/* Humans: Adds an exception for gloves, to allow special glove types like the ninja ones. Otherwise pretty standard. */ /mob/living/carbon/human/UnarmedAttack(atom/A, proximity) if(!has_active_hand()) //can't attack without a hand. to_chat(src, "You look at your arm and sigh.") return // Special glove functions: // If the gloves do anything, have them return 1 to stop // normal attack_hand() here. var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines if(proximity && istype(G) && G.Touch(A,1)) return var/override = 0 for(var/datum/mutation/human/HM in dna.mutations) override += HM.on_attack_hand(src, A, proximity) if(override) return SendSignal(COMSIG_HUMAN_MELEE_UNARMED_ATTACK, A) A.attack_hand(src) //Return TRUE to cancel other attack hand effects that respect it. /atom/proc/attack_hand(mob/user) . = FALSE if(!(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND)) add_fingerprint(user) if(SendSignal(COMSIG_ATOM_ATTACK_HAND, user) & COMPONENT_NO_ATTACK_HAND) . = TRUE if(interaction_flags_atom & INTERACT_ATOM_ATTACK_HAND) . = _try_interact(user) //Return a non FALSE value to cancel whatever called this from propagating, if it respects it. /atom/proc/_try_interact(mob/user) if(IsAdminGhost(user)) //admin abuse return interact(user) if(can_interact(user)) return interact(user) return FALSE /atom/proc/can_interact(mob/user) if(!user.can_interact_with(src)) return FALSE if((interaction_flags_atom & INTERACT_ATOM_REQUIRES_DEXTERITY) && !user.IsAdvancedToolUser()) to_chat(user, "You don't have the dexterity to do this!") return FALSE if(!(interaction_flags_atom & INTERACT_ATOM_IGNORE_INCAPACITATED) && user.incapacitated((interaction_flags_atom & INTERACT_ATOM_IGNORE_RESTRAINED), !(interaction_flags_atom & INTERACT_ATOM_CHECK_GRAB))) return FALSE return TRUE /atom/movable/can_interact(mob/user) . = ..() if(!.) return if(!anchored && (interaction_flags_atom & INTERACT_ATOM_REQUIRES_ANCHORED)) return FALSE /atom/proc/interact(mob/user) if(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_INTERACT) add_hiddenprint(user) else add_fingerprint(user) if(interaction_flags_atom & INTERACT_ATOM_UI_INTERACT) return ui_interact(user) return FALSE /* /mob/living/carbon/human/RestrainedClickOn(var/atom/A) ---carbons will handle this return */ /mob/living/carbon/RestrainedClickOn(atom/A) return 0 /mob/living/carbon/human/RangedAttack(atom/A, mouseparams) if(gloves) var/obj/item/clothing/gloves/G = gloves if(istype(G) && G.Touch(A,0)) // for magic gloves return for(var/datum/mutation/human/HM in dna.mutations) HM.on_ranged_attack(src, A, mouseparams) if(isturf(A) && get_dist(src,A) <= 1) src.Move_Pulled(A) /* Animals & All Unspecified */ /mob/living/UnarmedAttack(atom/A) A.attack_animal(src) /atom/proc/attack_animal(mob/user) return /mob/living/RestrainedClickOn(atom/A) return /* Monkeys */ /mob/living/carbon/monkey/UnarmedAttack(atom/A) A.attack_paw(src) /atom/proc/attack_paw(mob/user) if(SendSignal(COMSIG_ATOM_ATTACK_PAW, user) & COMPONENT_NO_ATTACK_HAND) return TRUE return FALSE /* Monkey RestrainedClickOn() was apparently the one and only use of all of the restrained click code (except to stop you from doing things while handcuffed); moving it here instead of various hand_p's has simplified things considerably */ /mob/living/carbon/monkey/RestrainedClickOn(atom/A) if(..()) return if(a_intent != INTENT_HARM || !ismob(A)) return if(is_muzzled()) return var/mob/living/carbon/ML = A if(istype(ML)) var/dam_zone = pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) var/obj/item/bodypart/affecting = null if(ishuman(ML)) var/mob/living/carbon/human/H = ML affecting = H.get_bodypart(ran_zone(dam_zone)) var/armor = ML.run_armor_check(affecting, "melee") if(prob(75)) ML.apply_damage(rand(1,3), BRUTE, affecting, armor) ML.visible_message("[name] bites [ML]!", \ "[name] bites [ML]!") if(armor >= 2) return for(var/thing in diseases) var/datum/disease/D = thing ML.ForceContractDisease(D) else ML.visible_message("[src] has attempted to bite [ML]!") /* Aliens Defaults to same as monkey in most places */ /mob/living/carbon/alien/UnarmedAttack(atom/A) A.attack_alien(src) /atom/proc/attack_alien(mob/living/carbon/alien/user) attack_paw(user) return /mob/living/carbon/alien/RestrainedClickOn(atom/A) return // Babby aliens /mob/living/carbon/alien/larva/UnarmedAttack(atom/A) A.attack_larva(src) /atom/proc/attack_larva(mob/user) return /* Slimes Nothing happening here */ /mob/living/simple_animal/slime/UnarmedAttack(atom/A) A.attack_slime(src) /atom/proc/attack_slime(mob/user) return /mob/living/simple_animal/slime/RestrainedClickOn(atom/A) return /* Drones */ /mob/living/simple_animal/drone/UnarmedAttack(atom/A) A.attack_drone(src) /atom/proc/attack_drone(mob/living/simple_animal/drone/user) attack_hand(user) //defaults to attack_hand. Override it when you don't want drones to do same stuff as humans. /mob/living/simple_animal/slime/RestrainedClickOn(atom/A) return /* True Devil */ /mob/living/carbon/true_devil/UnarmedAttack(atom/A, proximity) A.attack_hand(src) /* Brain */ /mob/living/brain/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default return /* pAI */ /mob/living/silicon/pai/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default return /* Simple animals */ /mob/living/simple_animal/UnarmedAttack(atom/A, proximity) if(!dextrous) return ..() if(!ismob(A)) A.attack_hand(src) update_inv_hands() /* Hostile animals */ /mob/living/simple_animal/hostile/UnarmedAttack(atom/A) target = A if(dextrous && !ismob(A)) ..() else AttackingTarget() /* New Players: Have no reason to click on anything at all. */ /mob/dead/new_player/ClickOn() return