/* Humans: Adds an exception for gloves, to allow special glove types like the ninja ones. Otherwise pretty standard. */ /mob/living/carbon/human/UnarmedAttack(var/atom/A, var/proximity) var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines // Special glove functions: // If the gloves do anything, have them return 1 to stop // normal attack_hand() here. if(proximity && istype(G) && G.Touch(A,1)) return A.attack_hand(src) /atom/proc/attack_hand(mob/user as mob) return /mob/living/carbon/human/RestrainedClickOn(var/atom/A) return /mob/living/carbon/human/RangedAttack(var/atom/A) if(!gloves && !mutations.len) return var/obj/item/clothing/gloves/G = gloves if((M_LASER in mutations) && a_intent == "harm") LaserEyes(A) // moved into a proc below else if(istype(G) && G.Touch(A,0)) // for magic gloves return else if(M_TK in mutations) switch(get_dist(src,A)) if(1 to 5) // not adjacent may mean blocked by window next_move += 2 if(5 to 7) next_move += 5 if(8 to 15) next_move += 10 if(16 to 128) return A.attack_tk(src) /* Animals & All Unspecified */ /mob/living/UnarmedAttack(var/atom/A) A.attack_animal(src) /atom/proc/attack_animal(mob/user as mob) return /mob/living/RestrainedClickOn(var/atom/A) return /* Monkeys */ /mob/living/carbon/monkey/UnarmedAttack(var/atom/A) A.attack_paw(src) /atom/proc/attack_paw(mob/user as mob) return /* Monkey RestrainedClickOn() was apparently the one and only use of all of the restrained click code (except to stop you from doing things while handcuffed); moving it here instead of various hand_p's has simplified things considerably */ /mob/living/carbon/monkey/RestrainedClickOn(var/atom/A) if(a_intent != "harm" || !ismob(A)) return if(istype(wear_mask, /obj/item/clothing/mask/muzzle)) return var/mob/living/carbon/ML = A var/dam_zone = ran_zone(pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")) var/armor = ML.run_armor_check(dam_zone, "melee") if(prob(75)) ML.apply_damage(rand(1,3), BRUTE, dam_zone, armor) for(var/mob/O in viewers(ML, null)) O.show_message("\red [name] has bit [ML]!", 1) if(armor >= 2) return if(ismonkey(ML)) for(var/datum/disease/D in viruses) if(istype(D, /datum/disease/jungle_fever)) ML.contract_disease(D,1,0) else for(var/mob/O in viewers(ML, null)) O.show_message("\red [src] has attempted to bite [ML]!", 1) /* Aliens Defaults to same as monkey in most places */ /mob/living/carbon/alien/UnarmedAttack(var/atom/A) A.attack_alien(src) /atom/proc/attack_alien(mob/user as mob) attack_paw(user) return /mob/living/carbon/alien/RestrainedClickOn(var/atom/A) return /mob/living/carbon/alien/humanoid/RangedAttack(var/atom/A) if(!large && a_intent == "harm") Neurotox(A) return else if(large && a_intent == "harm") NeuroAOE(A) return /mob/living/carbon/alien/humanoid/proc/Neurotox(atom/A) if(world.time < next_attack) return var/turf/T = get_turf(src) var/turf/U = get_turf(A) // Get the tile infront of the move, based on their direction if(!isturf(U) || !isturf(T)) return var/obj/item/projectile/bullet/neurotoxin/NT = new /obj/item/projectile/bullet/neurotoxin(loc) NT.firer = src // NT.def_zone = get_organ_target() NT.original = A NT.current = T NT.yo = U.y - T.y NT.xo = U.x - T.x spawn( 1) NT.process() next_attack = world.time + 50 /mob/living/carbon/alien/humanoid/proc/NeuroAOE(atom/A) if(world.time < next_attack) return var/direction = get_dir(src,A) var/turf/T = get_turf(A) var/turf/T1 = get_step(T,turn(direction, 90)) var/turf/T2 = get_step(T,turn(direction, -90)) var/list/the_targets = list(T,T1,T2) for(var/a=0, a<5, a++) spawn(0) var/obj/effect/effect/water/D = new /obj/effect/effect/water( get_turf(src) ) D.color = "#00FF21" var/turf/my_target = pick(the_targets) for(var/b=0, b<5, b++) step_towards(D,my_target) if(!D) return // D.reagents.reaction(get_turf(D)) for(var/atom/atm in get_turf(D)) if(!D) return if(istype(atm, /mob/living/carbon/alien)) return if(istype(atm, /mob/living/carbon)) var/mob/living/carbon/C = atm C.Weaken(5) C.take_overall_damage(20) C << "You were drenched with neurotoxin!" // D.reagents.reaction(atm, TOUCH) // Touch, since we sprayed it. if(D.loc == my_target) break sleep(2) next_attack = world.time + 50 // Babby aliens /mob/living/carbon/alien/larva/UnarmedAttack(var/atom/A) A.attack_larva(src) /atom/proc/attack_larva(mob/user as mob) return /* Slimes Nothing happening here */ /mob/living/carbon/slime/UnarmedAttack(var/atom/A) A.attack_slime(src) /atom/proc/attack_slime(mob/user as mob) return /mob/living/carbon/slime/RestrainedClickOn(var/atom/A) return /* New Players: Have no reason to click on anything at all. */ /mob/new_player/ClickOn() return