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VOREStation/code/modules/mob/living/simple_mob/on_click.dm
T
Kashargul 6f1d6c524d Simple mob port [IDB IGNORE] (#18236)
* first adjustements

* few more

* construct

* next

* next set

* next

* next

* next

* next

* next

* .

* last non modular set

* make it compile

* .

* .

* change that

* synx

* teamush

* override fix

* TEAMUSH

* adds organ sell element

* adds pick color

* get rid of these chompcomments

* removes chomp comments

* Update gaslamp_vr.dm

* zipgun

* zip and synx

* fixes synx

* Update topic.dm

* move the trash verbs

* .

* .

* .

* port

* Update rakshasa_trap.dm

* Update slug.dm

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Co-authored-by: C.L. <killer65311@gmail.com>
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
2025-08-22 17:24:51 -04:00

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/*
Animals
*/
/mob/living/simple_mob/UnarmedAttack(var/atom/A, var/proximity)
if(!(. = ..()))
return
// setClickCooldown(get_attack_speed())
if(has_hands && istype(A,/obj) && a_intent != I_HURT)
var/obj/O = A
return O.attack_hand(src)
switch(a_intent)
if(I_HELP)
if(isliving(A))
var/mob/living/L = A
if(istype(L) && (!has_hands || !L.attempt_to_scoop(src)))
if(src.zone_sel.selecting == BP_GROIN)
if(src.vore_bellyrub(A))
return
automatic_custom_emote(VISIBLE_MESSAGE,"[pick(friendly)] \the [A]!", check_stat = TRUE)
if(istype(A,/obj/structure/micro_tunnel)) //Allows simplemobs to click on mouse holes, mice should be allowed to go in mouse holes, and other mobs
var/obj/structure/micro_tunnel/t = A //should be allowed to drag the mice out of the mouse holes!
t.tunnel_interact(src)
if(I_HURT)
if(can_special_attack(A) && special_attack_target(A))
return
else if(melee_damage_upper == 0 && isliving(A))
automatic_custom_emote(VISIBLE_MESSAGE,"[pick(friendly)] \the [A]!", check_stat = TRUE)
else
attack_target(A)
if(I_GRAB)
if(has_hands)
A.attack_hand(src)
else if(isliving(A) && src.client && !vore_attack_override)
animal_nom(A)
else
attack_target(A)
if(I_DISARM)
if(has_hands)
A.attack_hand(src)
else
attack_target(A)
/mob/living/simple_mob/RangedAttack(var/atom/A)
// setClickCooldown(get_attack_speed())
if(can_special_attack(A) && special_attack_target(A))
return
if(projectiletype)
shoot_target(A)