fixes
This commit is contained in:
@@ -108,9 +108,9 @@
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return !(. & DISCARD_LAST_ACTION)
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else
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. = UnarmedAttack(A)
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if(!(. & NO_AUTO_CLICKDELAY_HANDLING))
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DelayNextAction(CLICK_CD_MELEE)
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return UnarmedAttack(A)? TRUE : FALSE
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if(!(. & NO_AUTO_CLICKDELAY_HANDLING) && ismob(A))
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DelayNextAction(CLICK_CD_MELEE))
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return .? TRUE : FALSE
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//Can't reach anything else in lockers or other weirdness
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if(!loc.AllowClick())
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@@ -123,12 +123,12 @@
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return !(. & DISCARD_LAST_ACTION)
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else
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. = UnarmedAttack(A)
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if(!(. & NO_AUTO_CLICKDELAY_HANDLING))
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DelayNextAction(CLICK_CD_MELEE)
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return UnarmedAttack(A)? TRUE : FALSE
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if(!(. & NO_AUTO_CLICKDELAY_HANDLING) && ismob(A))
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DelayNextAction(CLICK_CD_MELEE))
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return .? TRUE : FALSE
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else
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if(W)
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W.ranged_attack_chain(src, A, params)
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return W.ranged_attack_chain(src, A, params)
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else
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RangedAttack(A,params)
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@@ -376,7 +376,7 @@
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return
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/mob/living/LaserEyes(atom/A, params)
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DelayNextAction(CLICK_CD_RANGE)
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DelayNextAction(CLICK_CD_RANGE, flush = TRUE)
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var/obj/item/projectile/beam/LE = new /obj/item/projectile/beam( loc )
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LE.icon = 'icons/effects/genetics.dmi'
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@@ -79,6 +79,8 @@
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// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents)
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if(A == loc || (A in loc) || (A in contents))
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. = W.melee_attack_chain(src, A, params)
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if(!(. & NO_AUTO_CLICKDELAY_HANDLING) && ismob(A))
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DelayNextAction(CLICK_CD_MELEE))
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return !(. & DISCARD_LAST_ACTION)
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if(!isturf(loc))
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@@ -88,10 +90,11 @@
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if(isturf(A) || isturf(A.loc))
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if(A.Adjacent(src)) // see adjacent.dm
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. = W.melee_attack_chain(src, A, params)
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if(!(. & NO_AUTO_CLICKDELAY_HANDLING) && ismob(A))
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DelayNextAction(CLICK_CD_MELEE))
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return !(. & DISCARD_LAST_ACTION)
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else
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W.afterattack(A, src, 0, params)
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return
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return W.afterattack(A, src, 0, params)
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//Middle click cycles through selected modules.
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/mob/living/silicon/robot/MiddleClickOn(atom/A)
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@@ -30,7 +30,7 @@
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if(!CHECK_MOBILITY(L, MOBILITY_USE))
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to_chat(L, "<span class='warning'>You are unable to raise [src] right now!</span>")
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return
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afterattack(target, user, FALSE, params)
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return afterattack(target, user, FALSE, params)
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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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@@ -104,13 +104,19 @@
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. = ..()
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if(gloves)
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var/obj/item/clothing/gloves/G = gloves
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if(istype(G) && G.Touch(A,0)) // for magic gloves
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. |= G.Touch(A, FALSE)
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if(. & INTERRUPT_UNARMED_ATTACK)
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return
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if(istype(glasses))
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. |= glasses.ranged_attack(src, A, mouseparams)
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if(. & INTERRUPT_UNARMED_ATTACK)
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return
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if (istype(glasses) && glasses.ranged_attack(src,A,mouseparams))
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return
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for(var/datum/mutation/human/HM in dna.mutations)
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HM.on_ranged_attack(A, mouseparams)
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. |= HM.on_ranged_attack(A, mouseparams)
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if(. & INTERRUPT_UNARMED_ATTACK)
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return
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if(isturf(A) && get_dist(src,A) <= 1)
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src.Move_Pulled(A)
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@@ -41,9 +41,10 @@
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else
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if(!AltUnarmedAttack(A))
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. = UnarmedAttack(A)
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if(!(. & NO_AUTO_CLICKDELAY_HANDLING))
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DelayNextAction(CLICK_CD_MELEE)
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return UnarmedAttack(A)? TRUE : FALSE
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if(!(. & NO_AUTO_CLICKDELAY_HANDLING) && ismob(A))
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DelayNextAction(CLICK_CD_MELEE))
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return .? TRUE : FALSE
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return TRUE
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//Can't reach anything else in lockers or other weirdness
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if(!loc.AllowClick())
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@@ -57,9 +58,10 @@
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else
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if(!AltUnarmedAttack(A,1))
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. = UnarmedAttack(A)
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if(!(. & NO_AUTO_CLICKDELAY_HANDLING))
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DelayNextAction(CLICK_CD_MELEE)
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return UnarmedAttack(A)? TRUE : FALSE
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if(!(. & NO_AUTO_CLICKDELAY_HANDLING) && ismob(A))
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DelayNextAction(CLICK_CD_MELEE))
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return .? TRUE : FALSE
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return TRUE
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else
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if(W)
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if(!W.altafterattack(A, src, FALSE, params))
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@@ -67,6 +69,8 @@
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else
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if(!AltRangedAttack(A,params))
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RangedAttack(A,params)
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return
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return TRUE
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/mob/proc/AltUnarmedAttack(atom/A, proximity_flag)
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if(ismob(A))
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@@ -3,14 +3,11 @@
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to_chat(src, "<span class='notice'>You look at the state of the universe and sigh.</span>") //lets face it, people rarely ever see this message in its intended condition.
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return TRUE
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if(!A.alt_attack_hand(src))
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A.attack_hand(src)
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return TRUE
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return TRUE
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return A.alt_attack_hand(src)
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/mob/living/carbon/human/AltRangedAttack(atom/A, params)
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if(isturf(A) || incapacitated()) // pretty annoying to wave your fist at floors and walls. And useless.
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return TRUE
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return
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if(!CheckActionCooldown(CLICK_CD_RANGE))
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return
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DelayNextAction()
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@@ -532,8 +532,10 @@ Auto Patrol[]"},
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/mob/living/simple_animal/bot/ed209/RangedAttack(atom/A)
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if(!on)
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return
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return ..()
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shootAt(A)
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DelayNextAction()
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return TRUE
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/mob/living/simple_animal/bot/ed209/proc/stun_attack(mob/living/carbon/C)
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playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
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@@ -523,9 +523,9 @@ mob/living/simple_animal/hostile/proc/DestroySurroundings() // for use with mega
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if(ranged && ranged_cooldown <= world.time)
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target = A
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OpenFire(A)
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..()
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DelayNextAction()
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. = ..()
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return TRUE
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////// AI Status ///////
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/mob/living/simple_animal/hostile/proc/AICanContinue(var/list/possible_targets)
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