experimental
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@@ -1,8 +1,6 @@
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// melee_attack_chain() attackchain_flags
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/// The attack is from a parry counterattack.
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#define ATTACKCHAIN_PARRY_COUNTERATTACK (1<<0)
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/////////// ATTACKCHAIN_FLAGS ////////////
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// melee_attack_chain(), attackby(), pre_attack(), afterattack(), and tool_act(), attack() and **anything that is called by ClickOn()** return values.
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// These are all passed down through the attack chain and are binary OR'd into each other!
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/// Stop the attack chain if still in melee_attack_chain()
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#define STOP_ATTACK_PROC_CHAIN (1<<0)
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/// This attack should discard last_action instead of flushing (storing) it). You should probably know what you're doing if you use this considering this is how clickdelay is enforced.
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@@ -12,14 +10,12 @@
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#define NO_AUTO_CLICKDELAY_HANDLING (1<<2)
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/// Only used with UnarmedAttack(). Interrupts unarmed attack from progressing.
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#define INTERRUPT_UNARMED_ATTACK (1<<3)
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/// Attack hand should not set next action even if the atom wants it to be an action
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#define ATTACK_HAND_IGNORE_ACTION (1<<4)
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/// Attack hand should not at all check last_action/attack_hand_speed even if the atom wants to
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#define ATTACK_HAND_IGNORE_CLICKDELAY (1<<5)
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// UnarmedAttack() flags
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/// Attack is from a parry counterattack
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#define UNARMED_ATTACK_PARRY (1<<0)
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/// Attack should not set next action even if the atom wants it to be an action
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#define ATTACK_IGNORE_ACTION (1<<4)
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/// Attack should not at all check last_action/attack_hand_speed even if the atom wants to
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#define ATTACK_IGNORE_CLICKDELAY (1<<5)
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/// This attack is from a parry counterattack
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#define ATTACK_IS_PARRY_COUNTERATTACK (1<<6)
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// obj/item/dropped()
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/// dropped() relocated this item, return FALSE for doUnEquip.
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