mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
177 lines
5.3 KiB
Plaintext
177 lines
5.3 KiB
Plaintext
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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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return
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// No comment
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/atom/proc/attackby(obj/item/W, mob/user)
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return
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/atom/movable/attackby(obj/item/W, mob/user)
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if(W && !(W.flags&NOBLUDGEON))
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visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
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/mob/living/attackby(obj/item/I, mob/user)
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user.changeNext_move(10)
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if(istype(I) && ismob(user))
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I.attack(src, user)
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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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// Overrides the weapon attack so it can attack any atoms like when we want to have an effect on an object independent of attackby
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// It is a powerfull proc but it should be used wisely, if there is other alternatives instead use those
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// If it returns 1 it exits click code. Always . = 1 at start of the function if you delete src.
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/obj/item/proc/preattack(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(src.force && src.w_class)
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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
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else if(!src.force && src.w_class)
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return Clamp(src.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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/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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if (!istype(M)) // not sure if this is the right thing...
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return
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//var/messagesource = M
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if (can_operate(M)) //Checks if mob is lying down on table for surgery
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if (do_surgery(M,user,src))
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return
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//if (istype(M,/mob/living/carbon/brain))
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// messagesource = M:container
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if (hitsound)
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playsound(loc, hitsound, 50, 1, -1)
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/////////////////////////
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user.lastattacked = M
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M.lastattacker = user
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add_logs(user, M, "attacked", object=src.name, addition="(INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])")
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//spawn(1800) // this wont work right
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// M.lastattacker = null
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/////////////////////////
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var/power = force
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if(M_HULK in user.mutations)
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power *= 2
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if(!istype(M, /mob/living/carbon/human))
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if(istype(M, /mob/living/carbon/slime))
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var/mob/living/carbon/slime/slime = M
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if(prob(25))
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user << "\red [src] passes right through [M]!"
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return
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if(power > 0)
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slime.attacked += 10
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if(slime.Discipline && prob(50)) // wow, buddy, why am I getting attacked??
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slime.Discipline = 0
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if(power >= 3)
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if(istype(slime, /mob/living/carbon/slime/adult))
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if(prob(5 + round(power/2)))
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if(slime.Victim)
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if(prob(80) && !slime.client)
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slime.Discipline++
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slime.Victim = null
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slime.anchored = 0
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spawn()
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if(slime)
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slime.SStun = 1
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sleep(rand(5,20))
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if(slime)
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slime.SStun = 0
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spawn(0)
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if(slime)
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slime.canmove = 0
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step_away(slime, user)
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if(prob(25 + power))
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sleep(2)
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if(slime && user)
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step_away(slime, user)
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slime.canmove = 1
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else
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if(prob(10 + power*2))
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if(slime)
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if(slime.Victim)
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if(prob(80) && !slime.client)
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slime.Discipline++
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if(slime.Discipline == 1)
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slime.attacked = 0
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spawn()
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if(slime)
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slime.SStun = 1
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sleep(rand(5,20))
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if(slime)
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slime.SStun = 0
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slime.Victim = null
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slime.anchored = 0
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spawn(0)
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if(slime && user)
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step_away(slime, user)
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slime.canmove = 0
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if(prob(25 + power*4))
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sleep(2)
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if(slime && user)
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step_away(slime, user)
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slime.canmove = 1
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var/showname = "."
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if(user)
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showname = " by [user]!"
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if(!(user in viewers(M, null)))
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showname = "."
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if(attack_verb && attack_verb.len)
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M.visible_message("<span class='danger'>[M] has been [pick(attack_verb)] with [src][showname]</span>",
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"<span class='userdanger'>[M] has been [pick(attack_verb)] with [src][showname]!</span>")
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else if(force == 0)
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M.visible_message("<span class='danger'>[M] has been [pick("tapped","patted")] with [src][showname]</span>",
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"<span class='userdanger'>[M] has been [pick("tapped","patted")] with [src][showname]</span>")
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else
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M.visible_message("<span class='danger'>[M] has been attacked with [src][showname]</span>",
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"<span class='userdanger'>[M] has been attacked with [src][showname]</span>")
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if(!showname && user)
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if(user.client)
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user << "\red <B>You attack [M] with [src]. </B>"
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if(istype(M, /mob/living/carbon/human))
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M:attacked_by(src, user, def_zone)
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else
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switch(damtype)
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if("brute")
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if(istype(src, /mob/living/carbon/slime))
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M.adjustBrainLoss(power)
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else
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M.take_organ_damage(power)
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if (prob(33) && src.force) // Added blood for whacking non-humans too
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var/turf/location = M.loc
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if (istype(location, /turf/simulated))
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location:add_blood_floor(M)
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if("fire")
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if (!(M_RESIST_COLD in M.mutations))
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M.take_organ_damage(0, power)
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M << "Aargh it burns!"
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M.updatehealth()
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add_fingerprint(user)
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return 1 |