Files
vgstation13/code/_onclick/item_attack.dm

177 lines
5.3 KiB
Plaintext

// 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)
return
// No comment
/atom/proc/attackby(obj/item/W, mob/user)
return
/atom/movable/attackby(obj/item/W, mob/user)
if(W && !(W.flags&NOBLUDGEON))
visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
/mob/living/attackby(obj/item/I, mob/user)
user.changeNext_move(10)
if(istype(I) && ismob(user))
I.attack(src, user)
// 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
// Overrides the weapon attack so it can attack any atoms like when we want to have an effect on an object independent of attackby
// It is a powerfull proc but it should be used wisely, if there is other alternatives instead use those
// If it returns 1 it exits click code. Always . = 1 at start of the function if you delete src.
/obj/item/proc/preattack(atom/target, mob/user, proximity_flag, click_parameters)
return
obj/item/proc/get_clamped_volume()
if(src.force && src.w_class)
return Clamp((src.force + src.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 if(!src.force && src.w_class)
return Clamp(src.w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (!istype(M)) // not sure if this is the right thing...
return
//var/messagesource = M
if (can_operate(M)) //Checks if mob is lying down on table for surgery
if (do_surgery(M,user,src))
return
//if (istype(M,/mob/living/carbon/brain))
// messagesource = M:container
if (hitsound)
playsound(loc, hitsound, 50, 1, -1)
/////////////////////////
user.lastattacked = M
M.lastattacker = user
add_logs(user, M, "attacked", object=src.name, addition="(INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])")
//spawn(1800) // this wont work right
// M.lastattacker = null
/////////////////////////
var/power = force
if(M_HULK in user.mutations)
power *= 2
if(!istype(M, /mob/living/carbon/human))
if(istype(M, /mob/living/carbon/slime))
var/mob/living/carbon/slime/slime = M
if(prob(25))
user << "\red [src] passes right through [M]!"
return
if(power > 0)
slime.attacked += 10
if(slime.Discipline && prob(50)) // wow, buddy, why am I getting attacked??
slime.Discipline = 0
if(power >= 3)
if(istype(slime, /mob/living/carbon/slime/adult))
if(prob(5 + round(power/2)))
if(slime.Victim)
if(prob(80) && !slime.client)
slime.Discipline++
slime.Victim = null
slime.anchored = 0
spawn()
if(slime)
slime.SStun = 1
sleep(rand(5,20))
if(slime)
slime.SStun = 0
spawn(0)
if(slime)
slime.canmove = 0
step_away(slime, user)
if(prob(25 + power))
sleep(2)
if(slime && user)
step_away(slime, user)
slime.canmove = 1
else
if(prob(10 + power*2))
if(slime)
if(slime.Victim)
if(prob(80) && !slime.client)
slime.Discipline++
if(slime.Discipline == 1)
slime.attacked = 0
spawn()
if(slime)
slime.SStun = 1
sleep(rand(5,20))
if(slime)
slime.SStun = 0
slime.Victim = null
slime.anchored = 0
spawn(0)
if(slime && user)
step_away(slime, user)
slime.canmove = 0
if(prob(25 + power*4))
sleep(2)
if(slime && user)
step_away(slime, user)
slime.canmove = 1
var/showname = "."
if(user)
showname = " by [user]!"
if(!(user in viewers(M, null)))
showname = "."
if(attack_verb && attack_verb.len)
M.visible_message("<span class='danger'>[M] has been [pick(attack_verb)] with [src][showname]</span>",
"<span class='userdanger'>[M] has been [pick(attack_verb)] with [src][showname]!</span>")
else if(force == 0)
M.visible_message("<span class='danger'>[M] has been [pick("tapped","patted")] with [src][showname]</span>",
"<span class='userdanger'>[M] has been [pick("tapped","patted")] with [src][showname]</span>")
else
M.visible_message("<span class='danger'>[M] has been attacked with [src][showname]</span>",
"<span class='userdanger'>[M] has been attacked with [src][showname]</span>")
if(!showname && user)
if(user.client)
user << "\red <B>You attack [M] with [src]. </B>"
if(istype(M, /mob/living/carbon/human))
M:attacked_by(src, user, def_zone)
else
switch(damtype)
if("brute")
if(istype(src, /mob/living/carbon/slime))
M.adjustBrainLoss(power)
else
M.take_organ_damage(power)
if (prob(33) && src.force) // Added blood for whacking non-humans too
var/turf/location = M.loc
if (istype(location, /turf/simulated))
location:add_blood_floor(M)
if("fire")
if (!(M_RESIST_COLD in M.mutations))
M.take_organ_damage(0, power)
M << "Aargh it burns!"
M.updatehealth()
add_fingerprint(user)
return 1