Merge branch 'master' into wound-port

This commit is contained in:
Timothy Teakettle
2020-07-18 23:06:49 +01:00
committed by GitHub
203 changed files with 364 additions and 307 deletions
+2 -1
View File
@@ -94,8 +94,9 @@
The below is only really for safety, or you can alter the way
it functions and re-insert it above.
*/
/mob/living/silicon/ai/UnarmedAttack(atom/A)
/mob/living/silicon/ai/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
A.attack_ai(src)
/mob/living/silicon/ai/RangedAttack(atom/A)
A.attack_ai(src)
+1 -2
View File
@@ -269,10 +269,9 @@
proximity_flag is not currently passed to attack_hand, and is instead used
in human click code to allow glove touches only at melee range.
*/
/mob/proc/UnarmedAttack(atom/A, proximity_flag)
/mob/proc/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
return
/*
Ranged unarmed attack:
+2 -1
View File
@@ -175,8 +175,9 @@
clicks, you can do so here, but you will have to
change attack_robot() above to the proper function
*/
/mob/living/silicon/robot/UnarmedAttack(atom/A)
/mob/living/silicon/robot/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
A.attack_robot(src)
/mob/living/silicon/robot/RangedAttack(atom/A)
A.attack_robot(src)
+30 -39
View File
@@ -4,15 +4,17 @@
Otherwise pretty standard.
*/
/mob/living/carbon/human/UnarmedAttack(atom/A, proximity)
var/obj/item/bodypart/check_arm = get_active_hand()
if(check_arm && check_arm.is_disabled() == BODYPART_DISABLED_WOUND)
to_chat(src, "<span class='warning'>The damage in your [check_arm.name] is preventing you from using it! Get it fixed, or at least splinted!</span>")
return
/mob/living/carbon/human/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
if(!has_active_hand()) //can't attack without a hand.
to_chat(src, "<span class='notice'>You look at your arm and sigh.</span>")
return
var/obj/item/bodypart/check_arm = get_active_hand()
if(check_arm && check_arm.is_disabled() == BODYPART_DISABLED_WOUND)
to_chat(src, "<span class='warning'>The damage in your [check_arm.name] is preventing you from using it! Get it fixed, or at least splinted!</span>")
return
// Special glove functions:
// If the gloves do anything, have them return 1 to stop
@@ -24,16 +26,16 @@
var/override = 0
for(var/datum/mutation/human/HM in dna.mutations)
override += HM.on_attack_hand(A, proximity)
override += HM.on_attack_hand(A, proximity, intent, flags)
if(override)
return
SEND_SIGNAL(src, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, A)
A.attack_hand(src)
A.attack_hand(src, intent, flags)
//Return TRUE to cancel other attack hand effects that respect it.
/atom/proc/attack_hand(mob/user)
/atom/proc/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
. = FALSE
if(!(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND))
add_fingerprint(user)
@@ -108,8 +110,8 @@
/*
Animals & All Unspecified
*/
/mob/living/UnarmedAttack(atom/A)
A.attack_animal(src)
/mob/living/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
A.attack_animal(src, intent, flags)
/atom/proc/attack_animal(mob/user)
SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_ANIMAL, user)
@@ -120,8 +122,8 @@
/*
Monkeys
*/
/mob/living/carbon/monkey/UnarmedAttack(atom/A)
A.attack_paw(src)
/mob/living/carbon/monkey/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
A.attack_paw(src, intent, flags)
/atom/proc/attack_paw(mob/user)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_PAW, user) & COMPONENT_NO_ATTACK_HAND)
@@ -166,8 +168,8 @@
Aliens
Defaults to same as monkey in most places
*/
/mob/living/carbon/alien/UnarmedAttack(atom/A)
A.attack_alien(src)
/mob/living/carbon/alien/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
A.attack_alien(src, intent, flags)
/atom/proc/attack_alien(mob/living/carbon/alien/user)
attack_paw(user)
@@ -177,29 +179,29 @@
return
// Babby aliens
/mob/living/carbon/alien/larva/UnarmedAttack(atom/A)
A.attack_larva(src)
/mob/living/carbon/alien/larva/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
A.attack_larva(src, intent, flags)
/atom/proc/attack_larva(mob/user)
return
/*
Slimes
Nothing happening here
*/
/mob/living/simple_animal/slime/UnarmedAttack(atom/A)
A.attack_slime(src)
/mob/living/simple_animal/slime/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
A.attack_slime(src, intent, flags)
/atom/proc/attack_slime(mob/user)
return
/mob/living/simple_animal/slime/RestrainedClickOn(atom/A)
return
/*
Drones
*/
/mob/living/simple_animal/drone/UnarmedAttack(atom/A)
A.attack_drone(src)
/mob/living/simple_animal/drone/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
A.attack_drone(src, intent, flags)
/atom/proc/attack_drone(mob/living/simple_animal/drone/user)
attack_hand(user) //defaults to attack_hand. Override it when you don't want drones to do same stuff as humans.
@@ -207,55 +209,44 @@
/mob/living/simple_animal/slime/RestrainedClickOn(atom/A)
return
/*
True Devil
*/
/mob/living/carbon/true_devil/UnarmedAttack(atom/A, proximity)
/mob/living/carbon/true_devil/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
A.attack_hand(src)
/*
Brain
*/
/mob/living/brain/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default
/mob/living/brain/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
return
/*
pAI
*/
/mob/living/silicon/pai/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default
/mob/living/silicon/pai/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
return
/*
Simple animals
*/
/mob/living/simple_animal/UnarmedAttack(atom/A, proximity)
/mob/living/simple_animal/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
if(!dextrous)
return ..()
if(!ismob(A))
A.attack_hand(src)
A.attack_hand(src, intent, flags)
update_inv_hands()
/*
Hostile animals
*/
/mob/living/simple_animal/hostile/UnarmedAttack(atom/A)
/mob/living/simple_animal/hostile/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
target = A
if(dextrous && !ismob(A))
..()
else
AttackingTarget()
/*
New Players:
Have no reason to click on anything at all.