return list

This commit is contained in:
kevinz000
2020-03-16 03:35:10 -07:00
parent 09e1be9651
commit d32bff7815
12 changed files with 24 additions and 23 deletions
+1 -1
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@@ -234,7 +234,7 @@
/obj/item/flamethrower/full/tank
create_with_tank = TRUE
/obj/item/flamethrower/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/flamethrower/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(real_attack && (attack_type == ATTACK_TYPE_PROJECTILE))
var/obj/item/projectile/P = hitby
if(istype(P) && (P.damage_type != STAMINA) && damage && !P.nodamage && prob(15))
+1 -1
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@@ -115,7 +115,7 @@
/obj/item/grenade/attack_paw(mob/user)
return attack_hand(user)
/obj/item/grenade/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/grenade/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(real_attack && (attack_type == ATTACK_TYPE_PROJECTILE))
var/obj/item/projectile/P = object
if(damage && !P.nodamage && (P.damage_type != STAMINA) && prob(15))
+1 -1
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@@ -328,7 +328,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
/obj/item/nullrod/claymore/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/nullrod/claymore/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(attack_type == ATTACK_TYPE_PROJECTILE) // Don't bring a sword to a gunfight
return NONE
return ..()
+1 -1
View File
@@ -148,7 +148,7 @@
tool_behaviour = TOOL_SAW
toolspeed = 0.7
/obj/item/melee/transforming/energy/sword/cyborg/saw/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/melee/transforming/energy/sword/cyborg/saw/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
return NONE
/obj/item/melee/transforming/energy/sword/saber
+1 -1
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@@ -75,7 +75,7 @@
AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results.
AddElement(/datum/element/sword_point)
/obj/item/melee/sabre/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/melee/sabre/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(attack_type & ATTACK_TYPE_PROJECTILE) // Don't bring a sword to a gunfight.
return BLOCK_NONE
return ..()
+3 -3
View File
@@ -26,7 +26,7 @@
transparent = TRUE
max_integrity = 75
/obj/item/shield/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/shield/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(transparent && (hitby.pass_flags & PASSGLASS))
return FALSE
if(attack_type == ATTACK_TYPE_THROWN)
@@ -183,7 +183,7 @@
w_class = WEIGHT_CLASS_NORMAL
var/active = 0
/obj/item/shield/riot/tele/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/shield/riot/tele/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!active)
return BLOCK_NONE
return ..()
@@ -250,7 +250,7 @@
transparent = FALSE
item_flags = SLOWS_WHILE_IN_HAND
/obj/item/shield/riot/implant/hit_reaction(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/shield/riot/implant/hit_reaction(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(attack_type == ATTACK_TYPE_PROJECTILE)
final_block_chance = 60 //Massive shield
return ..()
+1 -1
View File
@@ -806,7 +806,7 @@
fitting_swords = list(/obj/item/melee/rapier)
starting_sword = /obj/item/melee/rapier
/obj/item/storage/belt/sabre/rapier/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/storage/belt/sabre/rapier/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(attack_type & PROJECTILE_ATTACK) // No blocking bullets.
return BLOCK_NONE
return ..()
+2 -2
View File
@@ -454,7 +454,7 @@
total_mass_on = TOTAL_MASS_TOY_SWORD
sharpness = IS_BLUNT
/obj/item/twohanded/dualsaber/toy/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/twohanded/dualsaber/toy/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
return BLOCK_NONE
/obj/item/twohanded/dualsaber/hypereutactic/toy
@@ -471,7 +471,7 @@
slowdown_wielded = 0
sharpness = IS_BLUNT
/obj/item/twohanded/dualsaber/hypereutactic/toy/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/twohanded/dualsaber/hypereutactic/toy/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
return BLOCK_NONE
/obj/item/twohanded/dualsaber/hypereutactic/toy/rainbow
+3 -3
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@@ -752,7 +752,7 @@
armour_penetration = 100
force_on = 30
/obj/item/twohanded/required/chainsaw/doomslayer/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/twohanded/required/chainsaw/doomslayer/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(real_attack && (attack_type == PROJECTILE_ATTACK))
owner.visible_message("<span class='danger'>Ranged attacks just make [owner] angrier!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
@@ -897,7 +897,7 @@
AddComponent(/datum/component/butchering, 20, 105)
AddElement(/datum/element/sword_point)
/obj/item/twohanded/vibro_weapon/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/twohanded/vibro_weapon/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(wielded)
final_block_chance *= 2
if(wielded || attack_type != ATTACK_TYPE_PROJECTILE)
@@ -1055,7 +1055,7 @@
var/mob/living/silicon/robot/R = loc
. = R.get_cell()
/obj/item/twohanded/electrostaff/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/twohanded/electrostaff/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!on || (!can_block_projectiles && (attack_type & PROJECTILE_ATTACK)))
return BLOCK_NONE
return ..()
+1 -1
View File
@@ -312,7 +312,7 @@
if(holder)
holder.update_icon()
/obj/item/assembly/flash/shield/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/assembly/flash/shield/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(real_attack)
activate()
return ..()
+8 -7
View File
@@ -24,12 +24,12 @@
*/
///Check whether or not we can block, without "triggering" a block. Basically run checks without effects like depleting shields. Wrapper for do_run_block(). The arguments on that means the same as for this.
/mob/living/proc/check_block(atom/object, damage, attack_text = "the attack", attack_type, armour_penetration, mob/attacker, def_zone)
return do_run_block(FALSE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone))
/mob/living/proc/check_block(atom/object, damage, attack_text = "the attack", attack_type, armour_penetration, mob/attacker, def_zone, list/return_list)
return do_run_block(FALSE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
/// Runs a block "sequence", effectively checking and then doing effects if necessary. Wrapper for do_run_block(). The arguments on that means the same as for this.
/mob/living/proc/run_block(atom/object, damage, attack_text = "the attack", attack_type, armour_penetration, mob/attacker, def_zone)
return do_run_block(TRUE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone))
/mob/living/proc/run_block(atom/object, damage, attack_text = "the attack", attack_type, armour_penetration, mob/attacker, def_zone, list/return_list)
return do_run_block(TRUE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
/** The actual proc for block checks. DO NOT USE THIS DIRECTLY UNLESS YOU HAVE VERY GOOD REASON TO. To reduce copypaste for differences between handling for real attacks and virtual checks.
* Automatically checks all held items for /obj/item/proc/run_block() with the same parameters.
@@ -42,10 +42,11 @@
* armour_penetration - 0-100 value of how effectively armor penetrating the attack should be.
* attacker - Set to the mob attacking IF KNOWN. Do not expect this to always be set!
* def_zone - The zone this'll impact.
* return_list - If something wants to grab things from what items/whatever put into list/block_return on obj/item/run_block and the comsig, pass in a list so you can grab anything put in it after block runs.
*/
/mob/living/proc/do_run_block(real_attack = TRUE, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone)
/mob/living/proc/do_run_block(real_attack = TRUE, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list())
// Component signal block runs have highest priority.. for now.
. = SEND_SIGNAL(src, COMSIG_MOB_RUN_BLOCK, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone)
. = SEND_SIGNAL(src, COMSIG_MOB_RUN_BLOCK, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)
if(. & BLOCK_INTERRUPT_CHAIN)
return
for(var/obj/item/I in held_items)
@@ -73,7 +74,7 @@
/// The 0% to 100% chance for the default implementation of random block rolls.
var/block_chance = 0
/obj/item/proc/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/proc/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
/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)
SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, args)
+1 -1
View File
@@ -90,7 +90,7 @@
. = ..()
AddComponent(/datum/component/butchering, 15, 125, 0, hitsound)
/obj/item/gun/magic/staff/spellblade/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/gun/magic/staff/spellblade/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
// Do not block projectiles.
if(attack_type & PROJECTILE_ATTACK)
return BLOCK_NONE