M]!", "[src] gently pokes you!") if (I_DISARM) // We stun the target, with the intention to feed var/stunprob = 1 var/power = max(0, min(10, (powerlevel + rand(0, 3)))) if (powerlevel > 0 && !istype(A, /mob/living/carbon/slime)) if(ishuman(M)) var/mob/living/carbon/human/H = M if(H.species.flags & IS_SYNTHETIC) return stunprob *= H.species.siemens_coefficient switch(power * 10) if(0) stunprob *= 10 if(1 to 2) stunprob *= 20 if(3 to 4) stunprob *= 30 if(5 to 6) stunprob *= 40 if(7 to 8) stunprob *= 60 if(9) stunprob *= 70 if(10) stunprob *= 95 if(prob(stunprob)) powerlevel = max(0, powerlevel-3) M.visible_message("[src] has shocked [M]!", "[src] has shocked you!") M.Weaken(power) M.Stun(power) M.stuttering = max(M.stuttering, power) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, M) s.start() if(prob(stunprob) && powerlevel >= 8) M.adjustFireLoss(powerlevel * rand(6,10)) else if(prob(40)) M.visible_message("[src] has pounced at [M]!", "[src] has pounced at you!") M.Weaken(power) else M.visible_message("[src] has tried to pounce at [M]!", "[src] has tried to pounce at you!") M.updatehealth() if (I_GRAB) // We feed Wrap(M) if (I_HURT) // Attacking A.attack_generic(src, (is_adult ? rand(20,40) : rand(5,25)), "glomped") else A.attack_generic(src, (is_adult ? rand(20,40) : rand(5,25)), "glomped") // Basic attack. /* New Players: Have no reason to click on anything at all. */ /mob/new_player/ClickOn() return /* Animals */ /mob/living/simple_animal/UnarmedAttack(var/atom/A, var/proximity) if(!..()) return if(melee_damage_upper == 0 && istype(A,/mob/living)) custom_emote(1,"[friendly] [A]!") return var/damage = rand(melee_damage_lower, melee_damage_upper) if(A.attack_generic(src,damage,attacktext,environment_smash) && loc && attack_sound) playsound(loc, attack_sound, 50, 1, 1)