sigh
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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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