sigh
This commit is contained in:
@@ -138,14 +138,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL | MOBILITY_RESIST)
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#define MOBILITY_FLAGS_ANY_INTERACTION (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_UI | MOBILITY_STORAGE)
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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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// 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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/// If the thing can reflect light (lasers/energy)
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#define RICOCHET_SHINY (1<<0)
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/// If the thing can reflect matter (bullets/bomb shrapnel)
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@@ -0,0 +1,17 @@
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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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// melee_attack_chain(), attackby(), pre_attack(), afterattack(), and tool_act() return values.
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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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#define DISCARD_LAST_ACTION (1<<1)
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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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// obj/item/dropped()
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/// dropped() relocated this item, return FALSE for doUnEquip.
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#define ITEM_RELOCATED_BY_DROPPED "relocated_by_dropped"
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@@ -1,3 +0,0 @@
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// obj/item/dropped
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/// dropped() relocated this item, return FALSE for doUnEquip.
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#define ITEM_RELOCATED_BY_DROPPED "relocated_by_dropped"
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@@ -111,7 +111,7 @@
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//User itself, current loc, and user inventory
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if(A in DirectAccess())
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if(W)
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W.melee_attack_chain(src, A, params)
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. = !(W.melee_attack_chain(src, A, params) & DISCARD_LAST_ACTION)
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else
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UnarmedAttack(A)
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return
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@@ -123,15 +123,13 @@
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//Standard reach turf to turf or reaching inside storage
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if(CanReach(A,W))
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if(W)
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W.melee_attack_chain(src, A, params)
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. = !(W.melee_attack_chain(src, A, params) & DISCARD_LAST_ACTION)
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else
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DelayNextAction(ismob(A)? 8 : 0)
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UnarmedAttack(A, 1)
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else
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if(W)
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W.ranged_attack_chain(src, A, params)
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else
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DelayNextAction(ismob(A)? 8 : 0)
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RangedAttack(A,params)
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//Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it
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@@ -77,7 +77,7 @@
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// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents)
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if(A == loc || (A in loc) || (A in contents))
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W.melee_attack_chain(src, A, params)
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. = !(W.melee_attack_chain(src, A, params) & DISCARD_LAST_ACTION)
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return
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if(!isturf(loc))
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@@ -86,7 +86,7 @@
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// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc && isturf(A.loc.loc))
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if(isturf(A) || isturf(A.loc))
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if(A.Adjacent(src)) // see adjacent.dm
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W.melee_attack_chain(src, A, params)
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. = !(W.melee_attack_chain(src, A, params) & DISCARD_LAST_ACTION)
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return
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else
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W.afterattack(A, src, 0, params)
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@@ -0,0 +1,58 @@
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/obj/screen/mov_intent
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icon = 'modular_citadel/icons/ui/screen_midnight.dmi'
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/obj/screen/sprintbutton
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name = "toggle sprint"
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icon = 'modular_citadel/icons/ui/screen_midnight.dmi'
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icon_state = "act_sprint"
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layer = ABOVE_HUD_LAYER - 0.1
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var/mutable_appearance/flashy
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/obj/screen/sprintbutton/Click()
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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H.default_toggle_sprint()
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/obj/screen/sprintbutton/update_icon_state()
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var/mob/living/user = hud?.mymob
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if(!istype(user))
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return
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if(user.combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
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icon_state = "act_sprint_on"
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else if(HAS_TRAIT(user, TRAIT_SPRINT_LOCKED))
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icon_state = "act_sprint_locked"
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else
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icon_state = "act_sprint"
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/obj/screen/sprintbutton/update_overlays()
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. = ..()
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var/mob/living/carbon/user = hud?.mymob
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if(!istype(user) || !user.client)
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return
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if((user.combat_flags & COMBAT_FLAG_SPRINT_ACTIVE) && user.client.prefs.hud_toggle_flash)
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if(!flashy)
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flashy = mutable_appearance('icons/mob/screen_gen.dmi', "togglehalf_flash")
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if(flashy.color != user.client.prefs.hud_toggle_color)
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flashy.color = user.client.prefs.hud_toggle_color
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. += flashy
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//Sprint buffer onscreen code.
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/datum/hud/var/obj/screen/sprint_buffer/sprint_buffer
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/obj/screen/sprint_buffer
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name = "sprint buffer"
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icon = 'icons/effects/progessbar.dmi'
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icon_state = "prog_bar_100"
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/obj/screen/sprint_buffer/Click()
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if(isliving(usr))
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var/mob/living/L = usr
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to_chat(L, "<span class='boldnotice'>Your sprint buffer's maximum capacity is [L.sprint_buffer_max]. It is currently at [L.sprint_buffer], regenerating at [L.sprint_buffer_regen_ds * 10] per second. \
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Sprinting while this is empty will incur a [L.sprint_stamina_cost] stamina cost per tile.</span>")
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/obj/screen/sprint_buffer/proc/update_to_mob(mob/living/L)
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var/amount = 0
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if(L.sprint_buffer_max > 0)
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amount = round(clamp((L.sprint_buffer / L.sprint_buffer_max) * 100, 0, 100), 5)
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icon_state = "prog_bar_[amount]"
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@@ -0,0 +1,61 @@
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/datum/hud/var/obj/screen/staminas/staminas
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/datum/hud/var/obj/screen/staminabuffer/staminabuffer
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/obj/screen/staminas
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icon = 'modular_citadel/icons/ui/screen_gen.dmi'
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name = "stamina"
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icon_state = "stamina0"
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screen_loc = ui_stamina
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mouse_opacity = 1
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/obj/screen/staminas/Click(location,control,params)
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if(isliving(usr))
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var/mob/living/L = usr
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to_chat(L, "<span class='notice'>You have <b>[L.getStaminaLoss()]</b> stamina loss.<br>Your stamina buffer can take <b>[L.stambuffer]</b> stamina loss, and recharges at no cost.<br>Your stamina buffer is <b>[(L.stambuffer*(100/L.stambuffer))-(L.bufferedstam*(100/L.stambuffer))]%</b> full.</span>")
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/obj/screen/staminas/update_icon_state()
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var/mob/living/carbon/user = hud?.mymob
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if(!user)
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return
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if(user.stat == DEAD || (user.combat_flags & COMBAT_FLAG_HARD_STAMCRIT) || (user.hal_screwyhud in 1 to 2))
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icon_state = "staminacrit"
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else if(user.hal_screwyhud == 5)
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icon_state = "stamina0"
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else
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icon_state = "stamina[clamp(FLOOR(user.getStaminaLoss() /20, 1), 0, 6)]"
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//stam buffer
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/obj/screen/staminabuffer
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icon = 'modular_citadel/icons/ui/screen_gen.dmi'
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name = "stamina buffer"
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icon_state = "stambuffer0"
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screen_loc = ui_stamina
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layer = ABOVE_HUD_LAYER + 0.1
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mouse_opacity = 0
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/obj/screen/staminabuffer/update_icon_state()
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var/mob/living/carbon/user = hud?.mymob
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if(!user)
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return
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if(user.stat == DEAD || (user.combat_flags & COMBAT_FLAG_HARD_STAMCRIT) || (user.hal_screwyhud in 1 to 2))
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icon_state = "stambuffer7"
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else if(user.hal_screwyhud == 5)
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icon_state = "stambuffer0"
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else
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switch(user.bufferedstam / user.stambuffer)
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if(0.95 to INFINITY)
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icon_state = "stambuffer7"
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if(0.9 to 0.95)
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icon_state = "stambuffer6"
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if(0.8 to 0.9)
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icon_state = "stambuffer5"
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if(0.6 to 0.8)
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icon_state = "stambuffer4"
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if(0.4 to 0.6)
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icon_state = "stambuffer3"
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if(0.2 to 0.4)
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icon_state = "stambuffer2"
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if(0.05 to 0.2)
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icon_state = "stambuffer1"
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else
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icon_state = "stambuffer0"
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@@ -0,0 +1,22 @@
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/obj/screen/voretoggle
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name = "toggle vore mode"
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icon = 'modular_citadel/icons/ui/screen_midnight.dmi'
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icon_state = "nom_off"
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/obj/screen/voretoggle/Click()
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if(usr != hud.mymob)
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return
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var/mob/living/carbon/C = usr
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if(SEND_SIGNAL(usr, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
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to_chat(usr, "<span class='warning'>Disable combat mode first.</span>")
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return
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C.toggle_vore_mode()
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/obj/screen/voretoggle/update_icon_state()
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var/mob/living/carbon/user = hud?.mymob
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if(!istype(user))
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return
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if(user.voremode)
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icon_state = "nom"
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else
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icon_state = "nom_off"
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@@ -13,15 +13,15 @@
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if(!CHECK_MOBILITY(L, MOBILITY_USE) && !(flags & ATTACKCHAIN_PARRY_COUNTERATTACK))
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to_chat(L, "<span class='warning'>You are unable to swing [src] right now!</span>")
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return
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if(tool_behaviour && target.tool_act(user, src, tool_behaviour))
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if(tool_behaviour && ((. = target.tool_act(user, src, tool_behaviour)) & STOP_ATTACK_PROC_CHAIN))
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return
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if(pre_attack(target, user, params))
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if((. |= pre_attack(target, user, params)) & STOP_ATTACK_PROC_CHAIN)
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return
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if(target.attackby(src, user, params, flags, damage_multiplier))
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if((. |= target.attackby(src, user, params, flags, damage_multiplier)) & STOP_ATTACK_PROC_CHAIN)
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return
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if(QDELETED(src) || QDELETED(target))
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return
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afterattack(target, user, TRUE, params)
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. |= afterattack(target, user, TRUE, params)
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/// Like melee_attack_chain but for ranged.
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/obj/item/proc/ranged_attack_chain(mob/user, atom/target, params)
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@@ -40,25 +40,25 @@
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/obj/item/proc/pre_attack(atom/A, mob/living/user, params) //do stuff before attackby!
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if(SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK, A, user, params) & COMPONENT_NO_ATTACK)
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return TRUE
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if(!PreatackClickdelayCheck(user, A))
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return TRUE
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PreattackClickdelaySet(user, A)
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return FALSE //return TRUE to avoid calling attackby after this proc does stuff
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return STOP_ATTACK_PROC_CHAIN
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if(!CheckAttackCooldown(user, A))
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return STOP_ATTACK_PROC_CHAIN
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// No comment
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/atom/proc/attackby(obj/item/W, mob/user, params)
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if(SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY, W, user, params) & COMPONENT_NO_AFTERATTACK)
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return TRUE
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return FALSE
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return STOP_ATTACK_PROC_CHAIN
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/obj/attackby(obj/item/I, mob/living/user, params)
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return ..() || ((obj_flags & CAN_BE_HIT) && I.attack_obj(src, user))
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. = ..()
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if(obj_flags & CAN_BE_HIT)
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. |= I.attack_obj(src, user)
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/mob/living/attackby(obj/item/I, mob/living/user, params, attackchain_flags, damage_multiplier)
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if(..())
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return TRUE
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. = I.attack(src, user, attackchain_flags, damage_multiplier)
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. = ..()
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if(. & STOP_ATTACK_PROC_CHAIN)
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return
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. |= I.attack(src, user, attackchain_flags, damage_multiplier)
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/obj/item/proc/attack(mob/living/M, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user) & COMPONENT_ITEM_NO_ATTACK)
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@@ -80,7 +80,7 @@
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user.do_attack_animation(M)
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M.attacked_by(src, user, attackchain_flags, damage_multiplier)
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PostattackClickdelaySet(user, M)
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SetAttackCooldown(user, M)
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log_combat(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
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add_fingerprint(user)
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@@ -97,7 +97,7 @@
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return
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user.do_attack_animation(O)
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O.attacked_by(src, user)
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PostattackClickdelaySet(user, O)
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SetAttackCooldown(user, O)
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var/weight = getweight(user, STAM_COST_ATTACK_OBJ_MULT)
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if(weight)
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user.adjustStaminaLossBuffered(weight)//CIT CHANGE - makes attacking things cause stamina loss
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@@ -0,0 +1,70 @@
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/mob/proc/RightClickOn(atom/A, params) //mostly a copy-paste from ClickOn()
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var/list/modifiers = params2list(params)
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if(incapacitated(ignore_restraints = 1))
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return
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face_atom(A)
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if(!CheckActionCooldown())
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return
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if(!modifiers["catcher"] && A.IsObscured())
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return
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if(ismecha(loc))
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var/obj/mecha/M = loc
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return M.click_action(A,src,params)
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if(restrained())
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DelayNextAction(CLICK_CD_HANDCUFFED)
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RestrainedClickOn(A)
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return
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if(in_throw_mode)
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throw_item(A)//todo: make it plausible to lightly toss items via right-click
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return
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var/obj/item/W = get_active_held_item()
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if(W == A)
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if(!W.rightclick_attack_self(src))
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W.attack_self(src)
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update_inv_hands()
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return
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//These are always reachable.
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//User itself, current loc, and user inventory
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if(A in DirectAccess())
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if(W)
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W.rightclick_melee_attack_chain(src, A, params)
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else
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if(!AltUnarmedAttack(A))
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UnarmedAttack(A)
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return
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//Can't reach anything else in lockers or other weirdness
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if(!loc.AllowClick())
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return
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//Standard reach turf to turf or reaching inside storage
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if(CanReach(A,W))
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if(W)
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W.rightclick_melee_attack_chain(src, A, params)
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else
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if(!AltUnarmedAttack(A,1))
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UnarmedAttack(A,1)
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else
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if(W)
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if(!W.altafterattack(A, src, FALSE, params))
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W.afterattack(A, src, FALSE, params)
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else
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if(!AltRangedAttack(A,params))
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RangedAttack(A,params)
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/mob/proc/AltUnarmedAttack(atom/A, proximity_flag)
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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return FALSE
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/mob/proc/AltRangedAttack(atom/A, params)
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return FALSE
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@@ -0,0 +1,20 @@
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/obj/item/proc/rightclick_melee_attack_chain(mob/user, atom/target, params)
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if(!alt_pre_attack(target, user, params)) //Hey, does this item have special behavior that should override all normal right-click functionality?
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if(!target.altattackby(src, user, params)) //Does the target do anything special when we right-click on it?
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melee_attack_chain(user, target, params) //Ugh. Lame! I'm filing a legal complaint about the discrimination against the right mouse button!
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else
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altafterattack(target, user, TRUE, params)
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return
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/obj/item/proc/alt_pre_attack(atom/A, mob/living/user, params)
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return FALSE //return something other than false if you wanna override attacking completely
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/atom/proc/altattackby(obj/item/W, mob/user, params)
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return FALSE //return something other than false if you wanna add special right-click behavior to objects.
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/obj/item/proc/rightclick_attack_self(mob/user)
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return FALSE
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/obj/item/proc/altafterattack(atom/target, mob/user, proximity_flag, click_parameters)
|
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SEND_SIGNAL(src, COMSIG_ITEM_ALT_AFTERATTACK, target, user, proximity_flag, click_parameters)
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return FALSE
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@@ -0,0 +1,51 @@
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/mob/living/carbon/human/AltUnarmedAttack(atom/A, proximity)
|
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if(!has_active_hand())
|
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to_chat(src, "<span class='notice'>You look at the state of the universe and sigh.</span>") //lets face it, people rarely ever see this message in its intended condition.
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||||
return TRUE
|
||||
|
||||
if(!A.alt_attack_hand(src))
|
||||
A.attack_hand(src)
|
||||
return TRUE
|
||||
return TRUE
|
||||
|
||||
/mob/living/carbon/human/AltRangedAttack(atom/A, params)
|
||||
if(isturf(A) || incapacitated()) // pretty annoying to wave your fist at floors and walls. And useless.
|
||||
return TRUE
|
||||
changeNext_move(CLICK_CD_RANGE)
|
||||
var/list/target_viewers = fov_viewers(11, A) //doesn't check for blindness.
|
||||
if(!(src in target_viewers)) //click catcher issuing calls for out of view objects.
|
||||
return TRUE
|
||||
if(!has_active_hand())
|
||||
to_chat(src, "<span class='notice'>You ponder your life choices and sigh.</span>")
|
||||
return TRUE
|
||||
var/list/src_viewers = viewers(DEFAULT_MESSAGE_RANGE, src) - src // src has a different message.
|
||||
var/the_action = "waves to [A]"
|
||||
var/what_action = "waves to something you can't see"
|
||||
var/self_action = "wave to [A]"
|
||||
|
||||
switch(a_intent)
|
||||
if(INTENT_DISARM)
|
||||
the_action = "shoos away [A]"
|
||||
what_action = "shoo away something out of your vision"
|
||||
self_action = "shoo away [A]"
|
||||
if(INTENT_GRAB)
|
||||
the_action = "beckons [A] to come"
|
||||
what_action = "beckons something out of your vision to come"
|
||||
self_action = "beckon [A] to come"
|
||||
if(INTENT_HARM)
|
||||
var/pronoun = "[p_their()]"
|
||||
the_action = "shakes [pronoun] fist at [A]"
|
||||
what_action = "shakes [pronoun] fist at something out of your vision"
|
||||
self_action = "shake your fist at [A]"
|
||||
|
||||
if(!eye_blind)
|
||||
to_chat(src, "You [self_action].")
|
||||
for(var/B in src_viewers)
|
||||
var/mob/M = B
|
||||
if(!M.eye_blind)
|
||||
var/message = (M in target_viewers) ? the_action : what_action
|
||||
to_chat(M, "[src] [message].")
|
||||
return TRUE
|
||||
|
||||
/atom/proc/alt_attack_hand(mob/user)
|
||||
return FALSE
|
||||
@@ -8,6 +8,7 @@
|
||||
icon = 'icons/obj/card.dmi'
|
||||
item_flags = NOBLUDGEON
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
attack_cooldown = CLICK_CD_MELEE
|
||||
var/datum/supply_pack/discounted_pack
|
||||
var/discount_pct_off = 0.05
|
||||
var/obj/machinery/computer/cargo/inserted_console
|
||||
|
||||
@@ -133,34 +133,25 @@
|
||||
|
||||
/obj/item
|
||||
// Standard clickdelay variables
|
||||
/// Amount of time to check for from a mob's last attack, checked before an attack happens
|
||||
var/preattack_cooldown_check = CLICK_CD_MELEE
|
||||
/// Amount of time to delay a mob's next attack, added after an attack happens
|
||||
var/postattack_cooldown_penalty = 0
|
||||
/// Amount of time to check for from a mob's last attack, checked before an attack happens. Lower = faster attacks
|
||||
var/attack_speed = CLICK_CD_MELEE
|
||||
/// Amount of time to hard-stagger (no clicking at all) the mob when attacking. Lower = better
|
||||
var/attack_unwieldlyness = 0
|
||||
/// This item bypasses any click delay mods
|
||||
var/clickdelay_mod_bypass = FALSE
|
||||
/// This item checks clickdelay from a user's delayed next action variable rather than the last time they attacked.
|
||||
var/clickdelay_from_next_action = FALSE
|
||||
/// This item ignores next action delays.
|
||||
var/clickdelay_ignores_next_action = FALSE
|
||||
/// This item sets clickdelay in preattack rather than post attack. This means it's set in a melee attack even if the user doesn't bash or bop it against something.
|
||||
var/clickdelay_set_on_pre_attack = FALSE
|
||||
|
||||
/**
|
||||
* Checks if a user's clickdelay is met for a standard attack
|
||||
* Checks if a user's clickdelay is met for a standard attack, this is called before an attack happens.
|
||||
*/
|
||||
/obj/item/proc/PreattackClickdelayCheck(mob/user, atom/target)
|
||||
/obj/item/proc/CheckAttackCooldown(mob/user, atom/target)
|
||||
return user.CheckActionCooldown(action_cooldown_preattack, clickdelay_from_next_action, clickdelay_mod_bypass, clickdelay_ignores_next_action)
|
||||
|
||||
/**
|
||||
* Called if check is successful before the attack happens.
|
||||
*/
|
||||
/obj/item/proc/PreattackClickdelaySet(mob/user, atom/target)
|
||||
if(clickdelay_set_on_pre_attack)
|
||||
user.DelayNextAction(0, FALSE, TRUE)
|
||||
|
||||
/**
|
||||
* Called after a successful attack to set a mob's clickdelay.
|
||||
*/
|
||||
/obj/item/proc/PostattackClickdelaySet(mob/user, atom/target)
|
||||
/obj/item/proc/ApplyAttackCooldown(mob/user, atom/target)
|
||||
user.DelayNextAction(postattack_cooldown_penalty, clickdelay_mod_bypass, FALSE)
|
||||
|
||||
@@ -812,11 +812,11 @@
|
||||
return
|
||||
|
||||
/obj/item/light/attack(mob/living/M, mob/living/user, def_zone)
|
||||
..()
|
||||
. = ..()
|
||||
shatter()
|
||||
|
||||
/obj/item/light/attack_obj(obj/O, mob/living/user)
|
||||
..()
|
||||
. = ..()
|
||||
shatter()
|
||||
|
||||
/obj/item/light/proc/shatter()
|
||||
|
||||
@@ -366,8 +366,7 @@
|
||||
/obj/item/gun/attack_obj(obj/O, mob/user)
|
||||
if(user.a_intent == INTENT_HARM)
|
||||
if(bayonet)
|
||||
O.attackby(bayonet, user)
|
||||
return TRUE
|
||||
return O.attackby(bayonet, user)
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/attackby(obj/item/I, mob/user, params)
|
||||
|
||||
Reference in New Issue
Block a user