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vgstation13/code/_onclick/other_mobs.dm

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/*
Humans:
Adds an exception for gloves, to allow special glove types like the ninja ones.
Otherwise pretty standard.
*/
/mob/living/carbon/human/UnarmedAttack(var/atom/A, var/proximity)
var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
// Special glove functions:
// If the gloves do anything, have them return 1 to stop
// normal attack_hand() here.
if(proximity && istype(G) && G.Touch(A,1))
return
A.attack_hand(src)
/atom/proc/attack_hand(mob/user as mob)
return
/mob/living/carbon/human/RestrainedClickOn(var/atom/A)
return
/mob/living/carbon/human/RangedAttack(var/atom/A)
if(!gloves && !mutations.len) return
if(gloves)
var/obj/item/clothing/gloves/G = gloves
if(istype(G, /obj/item/clothing/gloves/yellow/power))
if(a_intent == "hurt")
PowerGlove(A)
return
else if(istype(G) && G.Touch(A,0)) // for magic gloves
return
if(mutations.len)
if((M_LASER in mutations) && a_intent == "hurt")
LaserEyes(A) // moved into a proc below
else if(M_TK in mutations)
/*switch(get_dist(src,A))
if(1 to 5) // not adjacent may mean blocked by window
Next_move += 2
if(5 to 7)
Next_move += 5
if(8 to 15)
Next_move += 10
if(16 to 128)
return
*/
A.attack_tk(src)
/*
Animals & All Unspecified
*/
/mob/living/UnarmedAttack(var/atom/A)
A.attack_animal(src)
/atom/proc/attack_animal(mob/user as mob)
return
/mob/living/RestrainedClickOn(var/atom/A)
return
/*
Monkeys
*/
/mob/living/carbon/monkey/UnarmedAttack(var/atom/A)
A.attack_paw(src)
/atom/proc/attack_paw(mob/user as mob)
return
/*
Monkey RestrainedClickOn() was apparently the
one and only use of all of the restrained click code
(except to stop you from doing things while handcuffed);
moving it here instead of various hand_p's has simplified
things considerably
*/
/mob/living/carbon/monkey/RestrainedClickOn(var/atom/A)
if(a_intent != "harm" || !ismob(A)) return
if(istype(wear_mask, /obj/item/clothing/mask/muzzle))
return
var/mob/living/carbon/ML = A
var/dam_zone = ran_zone(pick("chest", "l_hand", "r_hand", "l_leg", "r_leg"))
var/armor = ML.run_armor_check(dam_zone, "melee")
if(prob(75))
ML.apply_damage(rand(1,3), BRUTE, dam_zone, armor)
for(var/mob/O in viewers(ML, null))
O.show_message("\red <B>[name] has bit [ML]!</B>", 1)
if(armor >= 2) return
if(ismonkey(ML))
for(var/datum/disease/D in viruses)
if(istype(D, /datum/disease/jungle_fever))
ML.contract_disease(D,1,0)
else
for(var/mob/O in viewers(ML, null))
O.show_message("\red <B>[src] has attempted to bite [ML]!</B>", 1)
/*
Aliens
Defaults to same as monkey in most places
*/
/mob/living/carbon/alien/UnarmedAttack(var/atom/A)
A.attack_alien(src)
/atom/proc/attack_alien(mob/user as mob)
attack_paw(user)
return
/mob/living/carbon/alien/RestrainedClickOn(var/atom/A)
return
// Babby aliens
/mob/living/carbon/alien/larva/UnarmedAttack(var/atom/A)
A.attack_larva(src)
/atom/proc/attack_larva(mob/user as mob)
return
/*
Slimes
Nothing happening here
*/
/mob/living/carbon/slime/UnarmedAttack(var/atom/A)
A.attack_slime(src)
/atom/proc/attack_slime(mob/user as mob)
return
/mob/living/carbon/slime/RestrainedClickOn(var/atom/A)
return
/*
New Players:
Have no reason to click on anything at all.
*/
/mob/new_player/ClickOn()
return