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6f1d6c524d
* 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 --------- Co-authored-by: C.L. <killer65311@gmail.com> Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
60 lines
1.5 KiB
Plaintext
60 lines
1.5 KiB
Plaintext
/*
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Animals
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*/
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/mob/living/simple_mob/UnarmedAttack(var/atom/A, var/proximity)
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if(!(. = ..()))
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return
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// setClickCooldown(get_attack_speed())
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if(has_hands && istype(A,/obj) && a_intent != I_HURT)
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var/obj/O = A
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return O.attack_hand(src)
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switch(a_intent)
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if(I_HELP)
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if(isliving(A))
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var/mob/living/L = A
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if(istype(L) && (!has_hands || !L.attempt_to_scoop(src)))
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if(src.zone_sel.selecting == BP_GROIN)
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if(src.vore_bellyrub(A))
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return
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automatic_custom_emote(VISIBLE_MESSAGE,"[pick(friendly)] \the [A]!", check_stat = TRUE)
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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
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var/obj/structure/micro_tunnel/t = A //should be allowed to drag the mice out of the mouse holes!
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t.tunnel_interact(src)
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if(I_HURT)
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if(can_special_attack(A) && special_attack_target(A))
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return
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else if(melee_damage_upper == 0 && isliving(A))
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automatic_custom_emote(VISIBLE_MESSAGE,"[pick(friendly)] \the [A]!", check_stat = TRUE)
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else
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attack_target(A)
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if(I_GRAB)
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if(has_hands)
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A.attack_hand(src)
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else if(isliving(A) && src.client && !vore_attack_override)
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animal_nom(A)
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else
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attack_target(A)
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if(I_DISARM)
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if(has_hands)
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A.attack_hand(src)
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else
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attack_target(A)
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/mob/living/simple_mob/RangedAttack(var/atom/A)
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// setClickCooldown(get_attack_speed())
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if(can_special_attack(A) && special_attack_target(A))
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return
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if(projectiletype)
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shoot_target(A)
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