2fcf26667c
Changed atom's bullet_act to call the projectile's on_hit, and changed most bullet_acts to call on_hit as well. Removed some now-unnecessary snowflake code. These changes will make projectiles which should effect non-mobs, such as the gyrojet and the ion rifle, work properly. Inanimate objects can now be empulsed with the ion rifle, whose projectiles used to dissipate on hitting anything but a mob. Gyrojets now explode on most objects, as opposed to just on walls and mobs, and the snowflake code that made them work on walls is no longer necessary. The code for pulse rifles' breaking walls has been moved from a check in turf to a check in pulse beams, and has been expanded to include structures, allowing them to (slowly) break girders. For coders, it means that on_hit is a reliable proc for the effect of a bullet's hitting an object.
1227 lines
36 KiB
Plaintext
1227 lines
36 KiB
Plaintext
/atom
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layer = 2
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var/level = 2
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var/flags = FPRINT
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var/list/fingerprints
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var/list/fingerprintshidden
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var/fingerprintslast = null
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var/list/blood_DNA
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var/last_bumped = 0
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var/pass_flags = 0
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var/throwpass = 0
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///Chemistry.
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var/datum/reagents/reagents = null
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//var/chem_is_open_container = 0
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// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
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///Chemistry.
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//Detective Work, used for the duplicate data points kept in the scanners
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var/list/original_atom
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/atom/proc/throw_impact(atom/hit_atom)
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if(istype(hit_atom,/mob/living))
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var/mob/living/M = hit_atom
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M.hitby(src)
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else if(isobj(hit_atom))
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var/obj/O = hit_atom
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if(!O.anchored)
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step(O, src.dir)
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O.hitby(src)
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else if(isturf(hit_atom))
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var/turf/T = hit_atom
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if(T.density)
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spawn(2)
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step(src, turn(src.dir, 180))
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if(istype(src,/mob/living))
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var/mob/living/M = src
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M.take_organ_damage(20)
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/atom/proc/assume_air(datum/air_group/giver)
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del(giver)
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return null
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/atom/proc/remove_air(amount)
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return null
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/atom/proc/return_air()
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if(loc)
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return loc.return_air()
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else
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return null
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/atom/proc/check_eye(user as mob)
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if (istype(user, /mob/living/silicon/ai)) // WHYYYY
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return 1
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return
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/atom/proc/on_reagent_change()
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return
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/atom/proc/Bumped(AM as mob|obj)
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return
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// Convenience proc to see if a container is open for chemistry handling
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// returns true if open
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// false if closed
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/atom/proc/is_open_container()
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return flags & OPENCONTAINER
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/*//Convenience proc to see whether a container can be accessed in a certain way.
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proc/can_subract_container()
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return flags & EXTRACT_CONTAINER
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proc/can_add_container()
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return flags & INSERT_CONTAINER
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*/
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/atom/proc/meteorhit(obj/meteor as obj)
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return
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/atom/proc/allow_drop()
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return 1
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/atom/proc/CheckExit()
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return 1
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/atom/proc/HasEntered(atom/movable/AM as mob|obj)
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return
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/atom/proc/HasProximity(atom/movable/AM as mob|obj)
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return
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/atom/proc/emp_act(var/severity)
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return
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/atom/proc/bullet_act(obj/item/projectile/P)
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P.on_hit(src,0)
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. = 0
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/atom/proc/in_contents_of(container)//can take class or object instance as argument
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if(ispath(container))
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if(istype(src.loc, container))
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return 1
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else if(src in container)
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return 1
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return
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/*
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* atom/proc/search_contents_for(path,list/filter_path=null)
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* Recursevly searches all atom contens (including contents contents and so on).
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*
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* ARGS: path - search atom contents for atoms of this type
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* list/filter_path - if set, contents of atoms not of types in this list are excluded from search.
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*
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* RETURNS: list of found atoms
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*/
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/atom/proc/search_contents_for(path,list/filter_path=null)
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var/list/found = list()
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for(var/atom/A in src)
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if(istype(A, path))
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found += A
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if(filter_path)
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var/pass = 0
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for(var/type in filter_path)
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pass |= istype(A, type)
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if(!pass)
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continue
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if(A.contents.len)
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found += A.search_contents_for(path,filter_path)
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return found
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/*
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Beam code by Gunbuddy
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Beam() proc will only allow one beam to come from a source at a time. Attempting to call it more than
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once at a time per source will cause graphical errors.
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Also, the icon used for the beam will have to be vertical and 32x32.
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The math involved assumes that the icon is vertical to begin with so unless you want to adjust the math,
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its easier to just keep the beam vertical.
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*/
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/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10)
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//BeamTarget represents the target for the beam, basically just means the other end.
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//Time is the duration to draw the beam
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//Icon is obviously which icon to use for the beam, default is beam.dmi
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//Icon_state is what icon state is used. Default is b_beam which is a blue beam.
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//Maxdistance is the longest range the beam will persist before it gives up.
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var/EndTime=world.time+time
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while(BeamTarget&&world.time<EndTime&&get_dist(src,BeamTarget)<maxdistance&&z==BeamTarget.z)
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//If the BeamTarget gets deleted, the time expires, or the BeamTarget gets out
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//of range or to another z-level, then the beam will stop. Otherwise it will
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//continue to draw.
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dir=get_dir(src,BeamTarget) //Causes the source of the beam to rotate to continuosly face the BeamTarget.
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for(var/obj/effect/overlay/beam/O in orange(10,src)) //This section erases the previously drawn beam because I found it was easier to
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if(O.BeamSource==src) //just draw another instance of the beam instead of trying to manipulate all the
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del O //pieces to a new orientation.
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var/Angle=round(Get_Angle(src,BeamTarget))
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var/icon/I=new(icon,icon_state)
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I.Turn(Angle)
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var/DX=(32*BeamTarget.x+BeamTarget.pixel_x)-(32*x+pixel_x)
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var/DY=(32*BeamTarget.y+BeamTarget.pixel_y)-(32*y+pixel_y)
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var/N=0
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var/length=round(sqrt((DX)**2+(DY)**2))
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for(N,N<length,N+=32)
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var/obj/effect/overlay/beam/X=new(loc)
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X.BeamSource=src
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if(N+32>length)
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var/icon/II=new(icon,icon_state)
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II.DrawBox(null,1,(length-N),32,32)
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II.Turn(Angle)
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X.icon=II
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else X.icon=I
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var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
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var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
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if(DX==0) Pixel_x=0
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if(DY==0) Pixel_y=0
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if(Pixel_x>32)
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for(var/a=0, a<=Pixel_x,a+=32)
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X.x++
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Pixel_x-=32
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if(Pixel_x<-32)
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for(var/a=0, a>=Pixel_x,a-=32)
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X.x--
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Pixel_x+=32
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if(Pixel_y>32)
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for(var/a=0, a<=Pixel_y,a+=32)
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X.y++
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Pixel_y-=32
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if(Pixel_y<-32)
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for(var/a=0, a>=Pixel_y,a-=32)
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X.y--
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Pixel_y+=32
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X.pixel_x=Pixel_x
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X.pixel_y=Pixel_y
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sleep(3) //Changing this to a lower value will cause the beam to follow more smoothly with movement, but it will also be more laggy.
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//I've found that 3 ticks provided a nice balance for my use.
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for(var/obj/effect/overlay/beam/O in orange(10,src)) if(O.BeamSource==src) del O
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//All atoms
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/atom/verb/examine()
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set name = "Examine"
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set category = "IC"
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set src in oview(12) //make it work from farther away
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if (!( usr ))
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return
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usr << "That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn
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if(desc)
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usr << desc
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// *****RM
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//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
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return
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/atom/proc/MouseDrop_T()
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return
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/atom/proc/relaymove()
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return
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/atom/proc/ex_act()
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return
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/atom/proc/blob_act()
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return
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/atom/proc/fire_act()
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return
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/atom/proc/attack_hand(mob/user as mob)
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return
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/atom/proc/attack_paw(mob/user as mob)
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return
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/atom/proc/attack_ai(mob/user as mob)
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return
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/atom/proc/attack_robot(mob/user as mob)
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attack_ai(user)
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return
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/atom/proc/attack_animal(mob/user as mob)
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return
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/atom/proc/attack_ghost(mob/user as mob)
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src.examine()
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return
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/atom/proc/attack_admin(mob/user as mob)
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if(!user || !user.client || !user.client.holder)
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return
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attack_hand(user)
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//for aliens, it works the same as monkeys except for alien-> mob interactions which will be defined in the
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//appropiate mob files
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/atom/proc/attack_alien(mob/user as mob)
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src.attack_paw(user)
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return
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/atom/proc/attack_larva(mob/user as mob)
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return
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// for slimes
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/atom/proc/attack_slime(mob/user as mob)
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return
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/atom/proc/hand_h(mob/user as mob) //human (hand) - restrained
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return
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/atom/proc/hand_p(mob/user as mob) //monkey (paw) - restrained
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return
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/atom/proc/hand_a(mob/user as mob) //AI - restrained
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return
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/atom/proc/hand_r(mob/user as mob) //Cyborg (robot) - restrained
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src.hand_a(user)
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return
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/atom/proc/hand_al(mob/user as mob) //alien - restrained
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src.hand_p(user)
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return
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/atom/proc/hand_m(mob/user as mob) //slime - restrained
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return
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/atom/proc/hitby(atom/movable/AM as mob|obj)
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return
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/atom/proc/attackby(obj/item/weapon/W, mob/user)
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if(isturf(src)) return
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if(!istype(W, /obj/item/weapon/grab) && !istype(W, /obj/item/weapon/plastique) && !istype(W, /obj/item/weapon/reagent_containers/spray) && !istype(W, /obj/item/weapon/packageWrap) && !istype(W, /obj/item/device/detective_scanner))
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visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
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var/list/blood_splatter_icons = list()
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/atom/proc/blood_splatter_index()
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return "\ref[initial(icon)]-[initial(icon_state)]"
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//returns 1 if made bloody, returns 0 otherwise
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/atom/proc/add_blood(mob/living/carbon/M)
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if(!initial(icon) || !initial(icon_state))
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return 0
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if(!istype(M))
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return 0
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if(!check_dna_integrity(M)) //check dna is valid and create/setup if necessary
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return 0 //no dna!
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if(!(flags & FPRINT))
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return 0
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if(!istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
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blood_DNA = list()
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//adding blood to items
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if(istype(src, /obj/item))
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//apply the blood-splatter overlay if it isn't already in there
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if(!blood_DNA.len)
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//try to find a pre-processed blood-splatter. otherwise, make a new one
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var/index = blood_splatter_index()
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var/icon/blood_splatter_icon = blood_splatter_icons[index]
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if(!blood_splatter_icon )
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blood_splatter_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
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blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
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blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
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blood_splatter_icon = fcopy_rsc(blood_splatter_icon)
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blood_splatter_icons[index] = blood_splatter_icon
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overlays += blood_splatter_icon
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//if this blood isn't already in the list, add it
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if(blood_DNA[M.dna.unique_enzymes])
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return 0 //already bloodied with this blood. Cannot add more.
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blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
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return 1 //we applied blood to the item
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//adding blood to turfs
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else if(istype(src, /turf/simulated))
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var/turf/simulated/T = src
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//get one blood decal and infect it with virus from M.viruses
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var/obj/effect/decal/cleanable/blood/B = locate() in T.contents
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if(!B) B = new /obj/effect/decal/cleanable/blood(T)
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B.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
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return 1 //we bloodied the floor
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//adding blood to humans
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else if(istype(src, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = src
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//if this blood isn't already in the list, add it
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if(blood_DNA[H.dna.unique_enzymes])
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return 0 //already bloodied with this blood. Cannot add more.
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blood_DNA[H.dna.unique_enzymes] = H.dna.b_type
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H.update_inv_gloves() //handles bloody hands overlays and updating
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return 1 //we applied blood to the item
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return
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/atom/proc/add_vomit_floor(mob/living/carbon/M as mob, var/toxvomit = 0)
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if( istype(src, /turf/simulated) )
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var/obj/effect/decal/cleanable/vomit/this = new /obj/effect/decal/cleanable/vomit(src)
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// Make toxins vomit look different
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if(toxvomit)
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this.icon_state = "vomittox_[pick(1,4)]"
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/*for(var/datum/disease/D in M.viruses)
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var/datum/disease/newDisease = D.Copy(1)
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this.viruses += newDisease
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newDisease.holder = this*/
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// Only adds blood on the floor -- Skie
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/atom/proc/add_blood_floor(mob/living/carbon/M as mob)
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if(istype(src, /turf/simulated))
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if(check_dna_integrity(M)) //mobs with dna = (monkeys + humans at time of writing)
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var/obj/effect/decal/cleanable/blood/B = locate() in contents
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if(!B) B = new(src)
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B.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
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else if(istype(M, /mob/living/carbon/alien))
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var/obj/effect/decal/cleanable/xenoblood/B = locate() in contents
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if(!B) B = new(src)
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B.blood_DNA["UNKNOWN BLOOD"] = "X*"
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else if(istype(M, /mob/living/silicon/robot))
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var/obj/effect/decal/cleanable/oil/B = locate() in contents
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if(!B) B = new(src)
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/atom/proc/clean_blood()
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if(istype(blood_DNA, /list))
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blood_DNA = null
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return 1
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/atom/MouseDrop(atom/over_object as mob|obj|turf|area)
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spawn(0)
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if (istype(over_object, /atom))
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over_object.MouseDrop_T(src, usr)
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return
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..()
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return
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/atom/Click(location,control,params)
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//world << "atom.Click() on [src] by [usr] : src.type is [src.type]"
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if(usr.client.buildmode)
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build_click(usr, usr.client.buildmode, location, control, params, src)
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return
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// if(using_new_click_proc) //TODO ERRORAGE (see message below)
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// return DblClickNew()
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return DblClick(location, control, params)
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var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblClickNew() proc is being tested)
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/atom/proc/DblClickNew()
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if(!usr) return
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// TODO DOOHL: Intergrate params to new proc. Saved for another time because var/valid_place is a fucking brainfuck
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//Spamclick server-overloading prevention delay... THING
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if (world.time <= usr:lastDblClick+1)
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return
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else
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usr:lastDblClick = world.time
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//paralysis and critical condition
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if(usr.stat == 1) //Death is handled in attack_ghost()
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return
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|
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if(!istype(usr, /mob/living/silicon/ai))
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if (usr.paralysis || usr.stunned || usr.weakened)
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return
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|
//handle the hud separately
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|
if(istype(src,/obj/screen))
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if( usr.restrained() )
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if(ishuman(usr))
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src.attack_hand(usr)
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else if(isAI(usr))
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src.attack_ai(usr)
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else if(isrobot(usr))
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src.attack_ai(usr)
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else if(isobserver(usr))
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src.attack_ghost(usr)
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else if(ismonkey(usr))
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src.attack_paw(usr)
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else if(isalienadult(usr))
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src.attack_alien(usr)
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else if(isslime(usr))
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src.attack_slime(usr)
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else if(isanimal(usr))
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src.attack_animal(usr)
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else
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|
usr << "This mob type does not support clicks to the HUD. Contact a coder."
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else
|
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if(ishuman(usr))
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src.hand_h(usr, usr.hand)
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else if(isAI(usr))
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src.hand_a(usr, usr.hand)
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else if(isrobot(usr))
|
|
src.hand_a(usr, usr.hand)
|
|
else if(isobserver(usr))
|
|
return
|
|
else if(ismonkey(usr))
|
|
src.hand_p(usr, usr.hand)
|
|
else if(isalienadult(usr))
|
|
src.hand_al(usr, usr.hand)
|
|
else if(isslime(usr))
|
|
return
|
|
else if(isanimal(usr))
|
|
return
|
|
else
|
|
usr << "This mob type does not support restrained clicks to the HUD. Contact a coder."
|
|
return
|
|
|
|
//Gets equipped item or used module of robots
|
|
var/obj/item/W = usr.get_active_hand()
|
|
|
|
//Attack self
|
|
if (W == src && usr.stat == 0)
|
|
// spawn (0) //causes runtimes under heavy lag
|
|
W.attack_self(usr)
|
|
return
|
|
|
|
//Attackby, attack_hand, afterattack, etc. can only be done once every 1 second, unless an object has the NODELAY or USEDELAY flags set
|
|
//This segment of code determins this.
|
|
if(W)
|
|
if( !( (src.loc && src.loc == usr) || (src.loc.loc && src.loc.loc == usr) ) )
|
|
//The check above checks that you are not targeting an item which you are holding.
|
|
//If you are, (example clicking a backpack), the delays are ignored.
|
|
if(W.flags & USEDELAY)
|
|
//Objects that use the USEDELAY flag can only attack once every 2 seconds
|
|
if (usr.next_move < world.time)
|
|
usr.prev_move = usr.next_move
|
|
usr.next_move = world.time + 20
|
|
else
|
|
return //A click has recently been handled already, you need to wait until the anti-spam delay between clicks passes
|
|
else if(!(W.flags & NODELAY))
|
|
//Objects with NODELAY don't have a delay between uses, while most objects have the standard 1 second delay.
|
|
if (usr.next_move < world.time)
|
|
usr.prev_move = usr.next_move
|
|
usr.next_move = world.time + 10
|
|
else
|
|
return //A click has recently been handled already, you need to wait until the anti-spam delay between clicks passes
|
|
else
|
|
//Empty hand
|
|
if (usr.next_move < world.time)
|
|
usr.prev_move = usr.next_move
|
|
usr.next_move = world.time + 10
|
|
else
|
|
return //A click has recently been handled already, you need to wait until the anti-spam delay between clicks passes
|
|
|
|
//Is the object in a valid place?
|
|
var/valid_place = 0
|
|
if ( isturf(src) || ( src.loc && isturf(src.loc) ) || ( src.loc.loc && isturf(src.loc.loc) ) )
|
|
//Object is either a turf of placed on a turf, thus valid.
|
|
//The third one is that it is in a container, which is on a turf, like a box,
|
|
//which you mouse-drag opened. Also a valid location.
|
|
valid_place = 1
|
|
|
|
if ( ( src.loc && (src.loc == usr) ) || ( src.loc.loc && (src.loc.loc == usr) ) )
|
|
//User has the object on them (in their inventory) and it is thus valid
|
|
valid_place = 1
|
|
|
|
//Afterattack gets performed every time you click, no matter if it's in range or not. It's used when
|
|
//clicking targets for guns and such. If you are clicking on a target that's not in range
|
|
//with an item in your hands only afterattack() needs to be performed.
|
|
//If the range is valid, afterattack() will be handled in the separate mob-type
|
|
//sections below, however only after attackby(). Attack_hand and simmilar procs are handled
|
|
//in the mob-type sections below, as some require you to be in range to work (human, monkey..) while others don't (ai, cyborg)
|
|
//Also note that afterattack does not differentiate between the holder/attacker's mob-type.
|
|
if( W && !valid_place)
|
|
W.afterattack(src, usr, (valid_place ? 1 : 0))
|
|
return
|
|
|
|
if(ishuman(usr))
|
|
var/mob/living/carbon/human/human = usr
|
|
//-human stuff-
|
|
|
|
if(human.stat)
|
|
return
|
|
|
|
if(human.in_throw_mode)
|
|
return human.throw_item(src)
|
|
|
|
var/in_range = in_range(src, human) || src.loc == human
|
|
|
|
if (in_range)
|
|
if (!( human.restrained() || human.lying ))
|
|
if (W)
|
|
attackby(W,human)
|
|
if (W)
|
|
W.afterattack(src, human)
|
|
else
|
|
attack_hand(human)
|
|
else
|
|
hand_h(human, human.hand)
|
|
else
|
|
if ( (W) && !human.restrained() )
|
|
W.afterattack(src, human)
|
|
|
|
|
|
else if(isAI(usr))
|
|
var/mob/living/silicon/ai/ai = usr
|
|
//-ai stuff-
|
|
|
|
if(ai.stat)
|
|
return
|
|
|
|
if (ai.control_disabled)
|
|
return
|
|
|
|
if( !ai.restrained() )
|
|
attack_ai(ai)
|
|
else
|
|
hand_a(ai, ai.hand)
|
|
|
|
else if(isrobot(usr))
|
|
var/mob/living/silicon/robot/robot = usr
|
|
//-cyborg stuff-
|
|
|
|
if(robot.stat)
|
|
return
|
|
|
|
if (robot.lockcharge)
|
|
return
|
|
|
|
|
|
|
|
if(W)
|
|
var/in_range = in_range(src, robot) || src.loc == robot
|
|
if(in_range)
|
|
attackby(W,robot)
|
|
if (W)
|
|
W.afterattack(src, robot)
|
|
else
|
|
if( !robot.restrained() )
|
|
attack_robot(robot)
|
|
else
|
|
hand_r(robot, robot.hand)
|
|
|
|
else if(isobserver(usr))
|
|
var/mob/dead/observer/ghost = usr
|
|
//-ghost stuff-
|
|
|
|
if(ghost)
|
|
if(W)
|
|
if(usr.client && usr.client.holder)
|
|
src.attackby(W, ghost) //This is so admins can interact with things ingame.
|
|
else
|
|
src.attack_ghost(ghost) //Something's gone wrong, non-admin ghosts shouldn't be able to hold things.
|
|
else
|
|
if(usr.client && usr.client.holder)
|
|
src.attack_admin(ghost) //This is so admins can interact with things ingame.
|
|
else
|
|
src.attack_ghost(ghost) //Standard click as ghost
|
|
|
|
|
|
else if(ismonkey(usr))
|
|
var/mob/living/carbon/monkey/monkey = usr
|
|
//-monkey stuff-
|
|
|
|
if(monkey.stat)
|
|
return
|
|
|
|
if(monkey.in_throw_mode)
|
|
return monkey.throw_item(src)
|
|
|
|
var/in_range = in_range(src, monkey) || src.loc == monkey
|
|
|
|
if (in_range)
|
|
if ( !monkey.restrained() )
|
|
if (W)
|
|
attackby(W,monkey)
|
|
if (W)
|
|
W.afterattack(src, monkey)
|
|
else
|
|
attack_paw(monkey)
|
|
else
|
|
hand_p(monkey, monkey.hand)
|
|
else
|
|
if ( (W) && !monkey.restrained() )
|
|
W.afterattack(src, monkey)
|
|
|
|
else if(isalienadult(usr))
|
|
var/mob/living/carbon/alien/humanoid/alien = usr
|
|
//-alien stuff-
|
|
|
|
if(alien.stat)
|
|
return
|
|
|
|
var/in_range = in_range(src, alien) || src.loc == alien
|
|
|
|
if (in_range)
|
|
if ( !alien.restrained() )
|
|
if (W)
|
|
attackby(W,alien)
|
|
if (W)
|
|
W.afterattack(src, alien)
|
|
else
|
|
attack_alien(alien)
|
|
else
|
|
hand_al(alien, alien.hand)
|
|
else
|
|
if ( (W) && !alien.restrained() )
|
|
W.afterattack(src, alien)
|
|
|
|
else if(islarva(usr))
|
|
var/mob/living/carbon/alien/larva/alien = usr
|
|
if(alien.stat)
|
|
return
|
|
|
|
var/in_range = in_range(src, alien) || src.loc == alien
|
|
|
|
if (in_range)
|
|
if ( !alien.restrained() )
|
|
attack_larva(alien)
|
|
|
|
else if(isslime(usr))
|
|
var/mob/living/carbon/slime/slime = usr
|
|
//-slime stuff-
|
|
|
|
if(slime.stat)
|
|
return
|
|
|
|
var/in_range = in_range(src, slime) || src.loc == slime
|
|
|
|
if (in_range)
|
|
if ( !slime.restrained() )
|
|
if (W)
|
|
attackby(W,slime)
|
|
if (W)
|
|
W.afterattack(src, slime)
|
|
else
|
|
attack_slime(slime)
|
|
else
|
|
hand_m(slime, slime.hand)
|
|
else
|
|
if ( (W) && !slime.restrained() )
|
|
W.afterattack(src, slime)
|
|
|
|
|
|
else if(isanimal(usr))
|
|
var/mob/living/simple_animal/animal = usr
|
|
//-simple animal stuff-
|
|
|
|
if(animal.stat)
|
|
return
|
|
|
|
var/in_range = in_range(src, animal) || src.loc == animal
|
|
|
|
if (in_range)
|
|
if ( !animal.restrained() )
|
|
attack_animal(animal)
|
|
|
|
/atom/DblClick(location, control, params) //TODO: DEFERRED: REWRITE
|
|
if(!usr) return
|
|
|
|
// ------- TIME SINCE LAST CLICK -------
|
|
if (world.time <= usr:lastDblClick+1)
|
|
// world << "BLOCKED atom.DblClick() on [src] by [usr] : src.type is [src.type]"
|
|
return
|
|
else
|
|
// world << "atom.DblClick() on [src] by [usr] : src.type is [src.type]"
|
|
usr:lastDblClick = world.time
|
|
|
|
//Putting it here for now. It diverts stuff to the mech clicking procs. Putting it here stops us drilling items in our inventory Carn
|
|
if(istype(usr.loc,/obj/mecha))
|
|
if(usr.client && (src in usr.client.screen))
|
|
return
|
|
var/obj/mecha/Mech = usr.loc
|
|
Mech.click_action(src,usr)
|
|
return
|
|
|
|
// ------- DIR CHANGING WHEN CLICKING ------
|
|
if( iscarbon(usr) && !usr.buckled )
|
|
if( src.x && src.y && usr.x && usr.y )
|
|
var/dx = src.x - usr.x
|
|
var/dy = src.y - usr.y
|
|
|
|
if(dy || dx)
|
|
if(abs(dx) < abs(dy))
|
|
if(dy > 0) usr.dir = NORTH
|
|
else usr.dir = SOUTH
|
|
else
|
|
if(dx > 0) usr.dir = EAST
|
|
else usr.dir = WEST
|
|
else
|
|
if(pixel_y > 16) usr.dir = NORTH
|
|
else if(pixel_y < -16) usr.dir = SOUTH
|
|
else if(pixel_x > 16) usr.dir = EAST
|
|
else if(pixel_x < -16) usr.dir = WEST
|
|
|
|
|
|
|
|
|
|
// ------- AI -------
|
|
else if (istype(usr, /mob/living/silicon/ai))
|
|
var/mob/living/silicon/ai/ai = usr
|
|
if (ai.control_disabled)
|
|
return
|
|
|
|
// ------- CYBORG -------
|
|
else if (istype(usr, /mob/living/silicon/robot))
|
|
var/mob/living/silicon/robot/bot = usr
|
|
if (bot.lockcharge) return
|
|
..()
|
|
|
|
|
|
// ------- SHIFT-CLICK -------
|
|
|
|
if(params)
|
|
var/parameters = params2list(params)
|
|
|
|
if(parameters["shift"]){
|
|
if(!isAI(usr))
|
|
ShiftClick(usr)
|
|
else
|
|
AIShiftClick(usr)
|
|
return
|
|
}
|
|
|
|
// ------- ALT-CLICK -------
|
|
|
|
if(parameters["alt"]){
|
|
if(!isAI(usr))
|
|
AltClick(usr)
|
|
else
|
|
AIAltClick(usr)
|
|
return
|
|
}
|
|
|
|
// ------- CTRL-CLICK -------
|
|
|
|
if(parameters["ctrl"]){
|
|
if(!isAI(usr))
|
|
CtrlClick(usr)
|
|
else
|
|
AICtrlClick(usr)
|
|
return
|
|
}
|
|
|
|
// ------- MIDDLE-CLICK -------
|
|
|
|
if(parameters["middle"]){
|
|
if(!isAI(usr))
|
|
MiddleClick(usr)
|
|
return
|
|
}
|
|
|
|
// ------- THROW -------
|
|
if(usr.in_throw_mode)
|
|
return usr:throw_item(src)
|
|
|
|
// ------- ITEM IN HAND DEFINED -------
|
|
var/obj/item/W = usr.get_active_hand()
|
|
/* Now handled by get_active_hand()
|
|
// ------- ROBOT -------
|
|
if(istype(usr, /mob/living/silicon/robot))
|
|
if(!isnull(usr:module_active))
|
|
W = usr:module_active
|
|
else
|
|
W = null
|
|
*/
|
|
// ------- ATTACK SELF -------
|
|
if (W == src && usr.stat == 0)
|
|
W.attack_self(usr)
|
|
if(usr.hand)
|
|
usr.update_inv_l_hand(0) //update in-hand overlays
|
|
else
|
|
usr.update_inv_r_hand(0)
|
|
return
|
|
|
|
// ------- PARALYSIS, STUN, WEAKENED, DEAD, (And not AI) -------
|
|
if (((usr.paralysis || usr.stunned || usr.weakened) && !istype(usr, /mob/living/silicon/ai)) || usr.stat != 0)
|
|
return
|
|
|
|
// ------- CLICKING STUFF IN CONTAINERS -------
|
|
if ((!( src in usr.contents ) && (((!( isturf(src) ) && (!( isturf(src.loc) ) && (src.loc && !( isturf(src.loc.loc) )))) || !( isturf(usr.loc) )) && (src.loc != usr.loc && (!( istype(src, /obj/screen) ) && !( usr.contents.Find(src.loc) ))))))
|
|
if (istype(usr, /mob/living/silicon/ai))
|
|
var/mob/living/silicon/ai/ai = usr
|
|
if (ai.control_disabled || ai.malfhacking)
|
|
return
|
|
else
|
|
return
|
|
|
|
// ------- 1 TILE AWAY -------
|
|
var/t5
|
|
// ------- AI CAN CLICK ANYTHING -------
|
|
if(istype(usr, /mob/living/silicon/ai))
|
|
t5 = 1
|
|
// ------- CYBORG CAN CLICK ANYTHING WHEN NOT HOLDING STUFF -------
|
|
else if(istype(usr, /mob/living/silicon/robot) && !W)
|
|
t5 = 1
|
|
else
|
|
t5 = in_range(src, usr) || src.loc == usr
|
|
|
|
// world << "according to dblclick(), t5 is [t5]"
|
|
|
|
// ------- ACTUALLY DETERMINING STUFF -------
|
|
if (((t5 || (W && (W.flags & USEDELAY))) && !( istype(src, /obj/screen) )))
|
|
|
|
// ------- ( CAN USE ITEM OR HAS 1 SECOND USE DELAY ) AND NOT CLICKING ON SCREEN -------
|
|
|
|
if (usr.next_move < world.time)
|
|
usr.prev_move = usr.next_move
|
|
usr.next_move = world.time + 10
|
|
else
|
|
// ------- ALREADY USED ONE ITEM WITH USE DELAY IN THE PREVIOUS SECOND -------
|
|
return
|
|
|
|
// ------- DELAY CHECK PASSED -------
|
|
|
|
if ((src.loc && (get_dist(src, usr) < 2 || src.loc == usr.loc)))
|
|
|
|
// ------- CLICKED OBJECT EXISTS IN GAME WORLD, DISTANCE FROM PERSON TO OBJECT IS 1 SQUARE OR THEY'RE ON THE SAME SQUARE -------
|
|
|
|
var/direct = get_dir(usr, src)
|
|
var/obj/item/weapon/dummy/D = new /obj/item/weapon/dummy( usr.loc )
|
|
var/ok = 0
|
|
if ( (direct - 1) & direct)
|
|
|
|
// ------- CLICKED OBJECT IS LOCATED IN A DIAGONAL POSITION FROM THE PERSON -------
|
|
|
|
var/turf/Step_1
|
|
var/turf/Step_2
|
|
switch(direct)
|
|
if(5.0)
|
|
Step_1 = get_step(usr, NORTH)
|
|
Step_2 = get_step(usr, EAST)
|
|
|
|
if(6.0)
|
|
Step_1 = get_step(usr, SOUTH)
|
|
Step_2 = get_step(usr, EAST)
|
|
|
|
if(9.0)
|
|
Step_1 = get_step(usr, NORTH)
|
|
Step_2 = get_step(usr, WEST)
|
|
|
|
if(10.0)
|
|
Step_1 = get_step(usr, SOUTH)
|
|
Step_2 = get_step(usr, WEST)
|
|
|
|
else
|
|
if(Step_1 && Step_2)
|
|
|
|
// ------- BOTH CARDINAL DIRECTIONS OF THE DIAGONAL EXIST IN THE GAME WORLD -------
|
|
|
|
var/check_1 = 0
|
|
var/check_2 = 0
|
|
if(step_to(D, Step_1))
|
|
check_1 = 1
|
|
for(var/obj/border_obstacle in Step_1)
|
|
if(border_obstacle.flags & ON_BORDER)
|
|
if(!border_obstacle.CheckExit(D, src))
|
|
check_1 = 0
|
|
// ------- YOU TRIED TO CLICK ON AN ITEM THROUGH A WINDOW (OR SIMILAR THING THAT LIMITS ON BORDERS) ON ONE OF THE DIRECITON TILES -------
|
|
for(var/obj/border_obstacle in get_turf(src))
|
|
if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
|
|
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
|
|
// ------- YOU TRIED TO CLICK ON AN ITEM THROUGH A WINDOW (OR SIMILAR THING THAT LIMITS ON BORDERS) ON THE TILE YOU'RE ON -------
|
|
check_1 = 0
|
|
|
|
D.loc = usr.loc
|
|
if(step_to(D, Step_2))
|
|
check_2 = 1
|
|
|
|
for(var/obj/border_obstacle in Step_2)
|
|
if(border_obstacle.flags & ON_BORDER)
|
|
if(!border_obstacle.CheckExit(D, src))
|
|
check_2 = 0
|
|
for(var/obj/border_obstacle in get_turf(src))
|
|
if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
|
|
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
|
|
check_2 = 0
|
|
|
|
|
|
if(check_1 || check_2)
|
|
ok = 1
|
|
// ------- YOU CAN REACH THE ITEM THROUGH AT LEAST ONE OF THE TWO DIRECTIONS. GOOD. -------
|
|
|
|
/*
|
|
More info:
|
|
If you're trying to click an item in the north-east of your mob, the above section of code will first check if tehre's a tile to the north or you and to the east of you
|
|
These two tiles are Step_1 and Step_2. After this, a new dummy object is created on your location. It then tries to move to Step_1, If it succeeds, objects on the turf you're on and
|
|
the turf that Step_1 is are checked for items which have the ON_BORDER flag set. These are itmes which limit you on only one tile border. Windows, for the most part.
|
|
CheckExit() and CanPass() are use to determine this. The dummy object is then moved back to your location and it tries to move to Step_2. Same checks are performed here.
|
|
If at least one of the two checks succeeds, it means you can reach the item and ok is set to 1.
|
|
*/
|
|
else
|
|
// ------- OBJECT IS ON A CARDINAL TILE (NORTH, SOUTH, EAST OR WEST OR THE TILE YOU'RE ON) -------
|
|
if(loc == usr.loc)
|
|
ok = 1
|
|
// ------- OBJECT IS ON THE SAME TILE AS YOU -------
|
|
else
|
|
ok = 1
|
|
|
|
//Now, check objects to block exit that are on the border
|
|
for(var/obj/border_obstacle in usr.loc)
|
|
if(border_obstacle.flags & ON_BORDER)
|
|
if(!border_obstacle.CheckExit(D, src))
|
|
ok = 0
|
|
|
|
//Next, check objects to block entry that are on the border
|
|
for(var/obj/border_obstacle in get_turf(src))
|
|
if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
|
|
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
|
|
ok = 0
|
|
/*
|
|
See the previous More info, for... more info...
|
|
*/
|
|
|
|
//del(D)
|
|
// Garbage Collect Dummy
|
|
D.loc = null
|
|
D = null
|
|
|
|
// ------- DUMMY OBJECT'S SERVED IT'S PURPOSE, IT'S REWARDED WITH A SWIFT DELETE -------
|
|
if (!( ok ))
|
|
// ------- TESTS ABOVE DETERMINED YOU CANNOT REACH THE TILE -------
|
|
return 0
|
|
|
|
if (!( usr.restrained() || (usr.lying && usr.buckled!=src) ))
|
|
// ------- YOU ARE NOT REASTRAINED -------
|
|
|
|
if (W)
|
|
// ------- YOU HAVE AN ITEM IN YOUR HAND - HANDLE ATTACKBY AND AFTERATTACK -------
|
|
var/ignoreAA = 0 //Ignore afterattack(). Surgery uses this.
|
|
if (t5)
|
|
ignoreAA = src.attackby(W, usr)
|
|
if (W && !ignoreAA)
|
|
W.afterattack(src, usr, (t5 ? 1 : 0), params)
|
|
|
|
else
|
|
// ------- YOU DO NOT HAVE AN ITEM IN YOUR HAND -------
|
|
if (istype(usr, /mob/living/carbon/human))
|
|
// ------- YOU ARE HUMAN -------
|
|
src.attack_hand(usr, usr.hand)
|
|
else
|
|
// ------- YOU ARE NOT HUMAN. WHAT ARE YOU - DETERMINED HERE AND PROPER ATTACK_MOBTYPE CALLED -------
|
|
if (istype(usr, /mob/living/carbon/monkey))
|
|
src.attack_paw(usr, usr.hand)
|
|
else if (istype(usr, /mob/living/carbon/alien/humanoid))
|
|
if(usr.m_intent == "walk" && istype(usr, /mob/living/carbon/alien/humanoid/hunter))
|
|
usr.m_intent = "run"
|
|
usr.hud_used.move_intent.icon_state = "running"
|
|
usr.update_icons()
|
|
src.attack_alien(usr, usr.hand)
|
|
else if (istype(usr, /mob/living/carbon/alien/larva))
|
|
src.attack_larva(usr)
|
|
else if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
|
|
src.attack_ai(usr, usr.hand)
|
|
else if(istype(usr, /mob/living/carbon/slime))
|
|
src.attack_slime(usr)
|
|
else if(istype(usr, /mob/living/simple_animal))
|
|
src.attack_animal(usr)
|
|
else
|
|
// ------- YOU ARE RESTRAINED. DETERMINE WHAT YOU ARE AND ATTACK WITH THE PROPER HAND_X PROC -------
|
|
if (istype(usr, /mob/living/carbon/human))
|
|
src.hand_h(usr, usr.hand)
|
|
else if (istype(usr, /mob/living/carbon/monkey))
|
|
src.hand_p(usr, usr.hand)
|
|
else if (istype(usr, /mob/living/carbon/alien/humanoid))
|
|
src.hand_al(usr, usr.hand)
|
|
else if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
|
|
src.hand_a(usr, usr.hand)
|
|
|
|
else
|
|
// ------- ITEM INACESSIBLE OR CLICKING ON SCREEN -------
|
|
if (istype(src, /obj/screen))
|
|
// ------- IT'S THE HUD YOU'RE CLICKING ON -------
|
|
usr.prev_move = usr.next_move
|
|
usr:lastDblClick = world.time + 2
|
|
if (usr.next_move < world.time)
|
|
usr.next_move = world.time + 2
|
|
else
|
|
return
|
|
|
|
// ------- 2 DECISECOND DELAY FOR CLICKING PASSED -------
|
|
|
|
if (!( usr.restrained() ))
|
|
|
|
// ------- YOU ARE NOT RESTRAINED -------
|
|
if ((W && !( istype(src, /obj/screen) )))
|
|
// ------- IT SHOULD NEVER GET TO HERE, DUE TO THE ISTYPE(SRC, /OBJ/SCREEN) FROM PREVIOUS IF-S - I TESTED IT WITH A DEBUG OUTPUT AND I COULDN'T GET THIST TO SHOW UP. -------
|
|
src.attackby(W, usr)
|
|
if (W)
|
|
W.afterattack(src, usr,, params)
|
|
else
|
|
// ------- YOU ARE NOT RESTRAINED, AND ARE CLICKING A HUD OBJECT -------
|
|
if (istype(usr, /mob/living/carbon/human))
|
|
src.attack_hand(usr, usr.hand)
|
|
else if (istype(usr, /mob/living/carbon/monkey))
|
|
src.attack_paw(usr, usr.hand)
|
|
else if (istype(usr, /mob/living/carbon/alien/humanoid))
|
|
src.attack_alien(usr, usr.hand)
|
|
else
|
|
// ------- YOU ARE RESTRAINED CLICKING ON A HUD OBJECT -------
|
|
if (istype(usr, /mob/living/carbon/human))
|
|
src.hand_h(usr, usr.hand)
|
|
else if (istype(usr, /mob/living/carbon/monkey))
|
|
src.hand_p(usr, usr.hand)
|
|
else if (istype(usr, /mob/living/carbon/alien/humanoid))
|
|
src.hand_al(usr, usr.hand)
|
|
else
|
|
// ------- YOU ARE CLICKING ON AN OBJECT THAT'S INACCESSIBLE TO YOU AND IS NOT YOUR HUD -------
|
|
if((LASER in usr:mutations) && usr:a_intent == "harm" && world.time >= usr.next_move)
|
|
// ------- YOU HAVE THE LASER MUTATION, YOUR INTENT SET TO HURT AND IT'S BEEN MORE THAN A DECISECOND SINCE YOU LAS TATTACKED -------
|
|
|
|
var/turf/T = get_turf(usr)
|
|
var/turf/U = get_turf(src)
|
|
|
|
|
|
if(istype(usr, /mob/living/carbon/human))
|
|
usr:nutrition -= rand(1,5)
|
|
usr:handle_regular_hud_updates()
|
|
|
|
var/obj/item/projectile/beam/A = new /obj/item/projectile/beam( usr.loc )
|
|
A.icon = 'icons/effects/genetics.dmi'
|
|
A.icon_state = "eyelasers"
|
|
playsound(usr.loc, 'sound/weapons/taser2.ogg', 75, 1)
|
|
|
|
A.firer = usr
|
|
A.def_zone = usr:get_organ_target()
|
|
A.original = src
|
|
A.current = T
|
|
A.yo = U.y - T.y
|
|
A.xo = U.x - T.x
|
|
spawn( 1 )
|
|
A.process()
|
|
|
|
usr.next_move = world.time + 6
|
|
return
|
|
|
|
/atom/proc/ShiftClick(var/mob/M as mob)
|
|
|
|
if(istype(M.machine, /obj/machinery/computer/security)) //No examining by looking through cameras
|
|
return
|
|
|
|
//I dont think this was ever really a problem and it's only creating more bugs...
|
|
// if(( abs(src.x-M.x)<8 || abs(src.y-M.y)<8 ) && src.z == M.z ) //This should prevent non-observers to examine stuff from outside their view.
|
|
examine()
|
|
|
|
return
|
|
|
|
/atom/proc/AltClick()
|
|
|
|
/* // NOT UNTIL I FIGURE OUT A GOOD WAY TO DO THIS SHIT
|
|
if((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
|
|
if(!istype(src, /obj/item) && !istype(src, /mob) && !istype(src, /turf))
|
|
if(!usr.get_active_hand())
|
|
|
|
var/liftable = 0
|
|
for(var/x in liftable_structures)
|
|
if(findtext("[src.type]", "[x]"))
|
|
liftable = 1
|
|
break
|
|
|
|
if(liftable)
|
|
|
|
add_fingerprint(usr)
|
|
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(usr)
|
|
G.assailant = usr
|
|
usr.put_in_active_hand(G)
|
|
G.structure = src
|
|
G.synch()
|
|
|
|
visible_message("\red [usr] has picked up [src]!")
|
|
|
|
return
|
|
else
|
|
usr << "\red You can't pick this up!"
|
|
*/
|
|
|
|
return
|
|
|
|
/atom/proc/CtrlClick()
|
|
if(hascall(src,"pull"))
|
|
src:pull()
|
|
return
|
|
|
|
/atom/proc/AIShiftClick() // Opens and closes doors!
|
|
if(istype(src , /obj/machinery/door/airlock))
|
|
if(src:density)
|
|
var/nhref = "src=\ref[src];aiEnable=7"
|
|
src.Topic(nhref, params2list(nhref), src, 1)
|
|
else
|
|
var/nhref = "src=\ref[src];aiDisable=7"
|
|
src.Topic(nhref, params2list(nhref), src, 1)
|
|
|
|
return
|
|
|
|
/atom/proc/AIAltClick() // Eletrifies doors.
|
|
if(istype(src , /obj/machinery/door/airlock))
|
|
if(!src:secondsElectrified)
|
|
var/nhref = "src=\ref[src];aiEnable=6"
|
|
src.Topic(nhref, params2list(nhref), src, 1)
|
|
else
|
|
var/nhref = "src=\ref[src];aiDisable=5"
|
|
src.Topic(nhref, params2list(nhref), src, 1)
|
|
|
|
|
|
return
|
|
|
|
/atom/proc/AICtrlClick() // Bolts doors, turns off APCs.
|
|
if(istype(src , /obj/machinery/door/airlock))
|
|
if(src:locked)
|
|
var/nhref = "src=\ref[src];aiEnable=4"
|
|
src.Topic(nhref, params2list(nhref), src, 1)
|
|
else
|
|
var/nhref = "src=\ref[src];aiDisable=4"
|
|
src.Topic(nhref, params2list(nhref), src, 1)
|
|
|
|
else if (istype(src , /obj/machinery/power/apc/))
|
|
var/nhref = "src=\ref[src];breaker=1"
|
|
src.Topic(nhref, params2list(nhref), 0)
|
|
|
|
|
|
|
|
return
|
|
|
|
/atom/proc/MiddleClick(var/mob/M as mob) // switch hands
|
|
if(istype(M, /mob/living/carbon))
|
|
var/mob/living/carbon/U = M
|
|
U.swap_hand()
|
|
|
|
|
|
/atom/proc/get_global_map_pos()
|
|
if(!islist(global_map) || isemptylist(global_map)) return
|
|
var/cur_x = null
|
|
var/cur_y = null
|
|
var/list/y_arr = null
|
|
for(cur_x=1,cur_x<=global_map.len,cur_x++)
|
|
y_arr = global_map[cur_x]
|
|
cur_y = y_arr.Find(src.z)
|
|
if(cur_y)
|
|
break
|
|
// world << "X = [cur_x]; Y = [cur_y]"
|
|
if(cur_x && cur_y)
|
|
return list("x"=cur_x,"y"=cur_y)
|
|
else
|
|
return 0
|
|
|
|
/atom/proc/checkpass(passflag)
|
|
return pass_flags&passflag
|
|
|
|
/*
|
|
/client/verb/check_dummy()
|
|
set name = "List Dummies"
|
|
set category = "Debug"
|
|
|
|
var/list/dummies = list()
|
|
for(var/obj/item/weapon/dummy/D in world)
|
|
usr << "[D] - [D.x], [D.y], [D.z] - [D.loc]"
|
|
dummies += D
|
|
usr << "[dummies.len] found!"
|
|
*/
|
|
|