Moves projectile processing to a subsystem
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CitadelStationBot
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be2dc49384
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@@ -385,13 +385,11 @@
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Laser Eyes: as the name implies, handles this since nothing else does currently
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face_atom: turns the mob towards what you clicked on
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*/
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/mob/proc/LaserEyes(atom/A)
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/mob/proc/LaserEyes(atom/A, params)
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return
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/mob/living/LaserEyes(atom/A)
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/mob/living/LaserEyes(atom/A, params)
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changeNext_move(CLICK_CD_RANGE)
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var/turf/T = get_turf(src)
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var/turf/U = get_turf(A)
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var/obj/item/projectile/beam/LE = new /obj/item/projectile/beam( loc )
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LE.icon = 'icons/effects/genetics.dmi'
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@@ -400,10 +398,7 @@
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LE.firer = src
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LE.def_zone = get_organ_target()
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LE.original = A
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LE.current = T
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LE.yo = U.y - T.y
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LE.xo = U.x - T.x
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LE.preparePixelProjectile(A, src, params)
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LE.fire()
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// Simple helper to face what you clicked on, in case it should be needed in more than one place
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@@ -1,3 +1,4 @@
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<<<<<<< HEAD
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/*
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Humans:
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Adds an exception for gloves, to allow special glove types like the ninja ones.
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@@ -100,6 +101,110 @@
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"<span class='userdanger'>[name] bites [ML]!</span>")
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if(armor >= 2)
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return
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=======
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/*
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Humans:
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Adds an exception for gloves, to allow special glove types like the ninja ones.
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Otherwise pretty standard.
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*/
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/mob/living/carbon/human/UnarmedAttack(atom/A, proximity)
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if(!has_active_hand()) //can't attack without a hand.
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to_chat(src, "<span class='notice'>You look at your arm and sigh.</span>")
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return
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// Special glove functions:
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// If the gloves do anything, have them return 1 to stop
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// normal attack_hand() here.
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var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
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if(proximity && istype(G) && G.Touch(A,1))
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return
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var/override = 0
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for(var/datum/mutation/human/HM in dna.mutations)
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override += HM.on_attack_hand(src, A, proximity)
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if(override)
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return
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A.attack_hand(src)
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/atom/proc/attack_hand(mob/user)
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return
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/atom/proc/interact(mob/user)
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return
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/*
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/mob/living/carbon/human/RestrainedClickOn(var/atom/A) ---carbons will handle this
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return
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*/
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/mob/living/carbon/RestrainedClickOn(atom/A)
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return 0
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/mob/living/carbon/human/RangedAttack(atom/A, mouseparams)
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if(gloves)
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var/obj/item/clothing/gloves/G = gloves
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if(istype(G) && G.Touch(A,0)) // for magic gloves
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return
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for(var/datum/mutation/human/HM in dna.mutations)
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HM.on_ranged_attack(src, A, mouseparams)
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if(isturf(A) && get_dist(src,A) <= 1)
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src.Move_Pulled(A)
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/*
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Animals & All Unspecified
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*/
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/mob/living/UnarmedAttack(atom/A)
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A.attack_animal(src)
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/atom/proc/attack_animal(mob/user)
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return
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/mob/living/RestrainedClickOn(atom/A)
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return
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/*
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Monkeys
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*/
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/mob/living/carbon/monkey/UnarmedAttack(atom/A)
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A.attack_paw(src)
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/atom/proc/attack_paw(mob/user)
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return
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/*
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Monkey RestrainedClickOn() was apparently the
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one and only use of all of the restrained click code
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(except to stop you from doing things while handcuffed);
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moving it here instead of various hand_p's has simplified
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things considerably
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*/
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/mob/living/carbon/monkey/RestrainedClickOn(atom/A)
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if(..())
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return
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if(a_intent != INTENT_HARM || !ismob(A))
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return
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if(is_muzzled())
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return
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var/mob/living/carbon/ML = A
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if(istype(ML))
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var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
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var/obj/item/bodypart/affecting = null
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if(ishuman(ML))
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var/mob/living/carbon/human/H = ML
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affecting = H.get_bodypart(ran_zone(dam_zone))
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var/armor = ML.run_armor_check(affecting, "melee")
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if(prob(75))
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ML.apply_damage(rand(1,3), BRUTE, affecting, armor)
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ML.visible_message("<span class='danger'>[name] bites [ML]!</span>", \
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"<span class='userdanger'>[name] bites [ML]!</span>")
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if(armor >= 2)
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return
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>>>>>>> 64851d8... Moves projectile processing to a subsystem (#30599)
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for(var/thing in viruses)
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var/datum/disease/D = thing
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ML.ForceContractDisease(D)
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