Merge pull request #11476 from kevinz000/shield_refactor
Completely overhauls how blocking, shields, reflecting, and anything in between is handled. Has some small gameplay effects.
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@@ -93,8 +93,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/tool_behaviour = NONE
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var/toolspeed = 1
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var/block_chance = 0
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var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom
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var/reach = 1 //In tiles, how far this weapon can reach; 1 for adjacent, which is default
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//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
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@@ -365,13 +363,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency
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/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, args)
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if(prob(final_block_chance))
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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return 1
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return 0
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/obj/item/proc/talk_into(mob/M, input, channel, spans, datum/language/language)
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return ITALICS | REDUCE_RANGE
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@@ -464,9 +455,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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/obj/item/proc/ui_action_click(mob/user, actiontype)
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attack_self(user)
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/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
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return 0
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/obj/item/proc/eyestab(mob/living/carbon/M, mob/living/carbon/user)
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='warning'>You don't want to harm [M]!</span>")
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