code/__DEFINES/_flags/return_values.dm
STOP_ATTACK_PROC_CHAIN | //////// ATTACKCHAIN_FLAGS //////////// Stop the attack chain if still in melee_attack_chain() |
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DISCARD_LAST_ACTION | This attack should discard last_action instead of flushing (storing) it). You should probably know what you're doing if you use this considering this is how clickdelay is enforced. |
NO_AUTO_CLICKDELAY_HANDLING | There are a number of "safety nets" intended to default-handle clickdelay. Return this flag to bypass ALL of them. Be sure you know EXACTLY what you are doing! |
INTERRUPT_UNARMED_ATTACK | Only used with UnarmedAttack(). Interrupts unarmed attack from progressing. |
ATTACK_IGNORE_ACTION | Attack should not set next action even if the atom wants it to be an action |
ATTACK_IGNORE_CLICKDELAY | Attack should not at all check last_action/attack_hand_speed even if the atom wants to |
ATTACK_IS_PARRY_COUNTERATTACK | This attack is from a parry counterattack |
ITEM_RELOCATED_BY_DROPPED | dropped() relocated this item, return FALSE for doUnEquip. |
Define Details
ATTACK_IGNORE_ACTION
Attack should not set next action even if the atom wants it to be an action
ATTACK_IGNORE_CLICKDELAY
Attack should not at all check last_action/attack_hand_speed even if the atom wants to
ATTACK_IS_PARRY_COUNTERATTACK
This attack is from a parry counterattack
DISCARD_LAST_ACTION
This attack should discard last_action instead of flushing (storing) it). You should probably know what you're doing if you use this considering this is how clickdelay is enforced.
INTERRUPT_UNARMED_ATTACK
Only used with UnarmedAttack(). Interrupts unarmed attack from progressing.
ITEM_RELOCATED_BY_DROPPED
dropped() relocated this item, return FALSE for doUnEquip.
NO_AUTO_CLICKDELAY_HANDLING
There are a number of "safety nets" intended to default-handle clickdelay. Return this flag to bypass ALL of them. Be sure you know EXACTLY what you are doing!
STOP_ATTACK_PROC_CHAIN
//////// ATTACKCHAIN_FLAGS //////////// Stop the attack chain if still in melee_attack_chain()