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Citadel-Station-13-RP/code/_onclick/item_attack.dm
Zandario 5a7f357b85 CitadelRP (#4108)
* dme and dmb

* Heeeere we gooo

* fasease

* Continued.

* AAAAAAAAAAAAAAAAAAAAAAAA

* Brain going numb

* agh

* The suffering will be worth it... right?

* Going blank...

* Am I done?

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Fixes

* Should be everything I care about right now.
2022-05-26 01:37:55 -07:00

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/*
=== Item Click Call Sequences ===
These are the default click code call sequences used when clicking on stuff with an item.
Atoms:
mob/ClickOn() calls the item's resolve_attackby() proc.
item/resolve_attackby() calls the target atom's attackby() proc.
Mobs:
mob/living/attackby() after checking for surgery, calls the item's attack() proc.
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.
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.
Item Hit Effects:
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
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).
*/
// 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
// Called at the start of resolve_attackby(), before the actual attack.
/obj/item/proc/pre_attack(atom/a, mob/user)
return
//I would prefer to rename this to attack(), but that would involve touching hundreds of files.
/obj/item/proc/resolve_attackby(atom/A, mob/user, params, attack_modifier = 1)
pre_attack(A, user)
if(!(flags & NOPRINT))
add_fingerprint(user)
return A.attackby(src, user, params, attack_modifier)
// No comment
/atom/proc/attackby(obj/item/W, mob/user, params, attack_modifier)
return
/atom/movable/attackby(obj/item/W, mob/user, params, attack_modifier)
if(!(W.flags & NOBLUDGEON))
visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
/mob/living/attackby(obj/item/I, mob/user, params, attack_modifier)
if(!ismob(user))
return 0
if(can_operate(src) && I.do_surgery(src,user))
if(I.can_do_surgery(src,user))
return 1
else
return 0
if(attempt_vr(src,"vore_attackby",args))
return
return I.attack(src, user, user.zone_sel.selecting, attack_modifier)
// Used to get how fast a mob should attack, and influences click delay.
// This is just for inheritence.
/mob/proc/get_attack_speed()
return DEFAULT_ATTACK_COOLDOWN
// Same as above but actually does useful things.
// W is the item being used in the attack, if any. modifier is if the attack should be longer or shorter than usual, for whatever reason.
/mob/living/get_attack_speed(var/obj/item/W)
var/speed = base_attack_cooldown
if(W && istype(W))
speed = W.attackspeed
for(var/datum/modifier/M in modifiers)
if(!isnull(M.attack_speed_percent))
speed *= M.attack_speed_percent
return speed
// 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
//I would prefer to rename this attack_as_weapon(), but that would involve touching hundreds of files.
/obj/item/proc/attack(mob/living/M, mob/living/user, var/target_zone, var/attack_modifier)
if(!force || (flags & NOBLUDGEON))
return 0
if(M == user && user.a_intent != INTENT_HARM)
return 0
/////////////////////////
user.lastattacked = M
M.lastattacker = user
if(!no_attack_log)
add_attack_logs(user,M,"attacked with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])")
/////////////////////////
user.setClickCooldown(user.get_attack_speed(src))
user.do_attack_animation(M)
var/hit_zone = M.resolve_item_attack(src, user, target_zone)
if(hit_zone)
apply_hit_effect(M, user, hit_zone, attack_modifier)
return 1
//Called when a weapon is used to make a successful melee attack on a mob. Returns the blocked result
/obj/item/proc/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone, attack_modifier = 1)
user.break_cloak()
if(hitsound)
playsound(loc, hitsound, 50, 1, -1)
var/power = force
for(var/datum/modifier/M in user.modifiers)
if(!isnull(M.outgoing_melee_damage_percent))
power *= M.outgoing_melee_damage_percent
if(HULK in user.mutations)
power *= 2
power *= attack_modifier
return target.hit_with_weapon(src, user, power, hit_zone)