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88 lines
3.6 KiB
Plaintext
88 lines
3.6 KiB
Plaintext
/*
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=== Item Click Call Sequences ===
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These are the default click code call sequences used when clicking on stuff with an item.
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Atoms:
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mob/ClickOn() calls the item's resolve_attackby() proc.
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item/resolve_attackby() calls the target atom's attackby() proc.
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Mobs:
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mob/living/attackby() after checking for surgery, calls the item's attack() proc.
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item/attack() generates attack logs, sets click cooldown and calls the mob's attacked_with_item() proc. If you override this, consider whether you need to set a click cooldown, play attack animations, and generate logs yourself.
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mob/attacked_with_item() should then do mob-type specific stuff (like determining hit/miss, handling shields, etc) and then possibly call the item's apply_hit_effect() proc to actually apply the effects of being hit.
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Item Hit Effects:
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item/apply_hit_effect() can be overriden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to
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avoid code duplication. This includes items that may sometimes act as a standard weapon in addition to having other effects (e.g. stunbatons on harm intent).
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*/
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// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
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/obj/item/proc/attack_self(mob/user)
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return
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//I would prefer to rename this to attack(), but that would involve touching hundreds of files.
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/obj/item/proc/resolve_attackby(atom/A, mob/user)
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add_fingerprint(user)
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return A.attackby(src, user)
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// No comment
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/atom/proc/attackby(obj/item/W, mob/user)
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return
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/atom/movable/attackby(obj/item/W, mob/user)
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if(!(W.flags & NOBLUDGEON))
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visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
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/mob/living/attackby(obj/item/I, mob/user)
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if(!ismob(user))
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return 0
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if(can_operate(src) && I.do_surgery(src,user)) //Surgery
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return 1
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return I.attack(src, user, user.zone_sel.selecting)
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// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
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// Click parameters is the params string from byond Click() code, see that documentation.
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/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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return
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//I would prefer to rename this attack_as_weapon(), but that would involve touching hundreds of files.
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/obj/item/proc/attack(mob/living/M, mob/living/user, var/target_zone)
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if(!force || (flags & NOBLUDGEON))
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return 0
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if(M == user && user.a_intent != I_HURT)
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return 0
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/////////////////////////
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user.lastattacked = M
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M.lastattacker = user
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if(!no_attack_log)
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
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M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
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msg_admin_attack("[key_name(user)] attacked [key_name(M)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])" )
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/////////////////////////
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.do_attack_animation(M)
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var/hit_zone = M.resolve_item_attack(src, user, target_zone)
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if(hit_zone)
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apply_hit_effect(M, user, hit_zone)
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return 1
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//Called when a weapon is used to make a successful melee attack on a mob. Returns the blocked result
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/obj/item/proc/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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user.break_cloak()
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if(hitsound)
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playsound(loc, hitsound, 50, 1, -1)
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var/power = force
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if(HULK in user.mutations)
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power *= 2
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return target.hit_with_weapon(src, user, power, hit_zone)
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