/mob/proc/RightClickOn(atom/A, params) //mostly a copy-paste from ClickOn() var/list/modifiers = params2list(params) if(incapacitated(ignore_restraints = 1)) return face_atom(A) if(!CheckActionCooldown()) return if(!modifiers["catcher"] && A.IsObscured()) return if(ismecha(loc)) var/obj/mecha/M = loc return M.click_action(A,src,params) if(restrained()) DelayNextAction(CLICK_CD_HANDCUFFED) return RestrainedClickOn(A) if(in_throw_mode) throw_item(A)//todo: make it plausible to lightly toss items via right-click return var/obj/item/W = get_active_held_item() if(W == A) if(!W.rightclick_attack_self(src)) W.attack_self(src) update_inv_hands() return //These are always reachable. //User itself, current loc, and user inventory if(A in DirectAccess()) if(W) return W.rightclick_melee_attack_chain(src, A, params) else if(!AltUnarmedAttack(A, TRUE)) . = UnarmedAttack(A, TRUE, a_intent) if(!(. & NO_AUTO_CLICKDELAY_HANDLING) && ismob(A)) DelayNextAction(CLICK_CD_MELEE) return return //Can't reach anything else in lockers or other weirdness if(!loc.AllowClick()) return //Standard reach turf to turf or reaching inside storage if(CanReach(A,W)) if(W) return W.rightclick_melee_attack_chain(src, A, params) else if(!AltUnarmedAttack(A, TRUE)) . = UnarmedAttack(A, TRUE, a_intent) if(!(. & NO_AUTO_CLICKDELAY_HANDLING) && ismob(A)) DelayNextAction(CLICK_CD_MELEE) return return else if(W) if(!W.altafterattack(A, src, FALSE, params)) return W.afterattack(A, src, FALSE, params) else if(!AltRangedAttack(A, params)) return RangedAttack(A, params) /mob/proc/AltUnarmedAttack(atom/A, proximity_flag) if(ismob(A)) DelayNextAction(CLICK_CD_MELEE) return FALSE /mob/proc/AltRangedAttack(atom/A, params) return FALSE