// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
/obj/item/proc/attack_self(mob/user)
return
// No comment
/atom/proc/attackby(obj/item/W, mob/user)
return
/atom/movable/attackby(obj/item/W, mob/user)
if(!(W.flags&NOBLUDGEON))
visible_message("[src] has been hit by [user] with [W].")
/mob/living/attackby(obj/item/I, mob/user)
if(istype(I) && ismob(user))
I.attack(src, user)
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
// Click parameters is the params string from byond Click() code, see that documentation.
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
return
/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if(!istype(M) || (can_operate(M) && do_surgery(M,user,src))) return 0
/////////////////////////
user.lastattacked = M
M.lastattacker = user
user.attack_log += "\[[time_stamp()]\] Attacked [M.name] ([M.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])"
M.attack_log += "\[[time_stamp()]\] Attacked by [user.name] ([user.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])"
msg_admin_attack("[key_name(user)] attacked [key_name(M)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])" )
/////////////////////////
var/power = force
if(HULK in user.mutations)
power *= 2
// TODO: needs to be refactored into a mob/living level attacked_by() proc. ~Z
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
// Handle striking to cripple.
var/dislocation_str
if(user.a_intent == "disarm")
dislocation_str = H.attack_joint(src, user, def_zone)
if(H.attacked_by(src, user, def_zone) && hitsound)
playsound(loc, hitsound, 50, 1, -1)
spawn(1) //ugh I hate this but I don't want to root through human attack procs to print it after this call resolves.
if(dislocation_str) user.visible_message("[dislocation_str]")
return 1
return 0
else
if(attack_verb.len)
user.visible_message("[M] has been [pick(attack_verb)] with [src] by [user]!")
else
user.visible_message("[M] has been attacked with [src] by [user]!")
if (hitsound)
playsound(loc, hitsound, 50, 1, -1)
switch(damtype)
if("brute")
M.take_organ_damage(power)
if(prob(33)) // Added blood for whacking non-humans too
var/turf/simulated/location = get_turf(M)
if(istype(location)) location.add_blood_floor(M)
if("fire")
if (!(COLD_RESISTANCE in M.mutations))
M.take_organ_damage(0, power)
M << "Aargh it burns!"
M.updatehealth()
add_fingerprint(user)
return 1