Combat mode component. (#12338)
* Combat mode component. * Whoops. * test. * Oh * refs begone, and documentation.
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@@ -423,14 +423,12 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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return usr.client.Click(src, src_location, src_control, params)
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var/list/directaccess = usr.DirectAccess() //This, specifically, is what requires the copypaste. If this were after the adjacency check, then it'd be impossible to use items in your inventory, among other things.
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//If this were before the above checks, then trying to click on items would act a little funky and signal overrides wouldn't work.
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if((C.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && ((C.CanReach(src) || (src in directaccess)) && (C.CanReach(over) || (over in directaccess))))
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if(!C.get_active_held_item())
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C.UnarmedAttack(src, TRUE)
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if(C.get_active_held_item() == src)
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melee_attack_chain(C, over)
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return TRUE //returning TRUE as a "is this overridden?" flag
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if(SEND_SIGNAL(usr, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE) && ((usr.CanReach(src) || (src in directaccess)) && (usr.CanReach(over) || (over in directaccess))))
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if(!usr.get_active_held_item())
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usr.UnarmedAttack(src, TRUE)
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if(usr.get_active_held_item() == src)
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melee_attack_chain(usr, over)
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return TRUE //returning TRUE as a "is this overridden?" flag
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if(!Adjacent(usr) || !over.Adjacent(usr))
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return // should stop you from dragging through windows
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@@ -107,7 +107,7 @@
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return TRUE
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/obj/item/shield/proc/user_shieldbash(mob/living/user, atom/target, harmful)
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if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) //Combat mode has to be enabled for shield bashing
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if(!SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) //Combat mode has to be enabled for shield bashing
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return FALSE
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if(!(shield_flags & SHIELD_CAN_BASH))
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to_chat(user, "<span class='warning'>[src] can't be used to shield bash!</span>")
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