merge from master
This commit is contained in:
+2
-1
@@ -90,8 +90,9 @@
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The below is only really for safety, or you can alter the way
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it functions and re-insert it above.
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*/
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/mob/living/silicon/ai/UnarmedAttack(atom/A)
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/mob/living/silicon/ai/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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A.attack_ai(src)
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/mob/living/silicon/ai/RangedAttack(atom/A)
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A.attack_ai(src)
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@@ -237,9 +237,9 @@
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proximity_flag is not currently passed to attack_hand, and is instead used
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in human click code to allow glove touches only at melee range.
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*/
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/mob/proc/UnarmedAttack(atom/A, proximity_flag)
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DelayNextAction(ismob(A)? 8 : 0)
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return
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/mob/proc/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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/*
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Ranged unarmed attack:
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@@ -171,8 +171,9 @@
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clicks, you can do so here, but you will have to
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change attack_robot() above to the proper function
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*/
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/mob/living/silicon/robot/UnarmedAttack(atom/A)
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/mob/living/silicon/robot/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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A.attack_robot(src)
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/mob/living/silicon/robot/RangedAttack(atom/A)
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A.attack_robot(src)
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@@ -0,0 +1,165 @@
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/client
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/**
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* Assoc list with all the active maps - when a screen obj is added to
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* a map, it's put in here as well.
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*
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* Format: list(<mapname> = list(/obj/screen))
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*/
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var/list/screen_maps = list()
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/**
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* A screen object, which acts as a container for turfs and other things
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* you want to show on the map, which you usually attach to "vis_contents".
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*/
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/obj/screen
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/**
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* Map name assigned to this object.
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* Automatically set by /client/proc/add_obj_to_map.
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*/
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var/assigned_map
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/**
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* Mark this object as garbage-collectible after you clean the map
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* it was registered on.
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*
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* This could probably be changed to be a proc, for conditional removal.
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* But for now, this works.
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*/
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var/del_on_map_removal = TRUE
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/**
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* A generic background object.
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* It is also implicitly used to allocate a rectangle on the map, which will
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* be used for auto-scaling the map.
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*/
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/obj/screen/background
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name = "background"
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icon = 'icons/mob/map_backgrounds.dmi'
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icon_state = "clear"
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layer = GAME_PLANE
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plane = GAME_PLANE
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/**
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* Sets screen_loc of this screen object, in form of point coordinates,
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* with optional pixel offset (px, py).
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*
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* If applicable, "assigned_map" has to be assigned before this proc call.
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*/
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/obj/screen/proc/set_position(x, y, px = 0, py = 0)
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if(assigned_map)
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screen_loc = "[assigned_map]:[x]:[px],[y]:[py]"
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else
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screen_loc = "[x]:[px],[y]:[py]"
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/**
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* Sets screen_loc to fill a rectangular area of the map.
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*
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* If applicable, "assigned_map" has to be assigned before this proc call.
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*/
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/obj/screen/proc/fill_rect(x1, y1, x2, y2)
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if(assigned_map)
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screen_loc = "[assigned_map]:[x1],[y1] to [x2],[y2]"
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else
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screen_loc = "[x1],[y1] to [x2],[y2]"
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/**
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* Registers screen obj with the client, which makes it visible on the
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* assigned map, and becomes a part of the assigned map's lifecycle.
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*/
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/client/proc/register_map_obj(obj/screen/screen_obj)
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if(!screen_obj.assigned_map)
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CRASH("Can't register [screen_obj] without 'assigned_map' property.")
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if(!screen_maps[screen_obj.assigned_map])
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screen_maps[screen_obj.assigned_map] = list()
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// NOTE: Possibly an expensive operation
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var/list/screen_map = screen_maps[screen_obj.assigned_map]
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if(!screen_map.Find(screen_obj))
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screen_map += screen_obj
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if(!screen.Find(screen_obj))
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screen += screen_obj
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/**
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* Clears the map of registered screen objects.
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*
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* Not really needed most of the time, as the client's screen list gets reset
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* on relog. any of the buttons are going to get caught by garbage collection
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* anyway. they're effectively qdel'd.
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*/
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/client/proc/clear_map(map_name)
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if(!map_name || !(map_name in screen_maps))
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return FALSE
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for(var/obj/screen/screen_obj in screen_maps[map_name])
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screen_maps[map_name] -= screen_obj
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if(screen_obj.del_on_map_removal)
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qdel(screen_obj)
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screen_maps -= map_name
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/**
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* Clears all the maps of registered screen objects.
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*/
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/client/proc/clear_all_maps()
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for(var/map_name in screen_maps)
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clear_map(map_name)
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/**
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* Creates a popup window with a basic map element in it, without any
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* further initialization.
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*
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* Ratio is how many pixels by how many pixels (keep it simple).
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*
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* Returns a map name.
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*/
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/client/proc/create_popup(name, ratiox = 100, ratioy = 100)
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winclone(src, "popupwindow", name)
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var/list/winparams = list()
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winparams["size"] = "[ratiox]x[ratioy]"
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winparams["on-close"] = "handle-popup-close [name]"
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winset(src, "[name]", list2params(winparams))
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winshow(src, "[name]", 1)
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var/list/params = list()
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params["parent"] = "[name]"
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params["type"] = "map"
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params["size"] = "[ratiox]x[ratioy]"
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params["anchor1"] = "0,0"
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params["anchor2"] = "[ratiox],[ratioy]"
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winset(src, "[name]_map", list2params(params))
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return "[name]_map"
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/**
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* Create the popup, and get it ready for generic use by giving
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* it a background.
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*
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* Width and height are multiplied by 64 by default.
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*/
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/client/proc/setup_popup(popup_name, width = 9, height = 9, \
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tilesize = 2, bg_icon)
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if(!popup_name)
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return
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clear_map("[popup_name]_map")
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var/x_value = world.icon_size * tilesize * width
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var/y_value = world.icon_size * tilesize * height
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var/map_name = create_popup(popup_name, x_value, y_value)
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var/obj/screen/background/background = new
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background.assigned_map = map_name
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background.fill_rect(1, 1, width, height)
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if(bg_icon)
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background.icon_state = bg_icon
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register_map_obj(background)
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return map_name
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/**
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* Closes a popup.
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*/
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/client/proc/close_popup(popup)
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winshow(src, popup, 0)
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handle_popup_close(popup)
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/**
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* When the popup closes in any way (player or proc call) it calls this.
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*/
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/client/verb/handle_popup_close(window_id as text)
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set hidden = TRUE
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clear_map("[window_id]_map")
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@@ -63,18 +63,9 @@
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// And here are some good things for free:
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// Now you can click through portals, wormholes, gateways, and teleporters while observing. -Sayu
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/obj/machinery/gateway/centerstation/attack_ghost(mob/user)
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if(awaygate)
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user.forceMove(awaygate.loc)
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else
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to_chat(user, "[src] has no destination.")
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return ..()
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/obj/machinery/gateway/centeraway/attack_ghost(mob/user)
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if(stationgate)
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user.forceMove(stationgate.loc)
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else
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to_chat(user, "[src] has no destination.")
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/obj/effect/gateway_portal_bumper/attack_ghost(mob/user)
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if(gateway)
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gateway.Transfer(user)
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return ..()
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/obj/machinery/teleport/hub/attack_ghost(mob/user)
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+24
-40
@@ -4,7 +4,7 @@
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Otherwise pretty standard.
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*/
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/mob/living/carbon/human/UnarmedAttack(atom/A, proximity)
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/mob/living/carbon/human/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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if(!has_active_hand()) //can't attack without a hand.
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to_chat(src, "<span class='notice'>You look at your arm and sigh.</span>")
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@@ -20,21 +20,16 @@
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var/override = 0
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for(var/datum/mutation/human/HM in dna.mutations)
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override += HM.on_attack_hand(A, proximity)
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override += HM.on_attack_hand(A, proximity, intent, flags)
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if(override)
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return
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SEND_SIGNAL(src, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, A)
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if(!CheckActionCooldown(A.clickdelay_attack_hand_preattack_cooldown))
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if(A.clickdelay_attack_hand_is_action && A.clickdelay_attack_hand_set_preattack)
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DelayNextAction()
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A.attack_hand(src)
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if(A.clickdelay_attack_hand_is_action && !A.clickdelay_attack_hand_set_preattack)
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DelayNextAction()
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A.attack_hand(src, intent, flags)
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//Return TRUE to cancel other attack hand effects that respect it.
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/atom/proc/attack_hand(mob/user)
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/atom/proc/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
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. = FALSE
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if(!(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND))
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add_fingerprint(user)
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@@ -109,8 +104,8 @@
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/*
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Animals & All Unspecified
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*/
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/mob/living/UnarmedAttack(atom/A)
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A.attack_animal(src)
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/mob/living/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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A.attack_animal(src, intent, flags)
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/atom/proc/attack_animal(mob/user)
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SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_ANIMAL, user)
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@@ -121,8 +116,8 @@
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/*
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Monkeys
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*/
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/mob/living/carbon/monkey/UnarmedAttack(atom/A)
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A.attack_paw(src)
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/mob/living/carbon/monkey/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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A.attack_paw(src, intent, flags)
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/atom/proc/attack_paw(mob/user)
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if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_PAW, user) & COMPONENT_NO_ATTACK_HAND)
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@@ -167,8 +162,8 @@
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Aliens
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Defaults to same as monkey in most places
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*/
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/mob/living/carbon/alien/UnarmedAttack(atom/A)
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A.attack_alien(src)
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/mob/living/carbon/alien/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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A.attack_alien(src, intent, flags)
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/atom/proc/attack_alien(mob/living/carbon/alien/user)
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attack_paw(user)
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@@ -178,29 +173,29 @@
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return
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// Babby aliens
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/mob/living/carbon/alien/larva/UnarmedAttack(atom/A)
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A.attack_larva(src)
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/mob/living/carbon/alien/larva/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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A.attack_larva(src, intent, flags)
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/atom/proc/attack_larva(mob/user)
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return
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/*
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Slimes
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Nothing happening here
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*/
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/mob/living/simple_animal/slime/UnarmedAttack(atom/A)
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A.attack_slime(src)
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/mob/living/simple_animal/slime/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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A.attack_slime(src, intent, flags)
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/atom/proc/attack_slime(mob/user)
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return
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/mob/living/simple_animal/slime/RestrainedClickOn(atom/A)
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return
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/*
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Drones
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*/
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/mob/living/simple_animal/drone/UnarmedAttack(atom/A)
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A.attack_drone(src)
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/mob/living/simple_animal/drone/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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A.attack_drone(src, intent, flags)
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/atom/proc/attack_drone(mob/living/simple_animal/drone/user)
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attack_hand(user) //defaults to attack_hand. Override it when you don't want drones to do same stuff as humans.
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@@ -208,55 +203,44 @@
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/mob/living/simple_animal/slime/RestrainedClickOn(atom/A)
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return
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/*
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True Devil
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*/
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/mob/living/carbon/true_devil/UnarmedAttack(atom/A, proximity)
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/mob/living/carbon/true_devil/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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A.attack_hand(src)
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/*
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Brain
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*/
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/mob/living/brain/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default
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/mob/living/brain/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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return
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/*
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pAI
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*/
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/mob/living/silicon/pai/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default
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/mob/living/silicon/pai/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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return
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/*
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Simple animals
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*/
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/mob/living/simple_animal/UnarmedAttack(atom/A, proximity)
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/mob/living/simple_animal/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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if(!dextrous)
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return ..()
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if(!ismob(A))
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A.attack_hand(src)
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A.attack_hand(src, intent, flags)
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update_inv_hands()
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/*
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Hostile animals
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*/
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/mob/living/simple_animal/hostile/UnarmedAttack(atom/A)
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/mob/living/simple_animal/hostile/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
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target = A
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if(dextrous && !ismob(A))
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..()
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else
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AttackingTarget()
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/*
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New Players:
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Have no reason to click on anything at all.
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Reference in New Issue
Block a user