Files
Paradise/code/_onclick/item_attack.dm
Jesus Hussein Chris 95f7280781 Generic attack sounds for all melee weapons
Overrides the generic sounds with more suitable ones where needed.
Weapons that do no damage don't have sound effects.

Conflicts:
	code/game/gamemodes/wizard/artefact.dm
	code/game/objects/items/stacks/sheets/glass.dm
	code/game/objects/items/weapons/melee/misc.dm
	code/game/objects/items/weapons/storage/toolbox.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/items/weapons/weaponry.dm
	code/game/objects/weapons.dm
	code/modules/hydroponics/hydroitemdefines.dm
	code/modules/surgery/tools.dm
2014-01-22 10:15:43 -05:00

169 lines
4.2 KiB
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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.
/obj/item/proc/attack_self(mob/user)
return
// No comment
/atom/proc/attackby(obj/item/W, mob/user)
return
/atom/movable/attackby(obj/item/W, mob/user)
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)
if(istype(I) && ismob(user))
I.attack(src, user)
// 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
/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (!istype(M)) // not sure if this is the right thing...
return
var/messagesource = M
if (can_operate(M)) //Checks if mob is lying down on table for surgery
if (do_surgery(M,user,src))
return
if (istype(M,/mob/living/carbon/brain))
messagesource = M:container
if (hitsound && force > 0)
playsound(loc, hitsound, 50, 1, -1)
/////////////////////////
user.lastattacked = M
M.lastattacker = user
add_logs(M, user, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])")
if(!iscarbon(user))
M.LAssailant = null
else
M.LAssailant = user
//spawn(1800) // this wont work right
// M.lastattacker = null
/////////////////////////
var/power = force
if(M_HULK in user.mutations)
power *= 2
if(!istype(M, /mob/living/carbon/human))
if(istype(M, /mob/living/carbon/slime))
var/mob/living/carbon/slime/slime = M
if(prob(25))
user << "\red [src] passes right through [M]!"
return
if(power > 0)
slime.attacked += 10
if(slime.Discipline && prob(50)) // wow, buddy, why am I getting attacked??
slime.Discipline = 0
if(power >= 3)
if(istype(slime, /mob/living/carbon/slime/adult))
if(prob(5 + round(power/2)))
if(slime.Victim)
if(prob(80) && !slime.client)
slime.Discipline++
slime.Victim = null
slime.anchored = 0
spawn()
if(slime)
slime.SStun = 1
sleep(rand(5,20))
if(slime)
slime.SStun = 0
spawn(0)
if(slime)
slime.canmove = 0
step_away(slime, user)
if(prob(25 + power))
sleep(2)
if(slime && user)
step_away(slime, user)
slime.canmove = 1
else
if(prob(10 + power*2))
if(slime)
if(slime.Victim)
if(prob(80) && !slime.client)
slime.Discipline++
if(slime.Discipline == 1)
slime.attacked = 0
spawn()
if(slime)
slime.SStun = 1
sleep(rand(5,20))
if(slime)
slime.SStun = 0
slime.Victim = null
slime.anchored = 0
spawn(0)
if(slime && user)
step_away(slime, user)
slime.canmove = 0
if(prob(25 + power*4))
sleep(2)
if(slime && user)
step_away(slime, user)
slime.canmove = 1
var/showname = "."
if(user)
showname = " by [user]."
if(!(user in viewers(M, null)))
showname = "."
for(var/mob/O in viewers(messagesource, null))
if(attack_verb.len)
O.show_message("\red <B>[M] has been [pick(attack_verb)] with [src][showname] </B>", 1)
else
O.show_message("\red <B>[M] has been attacked with [src][showname] </B>", 1)
if(!showname && user)
if(user.client)
user << "\red <B>You attack [M] with [src]. </B>"
if(istype(M, /mob/living/carbon/human))
M:attacked_by(src, user, def_zone)
else
switch(damtype)
if("brute")
if(istype(src, /mob/living/carbon/slime))
M.adjustBrainLoss(power)
else
M.take_organ_damage(power)
if (prob(33)) // Added blood for whacking non-humans too
var/turf/location = M.loc
if (istype(location, /turf/simulated))
location:add_blood_floor(M)
if("fire")
if (!(M_RESIST_COLD in M.mutations))
M.take_organ_damage(0, power)
M << "Aargh it burns!"
M.updatehealth()
add_fingerprint(user)
return 1