* Begin clickcode attack_self fix
Begins the work to make everything call back to parent for attack_self so that signals are sacred.
* Makes MORE things call the attack_self() parent
Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.
* Finishes making the rest of attack_self call parent.
As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.
* begone foul demon
* some more cleanup
* These
* GOD this was annoying
* yeh
* Fix this
* fLARES
* Thesee too
* toys!
* Even more!
* More fixes
* Even more
* rest of em
* these too
* Update syndie.dm
* hardref clear
* Update code/game/gamemodes/nuclear/pinpointer.dm
* Update code/game/objects/effects/mines.dm
* Update code/game/objects/items/blueprints_vr.dm
* Update code/game/objects/items/blueprints_vr.dm
* Update code/game/objects/items/contraband_vr.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/gunbox.dm
* Update code/game/objects/items/gunbox.dm
* Update code/game/objects/items/gunbox_vr.dm
* Update code/game/objects/items/gunbox_vr.dm
* Update code/game/objects/items/weapons/gift_wrappaper.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/gunbox.dm
* these too
* Update maintpanel_stack.dm
* angry warning
* Fixes packaged snacks.
Fixes improper var default.
* Special handling for these
* proper poly types
* Fixes magclaws
Makes the 'features' it had just part of base magboots that can be adjusted via varswap.
* Fixes jackets
Fixes https://github.com/VOREStation/VOREStation/issues/18941
* Small bugfix
Makes p_Theyre properly capitialize
Makes examine show proper wording
* Update gift_wrappaper.dm
* the agony begins
* fixes
* signaling
* removed remaining attempt_vr
* corrected behaviors
* keep the history
* oop
* wording
* filter for intent here
* oop
* no harm in these either
* Update code/_onclick/item_attack.dm
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Get rid of old procs
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* up ports inCorp and proximity handling
* anim size
* bullets no longer hit shadekin
* fix throwing and clicking
* use the proc
* and add the proc
* .
* No moving when you can't move
* fixes portal runtime
* No bonk when throwing at incorporeal entities
* MAR
- I coded in picking yourself up years ago and someone broke it (by adding a lying check). This unbreaks it. Additionally, picking yourself up was made immediate instead of a 0.5 delay since before hitting the U key was slow and doing it this way was quicker. That's not the case anymore.
- Makes attack_hand not happen if the person is incorporeal
- Makes you not contract touch spread viruses when you click one someone and don't do an interaction (you will now always do an interaction)
- Makes it so you can't mousedrop items while phased.
* no more spreading viruses while phased / to phased
* F
---------
Co-authored-by: C.L. <killer65311@gmail.com>
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc. The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
* Basic Vore Implementation for #1
Adds vore sounds, bellies, vore procs, all types of vore except
macro/micro as that is not implemented yet. Also adds a few type2type
methods and a text method that we had before.
* Ending linebreaks
* More crlf
* Globalize two lists
* Removed interface type
Replaced some attack() overrides with apply_hit_effect() or other attack
procs where appropriate.
Removed the attack() override from reagent_containers.
Conflicts:
code/game/objects/items/weapons/clown_items.dm
code/game/objects/items/weapons/material/kitchen.dm
code/game/objects/items/weapons/stunbaton.dm
code/modules/mob/living/carbon/human/human_defense.dm
code/modules/mob/living/carbon/human/species/xenomorphs/alien_facehugger.dm
code/modules/mob/living/simple_animal/friendly/spiderbot.dm
code/modules/mob/living/simple_animal/simple_animal.dm
Refactors and cleans up item_attack.dm and related mob attack code
Conflicts:
code/_onclick/item_attack.dm
code/game/objects/items.dm
code/modules/mob/living/bot/bot.dm
code/modules/mob/living/carbon/human/human_defense.dm
code/modules/mob/living/living_defense.dm
code/modules/mob/living/simple_animal/simple_animal.dm
Replaced some attack() overrides with apply_hit_effect() or other attack
procs where appropriate.
Removed the attack() override from reagent_containers.