Modifiers, Attack Modifiers and a Baton Refactor - #929
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Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). :cl: Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /:cl:
## About The Pull Request Very simple fix, afterattack is called for atom attacks - I forgot to isliving here Fixes #91253 ## Changelog :cl: Melbert fix: You (can't) baton furniture /:cl:
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This cherry-picks and ports the modifiers PR and attack modifiers+baton refactor PR from tgstation. I want these to massively streamline my content creation process. (cant add any Strength effects without the concept of attack modifiers existing...)
Shouldn't change much player-side aside from like one instance of spear damage doing extra damage to regular lockers and crates when they shouldn't.