Massive click code rework by SuperSayu, ported from TG.

Full details at https://github.com/tgstation/-tg-station/pull/1206
Fixes #3648

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
This commit is contained in:
Mloc-Argent
2013-10-07 20:24:21 +01:00
parent 98158dac93
commit 8b2c3fc153
117 changed files with 896 additions and 4606 deletions
+2 -1
View File
@@ -65,7 +65,8 @@
shadeColour = input(user, "Please select the shade colour.", "Crayon colour") as color
return
/obj/item/toy/crayon/afterattack(atom/target, mob/user as mob)
/obj/item/toy/crayon/afterattack(atom/target, mob/user as mob, proximity)
if(!proximity) return
if(istype(target,/turf/simulated/floor))
var/drawtype = input("Choose what you'd like to draw.", "Crayon scribbles") in list("graffiti","rune","letter")
switch(drawtype)
+2 -1
View File
@@ -1018,7 +1018,8 @@ var/global/list/obj/item/device/pda/PDAs = list()
else
user.show_message("\blue No radiation detected.")
/obj/item/device/pda/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
/obj/item/device/pda/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
if(!proximity) return
switch(scanmode)
if(3)
@@ -1,7 +1,7 @@
/obj/item/device/chameleon
name = "chameleon-projector"
icon_state = "shield0"
flags = FPRINT | TABLEPASS| CONDUCT | USEDELAY
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BELT
item_state = "electronic"
throwforce = 5.0
@@ -19,7 +19,8 @@
attack_self()
toggle()
afterattack(atom/target, mob/user , flag)
afterattack(atom/target, mob/user, proximity)
if(!proximity) return
if(istype(target,/obj/item))
playsound(src, 'sound/weapons/flash.ogg', 100, 1, 1)
user << "\blue Scanned [target]."
-128
View File
@@ -1,128 +0,0 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/tk_grab
name = "Telekinetic Grab"
desc = "Magic"
icon = 'icons/obj/magic.dmi'//Needs sprites
icon_state = "2"
flags = USEDELAY
//item_state = null
w_class = 10.0
layer = 20
var/last_throw = 0
var/obj/focus = null
var/mob/living/host = null
dropped(mob/user as mob)
del(src)
return
//stops TK grabs being equipped anywhere but into hands
equipped(var/mob/user, var/slot)
if( (slot == slot_l_hand) || (slot== slot_r_hand) ) return
del(src)
return
/*
attack_self(mob/user as mob)
if(!istype(focus,/obj/item)) return
if(!check_path()) return//No clear path
user.put_in_hands(focus)
add_fingerprint(user)
user.update_inv_l_hand(0)
user.update_inv_r_hand()
spawn(0)
del(src)
return
*/
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)//TODO: go over this
if(!target || !user) return
if(last_throw+3 > world.time) return
if(!host)
del(src)
return
if(!(TK in host.mutations))
del(src)
return
if(isobj(target))
if(!target.loc || !isturf(target.loc))
del(src)
return
if(!focus)
focus_object(target, user)
return
var/focusturf = get_turf(focus)
if(get_dist(focusturf, target) <= 1 && !istype(target, /turf))
target.attackby(focus, user, user:get_organ_target())
else if(get_dist(focusturf, target) <= 16)
apply_focus_overlay()
focus.throw_at(target, 10, 1)
last_throw = world.time
return
proc/focus_object(var/obj/target, var/mob/living/user)
if(!istype(target,/obj)) return//Cant throw non objects atm might let it do mobs later
if(target.anchored)
target.attack_hand(user) // you can use shit now!
return//No throwing anchored things
if(!isturf(target.loc))
return
focus = target
update_icon()
apply_focus_overlay()
return
proc/apply_focus_overlay()
if(!focus) return
var/obj/effect/overlay/O = new /obj/effect/overlay(locate(focus.x,focus.y,focus.z))
O.name = "sparkles"
O.anchored = 1
O.density = 0
O.layer = FLY_LAYER
O.dir = pick(cardinal)
O.icon = 'icons/effects/effects.dmi'
O.icon_state = "nothing"
flick("empdisable",O)
spawn(5)
O.delete()
return
update_icon()
overlays.Cut()
if(focus && focus.icon && focus.icon_state)
overlays += icon(focus.icon,focus.icon_state)
return
/*Not quite done likely needs to use something thats not get_step_to
proc/check_path()
var/turf/ref = get_turf(src.loc)
var/turf/target = get_turf(focus.loc)
if(!ref || !target) return 0
var/distance = get_dist(ref, target)
if(distance >= 10) return 0
for(var/i = 1 to distance)
ref = get_step_to(ref, target, 0)
if(ref != target) return 0
return 1
*/
//equip_to_slot_or_del(obj/item/W, slot, del_on_fail = 1)
/*
if(istype(user, /mob/living/carbon))
if(user:mutations & TK && get_dist(source, user) <= 7)
if(user:get_active_hand()) return 0
var/X = source:x
var/Y = source:y
var/Z = source:z
*/
+5 -4
View File
@@ -37,7 +37,8 @@
/obj/item/toy/balloon/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/toy/balloon/afterattack(atom/A as mob|obj, mob/user as mob)
/obj/item/toy/balloon/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
if(!proximity) return
if (istype(A, /obj/structure/reagent_dispensers/watertank) && get_dist(src,A) <= 1)
A.reagents.trans_to(src, 10)
user << "\blue You fill the balloon with the contents of [A]."
@@ -122,7 +123,7 @@
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
item_state = "gun"
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
w_class = 3.0
g_amt = 10
@@ -200,7 +201,7 @@
icon = 'icons/obj/gun.dmi'
icon_state = "crossbow"
item_state = "crossbow"
flags = FPRINT | TABLEPASS | USEDELAY
flags = FPRINT | TABLEPASS
w_class = 2.0
attack_verb = list("attacked", "struck", "hit")
var/bullets = 5
@@ -417,7 +418,7 @@
icon_state = "sunflower"
item_state = "sunflower"
var/empty = 0
flags = USEDELAY
flags
/obj/item/toy/waterflower/New()
var/datum/reagents/R = new/datum/reagents(10)
+2 -1
View File
@@ -78,7 +78,8 @@ RCD
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
afterattack(atom/A, mob/user)
afterattack(atom/A, mob/user, proximity)
if(!proximity) return
if(disabled && !isrobot(user))
return 0
if(istype(A,/area/shuttle)||istype(A,/turf/space/transit))
+2 -1
View File
@@ -61,7 +61,8 @@ RSF
return
// Change mode
/obj/item/weapon/rsf/afterattack(atom/A, mob/user as mob)
/obj/item/weapon/rsf/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity) return
if (!(istype(A, /obj/structure/table) || istype(A, /turf/simulated/floor)))
return
+2 -1
View File
@@ -200,7 +200,8 @@
access = list(access_maint_tunnels, access_syndicate, access_external_airlocks)
origin_tech = "syndicate=3"
/obj/item/weapon/card/id/syndicate/afterattack(var/obj/item/weapon/O as obj, mob/user as mob)
/obj/item/weapon/card/id/syndicate/afterattack(var/obj/item/weapon/O as obj, mob/user as mob, proximity)
if(!proximity) return
if(istype(O, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = O
src.access |= I.access
@@ -114,8 +114,9 @@ CIGARETTE PACKETS ARE IN FANCY.DM
return
/obj/item/clothing/mask/cigarette/afterattack(obj/item/weapon/reagent_containers/glass/glass, mob/user as mob)
/obj/item/clothing/mask/cigarette/afterattack(obj/item/weapon/reagent_containers/glass/glass, mob/user as mob, proximity)
..()
if(!proximity) return
if(istype(glass)) //you can dip cigarettes into beakers
var/transfered = glass.reagents.trans_to(src, chem_volume)
if(transfered) //if reagents were transfered, show the message
@@ -35,7 +35,8 @@
M.Stun(3)
M.Weaken(2)
/obj/item/weapon/soap/afterattack(atom/target, mob/user as mob)
/obj/item/weapon/soap/afterattack(atom/target, mob/user as mob, proximity)
if(!proximity) return
//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
if(user.client && (target in user.client.screen))
@@ -5,7 +5,7 @@
icon_state = "fire_extinguisher0"
item_state = "fire_extinguisher"
hitsound = 'sound/weapons/smash.ogg'
flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT
flags = FPRINT | TABLEPASS | CONDUCT
throwforce = 10
w_class = 3.0
throw_speed = 2
@@ -24,7 +24,7 @@
icon_state = "miniFE0"
item_state = "miniFE"
hitsound = null //it is much lighter, after all.
flags = FPRINT | USEDELAY | TABLEPASS
flags = FPRINT | TABLEPASS
throwforce = 2
w_class = 2.0
force = 3.0
@@ -4,7 +4,7 @@
icon = 'icons/obj/flamethrower.dmi'
icon_state = "flamethrowerbase"
item_state = "flamethrower_0"
flags = FPRINT | TABLEPASS| CONDUCT | USEDELAY // USEDELAY flag needed in order to use afterattack() for things that are not in reach. I.E: Shooting flames.
flags = FPRINT | TABLEPASS| CONDUCT
force = 3.0
throwforce = 10.0
throw_speed = 1
@@ -60,7 +60,8 @@
item_state = "flamethrower_0"
return
/obj/item/weapon/flamethrower/afterattack(atom/target, mob/user, flag)
/obj/item/weapon/flamethrower/afterattack(atom/target, mob/user, proximity)
if(!proximity) return
// Make sure our user is still holding us
if(user && user.get_active_hand() == src)
var/turf/target_turf = get_turf(target)
@@ -5,7 +5,7 @@
icon_state = "flashbang"
det_time = 20
item_state = "flashbang"
flags = FPRINT | TABLEPASS | USEDELAY
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
var/datum/effect/effect/system/bad_smoke_spread/smoke
@@ -145,7 +145,8 @@
else
user.take_organ_damage(0,force)
/obj/item/weapon/grown/nettle/afterattack(atom/A as mob|obj, mob/user as mob)
/obj/item/weapon/grown/nettle/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
if(!proximity) return
if(force > 0)
force -= rand(1,(force/3)+1) // When you whack someone with it, leaves fall off
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
@@ -191,7 +192,8 @@
M.Weaken(force/15)
M.drop_item()
/obj/item/weapon/grown/deathnettle/afterattack(atom/A as mob|obj, mob/user as mob)
/obj/item/weapon/grown/deathnettle/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
if(!proximity) return
if (force > 0)
force -= rand(1,(force/3)+1) // When you whack someone with it, leaves fall off
+2 -1
View File
@@ -28,7 +28,8 @@ obj/item/weapon/mop/proc/clean(turf/simulated/A)
reagents.remove_any(1) //reaction() doesn't use up the reagents
/obj/item/weapon/mop/afterattack(atom/A, mob/user)
/obj/item/weapon/mop/afterattack(atom/A, mob/user, proximity)
if(!proximity) return
if(istype(A, /turf/simulated) || istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/overlay) || istype(A, /obj/effect/rune))
if(reagents.total_volume < 1)
user << "<span class='notice'>Your mop is dry!</span>"
+4 -2
View File
@@ -17,7 +17,8 @@ var/global/list/cached_icons = list()
flags = FPRINT | OPENCONTAINER
var/paint_type = ""
afterattack(turf/simulated/target, mob/user , flag)
afterattack(turf/simulated/target, mob/user, proximity)
if(!proximity) return
if(istype(target) && reagents.total_volume > 5)
for(var/mob/O in viewers(user))
O.show_message("\red \The [target] has been splashed with something by [user]!", 1)
@@ -139,7 +140,8 @@ var/global/list/cached_icons = list()
return
/obj/item/weapon/paint/afterattack(turf/target, mob/user as mob)
/obj/item/weapon/paint/afterattack(turf/target, mob/user as mob, proximity)
if(!proximity) return
if(!istype(target) || istype(target, /turf/space))
return
var/ind = "[initial(target.icon)][color]"
@@ -88,7 +88,8 @@
playsound(src.loc, "punch", 25, 1, -1)
return
*/
/obj/item/weapon/storage/bible/afterattack(atom/A, mob/user as mob)
/obj/item/weapon/storage/bible/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity) return
/* if (istype(A, /turf/simulated/floor))
user << "\blue You hit the floor with the bible."
if(user.mind && (user.mind.assigned_role == "Chaplain"))
@@ -26,6 +26,14 @@
/obj/item/weapon/storage/MouseDrop(obj/over_object as obj)
if (ishuman(usr) || ismonkey(usr)) //so monkeys can take off their backpacks -- Urist
var/mob/M = usr
if(over_object == M && Adjacent(M)) // this must come before the screen objects only block
orient2hud(M) // dunno why it wasn't before
if(M.s_active)
M.s_active.close(M)
show_to(M)
return
if (!( istype(over_object, /obj/screen) ))
return ..()
if (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
@@ -300,17 +308,17 @@
if(isrobot(user))
user << "\blue You're a robot. No."
return //Robots can't interact with storage items.
return 1 //Robots can't interact with storage items.
if(!can_be_inserted(W))
return
return 1
if(istype(W, /obj/item/weapon/tray))
var/obj/item/weapon/tray/T = W
if(T.calc_carry() > 0)
if(prob(85))
user << "\red The tray won't fit in [src]."
return
return 1
else
W.loc = user.loc
if ((user.client && user.s_active != src))
@@ -319,20 +327,11 @@
user << "\red God damnit!"
handle_item_insertion(W)
return
return 1
/obj/item/weapon/storage/dropped(mob/user as mob)
return
/obj/item/weapon/storage/MouseDrop(over_object, src_location, over_location)
..()
orient2hud(usr)
if ((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if (usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
return
/obj/item/weapon/storage/attack_hand(mob/user as mob)
playsound(src.loc, "rustle", 50, 1, -5)
+2 -1
View File
@@ -243,7 +243,8 @@
location.hotspot_expose(700, 5)
/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob)
/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob, proximity)
if(!proximity) return
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
O.reagents.trans_to(src, max_fuel)
user << "\blue Welder refueled"
+2 -1
View File
@@ -119,7 +119,8 @@
icon_state = "fireaxe[wielded]"
return
/obj/item/weapon/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
/obj/item/weapon/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
if(!proximity) return
..()
if(A && wielded && (istype(A,/obj/structure/window) || istype(A,/obj/structure/grille))) //destroys windows and grilles in one hit
if(istype(A,/obj/structure/window)) //should just make a window.Break() proc but couldn't bother with it