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66e322715d [MIRROR] Allows for proxy atoms in object melee attack chain (#28608)
* Allows for proxy atoms in object melee attack chain (#83860)

## About The Pull Request
1. Objects now have an `get_proxy_for()` proc. This returns an atom that
will participate in the object melee attack chain on behalf of your
atom. Allows for general purpose polymorphism per object interaction
2. Cleaned up some multitool acts to accommodate proxy behaviour
3. You can pry tiles as an Engiborg with crowbar in hand & do other
similar behaviour with crowbar
5. Improves & Depends on #83880. We don't need a hidden omni toolbox &
can create the tools directly in the omnitool and pass them in the
attack chain as a proxy rather than calling the attack chain manually.
All tools are on the borg directly
   - Fixes #84355
   - Fixes #84359
   - Fixes #84393

## Changelog
SyncIt21,zxaber
🆑
fix: omni crowbar tool interaction for replacing tiles has been fixed
fix: techfab screentip does not runtime when you hover over it with an
omnitool multitool
fix: medi borgs can do brain surgery again
code: improved multitool & general tool code for some machines
/🆑

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Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Allows for proxy atoms in object melee attack chain

* Update bsa_cannon.dm

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-04 21:48:11 +05:30

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// Tool types, if you add new ones please add them to /obj/item/debug/omnitool in code/game/objects/items/debug_items.dm
#define TOOL_CROWBAR "crowbar"
#define TOOL_MULTITOOL "multitool"
#define TOOL_SCREWDRIVER "screwdriver"
#define TOOL_WIRECUTTER "cutters"
#define TOOL_WRENCH "wrench"
#define TOOL_WELDER "welder"
#define TOOL_ANALYZER "analyzer"
#define TOOL_MINING "mining"
#define TOOL_SHOVEL "shovel"
#define TOOL_DRAPES "surgicaldrapes"
#define TOOL_RETRACTOR "retractor"
#define TOOL_HEMOSTAT "hemostat"
#define TOOL_CAUTERY "cautery"
#define TOOL_DRILL "drill"
#define TOOL_SCALPEL "scalpel"
#define TOOL_SAW "saw"
#define TOOL_BONESET "bonesetter"
#define TOOL_KNIFE "knife"
#define TOOL_BLOODFILTER "bloodfilter"
#define TOOL_ROLLINGPIN "rolling pin"
/// Can be used to scrape rust off an any atom; which will result in the Rust Component being qdel'd
#define TOOL_RUSTSCRAPER "rustscraper"
// If delay between the start and the end of tool operation is less than MIN_TOOL_SOUND_DELAY,
// tool sound is only played when op is started. If not, it's played twice.
#define MIN_TOOL_SOUND_DELAY 20
#define MIN_TOOL_OPERATING_DELAY 40 //minimum delay for operating sound. Prevent overlaps and overhand sound.
/// Return when an item interaction is successful.
/// This cancels the rest of the chain entirely and indicates success.
#define ITEM_INTERACT_SUCCESS (1<<0) // Same as TRUE, as most tool (legacy) tool acts return TRUE on success
/// Return to prevent the rest of the attack chain from being executed / preventing the item user from thwacking the target.
/// Similar to [ITEM_INTERACT_SUCCESS], but does not necessarily indicate success.
#define ITEM_INTERACT_BLOCKING (1<<1)
/// Only for people who get confused by the naming scheme
#define ITEM_INTERACT_FAILURE ITEM_INTERACT_BLOCKING
/// Return to skip the rest of the interaction chain, going straight to attack.
#define ITEM_INTERACT_SKIP_TO_ATTACK (1<<2)
/// Combination flag for any item interaction that blocks the rest of the attack chain
#define ITEM_INTERACT_ANY_BLOCKER (ITEM_INTERACT_SUCCESS | ITEM_INTERACT_BLOCKING)