Items no longer need to check for tools in attackby
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@@ -1,12 +1,27 @@
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/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
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if(pre_attackby(target, user, params))
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if(!tool_check(user, target) && pre_attackby(target, user, params))
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// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
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var/resolved = target.attackby(src, user, params)
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if(!resolved && target && !QDELETED(src))
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afterattack(target, user, 1, params) // 1: clicking something Adjacent
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//Checks if the item can work as a tool, calling the appropriate tool behavior on the target
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/obj/item/proc/tool_check(mob/user, atom/target)
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switch(tool_behaviour)
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if(TOOL_NONE)
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return FALSE
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if(TOOL_CROWBAR)
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return target.crowbar_act(user, src)
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if(TOOL_SCREWDRIVER)
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return target.screwdriver_act(user, src)
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if(TOOL_WRENCH)
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return target.wrench_act(user, src)
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if(TOOL_WIRECUTTER)
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return target.wirecutter_act(user, src)
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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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SendSignal(COMSIG_ITEM_ATTACK_SELF, user)
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@@ -118,5 +133,4 @@
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attack_message = "[user] has [message_verb] [src][message_hit_area] with [I]!"
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visible_message("<span class='danger'>[attack_message]</span>", \
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"<span class='userdanger'>[attack_message]</span>", null, COMBAT_MESSAGE_RANGE)
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return 1
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return 1
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