Files
Yogstation/code/_onclick/item_attack.dm
Emmett Gaines 76c08c601a New squeaky datum and plushes (#30710)
* 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
2017-09-18 12:49:03 +02:00

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