diff --git a/code/game/objects/items/hand_item.dm b/code/game/objects/items/hand_item.dm
index bc2a815637c..efa79633ac4 100644
--- a/code/game/objects/items/hand_item.dm
+++ b/code/game/objects/items/hand_item.dm
@@ -8,8 +8,9 @@
hitsound = 'sound/weapons/slap.ogg'
/// How many smaller table smacks we can do before we're out
var/table_smacks_left = 3
+ new_attack_chain = TRUE
-/obj/item/slapper/attack__legacy__attackchain(mob/M, mob/living/carbon/human/user)
+/obj/item/slapper/attack(mob/living/M, mob/living/user)
user.do_attack_animation(M)
playsound(M, hitsound, 50, TRUE, -1)
user.visible_message(SPAN_DANGER("[user] slaps [M]!"), SPAN_NOTICE("You slap [M]!"), SPAN_HEAR("You hear a slap."))
@@ -20,39 +21,41 @@
if(force)
return ..()
-/obj/item/slapper/attack_self__legacy__attackchain(mob/user)
- . = ..()
+/obj/item/slapper/activate_self(mob/user)
+ if(..())
+ return ITEM_INTERACT_COMPLETE
if(!isliving(user))
return
var/mob/living/L = user
L.emote("highfive", intentional = TRUE)
+ return ITEM_INTERACT_COMPLETE
-/obj/item/slapper/attack_obj__legacy__attackchain(obj/O, mob/living/user, params)
+/obj/item/slapper/attack_obj(obj/O, mob/living/user, params)
if(!istype(O, /obj/structure/table))
return ..()
var/obj/structure/table/the_table = O
- if(user.a_intent == INTENT_HARM && table_smacks_left == initial(table_smacks_left)) // so you can't do 2 weak slaps followed by a big slam
- transform = transform.Scale(1.5) // BIG slap
- if(HAS_TRAIT(user, TRAIT_HULK))
- transform = transform.Scale(2)
- color = COLOR_GREEN
- user.do_attack_animation(the_table)
- if(ishuman(user))
- var/mob/living/carbon/human/human_user = user
- if(istype(human_user.shoes, /obj/item/clothing/shoes/cowboy))
- human_user.say(pick("Hot damn!", "Hoo-wee!", "Got-dang!"))
- playsound(get_turf(the_table), 'sound/effects/tableslam.ogg', 110, TRUE)
- user.visible_message("[SPAN_DANGER("[user] slams [user.p_their()] fist down on [the_table]!")]", "[SPAN_DANGER("You slam your fist down on [the_table]!")]")
- qdel(src)
- else
+ if(!(user.a_intent == INTENT_HARM && table_smacks_left == initial(table_smacks_left))) // So you can't do 2 weak slaps followed by a big slam.
user.do_attack_animation(the_table)
playsound(get_turf(the_table), 'sound/effects/tableslam.ogg', 40, TRUE)
user.visible_message(SPAN_NOTICE("[user] slaps [user.p_their()] hand on [the_table]."), SPAN_NOTICE("You slap your hand on [the_table]."))
table_smacks_left--
if(table_smacks_left <= 0)
qdel(src)
+ return
+ transform = transform.Scale(1.5) // BIG slap!
+ if(HAS_TRAIT(user, TRAIT_HULK))
+ transform = transform.Scale(2)
+ color = COLOR_GREEN
+ user.do_attack_animation(the_table)
+ if(ishuman(user))
+ var/mob/living/carbon/human/human_user = user
+ if(istype(human_user.shoes, /obj/item/clothing/shoes/cowboy))
+ human_user.say(pick("Hot damn!", "Hoo-wee!", "Got-dang!"))
+ playsound(get_turf(the_table), 'sound/effects/tableslam.ogg', 110, TRUE)
+ user.visible_message("[SPAN_DANGER("[user] slams [user.p_their()] fist down on [the_table]!")]", "[SPAN_DANGER("You slam your fist down on [the_table]!")]")
+ qdel(src)
/obj/item/slapper/get_clamped_volume() //Without this, you would hear the slap twice if it has force.
return 0
@@ -83,14 +86,14 @@
UnregisterSignal(owner, COMSIG_MOB_WEAPON_APPEARS)
return ..()
-/obj/item/slapper/parry/attack__legacy__attackchain(mob/M, mob/living/carbon/human/user)
- if(isliving(M))
- var/mob/living/creature = M
- SEND_SOUND(creature, sound('sound/weapons/flash_ring.ogg'))
- creature.Confused(10 SECONDS) //SMACK CAM
- creature.EyeBlind(2 SECONDS) //OH GOD MY EARS ARE RINGING
- creature.Deaf(4 SECONDS) //OH MY HEAD
- return ..()
+/obj/item/slapper/parry/attack(mob/M, mob/living/carbon/human/user)
+ if(!isliving(M))
+ return ..()
+ var/mob/living/creature = M
+ SEND_SOUND(creature, sound('sound/weapons/flash_ring.ogg'))
+ creature.Confused(10 SECONDS) // SMACK CAM!
+ creature.EyeBlind(2 SECONDS) // OH GOD MY EARS ARE RINGING!
+ creature.Deaf(4 SECONDS) // OH MY HEAD!
/obj/item/slapper/run_pointed_on_item(mob/pointer_mob, atom/target_atom)
if(target_atom == src)