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* New squeaky datum and plushies new plush subtype clown shoes, bike horns, and mice slightly changed to use the datum * narsie and ratvar plushes * fixes duplicate obj/item/attack_self() and other misc requested changes * moves the sounds into initialize
123 lines
4.6 KiB
Plaintext
123 lines
4.6 KiB
Plaintext
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/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
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if(pre_attackby(target, user, params))
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// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
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var/resolved = target.attackby(src, user, params)
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if(!resolved && target && !QDELETED(src))
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afterattack(target, user, 1, params) // 1: clicking something Adjacent
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// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
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/obj/item/proc/attack_self(mob/user)
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SendSignal(COMSIG_ITEM_ATTACK_SELF, user)
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interact(user)
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/obj/item/proc/pre_attackby(atom/A, mob/living/user, params) //do stuff before attackby!
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return TRUE //return FALSE to avoid calling attackby after this proc does stuff
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// No comment
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/atom/proc/attackby(obj/item/W, mob/user, params)
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return SendSignal(COMSIG_PARENT_ATTACKBY, W, user, params)
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/obj/attackby(obj/item/I, mob/living/user, params)
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return ..() || I.attack_obj(src, user)
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/mob/living/attackby(obj/item/I, mob/living/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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if(user.a_intent == INTENT_HARM && stat == DEAD && butcher_results) //can we butcher it?
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var/sharpness = I.is_sharp()
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if(sharpness)
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to_chat(user, "<span class='notice'>You begin to butcher [src]...</span>")
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playsound(loc, 'sound/weapons/slice.ogg', 50, 1, -1)
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if(do_mob(user, src, 80/sharpness) && Adjacent(I))
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harvest(user)
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return 1
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return I.attack(src, user)
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/obj/item/proc/attack(mob/living/M, mob/living/user)
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SendSignal(COMSIG_ITEM_ATTACK, M, user)
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if(flags_1 & NOBLUDGEON_1)
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return
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if(!force)
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playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1)
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else if(hitsound)
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playsound(loc, hitsound, get_clamped_volume(), 1, -1)
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user.lastattacked = M
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M.lastattacker = user
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user.do_attack_animation(M)
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M.attacked_by(src, user)
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add_logs(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
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add_fingerprint(user)
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//the equivalent of the standard version of attack() but for object targets.
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/obj/item/proc/attack_obj(obj/O, mob/living/user)
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SendSignal(COMSIG_ITEM_ATTACK_OBJ, O, user)
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if(flags_1 & NOBLUDGEON_1)
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(O)
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O.attacked_by(src, user)
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/atom/movable/proc/attacked_by()
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return
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/obj/attacked_by(obj/item/I, mob/living/user)
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if(I.force)
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visible_message("<span class='danger'>[user] has hit [src] with [I]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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//only witnesses close by and the victim see a hit message.
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take_damage(I.force, I.damtype, "melee", 1)
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/mob/living/attacked_by(obj/item/I, mob/living/user)
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send_item_attack_message(I, user)
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if(I.force)
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apply_damage(I.force, I.damtype)
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if(I.damtype == BRUTE)
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if(prob(33))
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I.add_mob_blood(src)
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var/turf/location = get_turf(src)
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add_splatter_floor(location)
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if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
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user.add_mob_blood(src)
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return TRUE //successful attack
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/mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user)
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if(I.force < force_threshold || I.damtype == STAMINA)
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playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), 1, -1)
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else
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return ..()
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// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
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// Click parameters is the params string from byond Click() code, see that documentation.
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/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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return
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/obj/item/proc/get_clamped_volume()
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if(w_class)
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if(force)
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return Clamp((force + w_class) * 4, 30, 100)// Add the item's force to its weight class and multiply by 4, then clamp the value between 30 and 100
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else
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return Clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
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/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area)
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var/message_verb = "attacked"
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if(I.attack_verb && I.attack_verb.len)
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message_verb = "[pick(I.attack_verb)]"
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else if(!I.force)
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return
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var/message_hit_area = ""
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if(hit_area)
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message_hit_area = " in the [hit_area]"
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var/attack_message = "[src] has been [message_verb][message_hit_area] with [I]."
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if(user in viewers(src, null))
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attack_message = "[user] has [message_verb] [src][message_hit_area] with [I]!"
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visible_message("<span class='danger'>[attack_message]</span>", \
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"<span class='userdanger'>[attack_message]</span>", null, COMBAT_MESSAGE_RANGE)
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return 1
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