// Generic damage proc (slimes and monkeys). /atom/proc/attack_generic(mob/user as mob) return 0 /* 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) if(!..()) return // Special glove functions: // If the gloves do anything, have them return 1 to stop // normal attack_hand() here. var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines if(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((LASER in mutations) && a_intent == "hurt") LaserEyes(A) // moved into a proc below else if(istype(G) && G.Touch(A,0)) // for magic gloves return else if(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) /mob/living/RestrainedClickOn(var/atom/A) return /* Monkeys */ /mob/living/carbon/monkey/UnarmedAttack(var/atom/A, var/proximity) if(!..()) return A.attack_hand(src) /* 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 */ /mob/living/carbon/alien/RestrainedClickOn(var/atom/A) return /mob/living/carbon/alien/UnarmedAttack(var/atom/A, var/proximity) if(!..()) return 0 A.attack_generic(src,rand(5,6),"bitten") /* Slimes Nothing happening here */ /mob/living/carbon/slime/RestrainedClickOn(var/atom/A) return /mob/living/carbon/slime/UnarmedAttack(var/atom/A, var/proximity) if(!..()) return // Eating if(Victim) return // Basic attack. A.attack_generic(src, (is_adult ? rand(20,40) : rand(5,25)), "glomped") // Handle mob shocks. var/mob/living/M = A if(istype(M) && powerlevel > 0 && !istype(A,/mob/living/carbon/slime)) if(ishuman(M)) var/mob/living/carbon/human/H = M if(H.species.flags & IS_SYNTHETIC || H.species.insulated) return var/power = max(0,min(10,(powerlevel+rand(0,3)))) var/stunprob = 10 switch(power*10) if(1 to 2) stunprob = 20 if(3 to 4) stunprob = 30 if(5 to 6) stunprob = 40 if(7 to 8) stunprob = 60 if(9) stunprob = 70 if(10) stunprob = 95 if(prob(stunprob)) powerlevel = max(0,powerlevel-3) src.visible_message("\red The [name] has shocked [M]!") M.Weaken(power) M.Stun(power) if (M.stuttering < power) M.stuttering = power var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, M) s.start() if(prob(stunprob) && powerlevel >= 8) M.adjustFireLoss(powerlevel * rand(6,10)) M.updatehealth() /* New Players: Have no reason to click on anything at all. */ /mob/new_player/ClickOn() return /* Animals */ /mob/living/simple_animal/UnarmedAttack(var/atom/A, var/proximity) if(!..()) return if(melee_damage_upper == 0 && istype(A,/mob/living)) custom_emote(1,"[friendly] [src]!") return var/damage = rand(melee_damage_lower, melee_damage_upper) if(A.attack_generic(src,damage,attacktext,wall_smash) && loc && attack_sound) playsound(loc, attack_sound, 50, 1, 1)