/obj/item name = "item" icon = 'icons/obj/items.dmi' w_class = 3.0 var/image/blood_overlay //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite var/abstract = 0 var/r_speed = 1.0 var/health var/burn_point var/burning var/hitsound var/storage_cost var/slot_flags = 0 //This is used to determine on which slots an item can fit. var/no_attack_log = 0 //If it's an item we don't want to log attack_logs with, set this to 1 pass_flags = PASSTABLE var/obj/item/master var/autodrobe_no_remove = 0 var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags var/datum/action/item_action/action var/action_button_name //It is also the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. If it's not set, there'll be no button. var/action_button_is_hands_free = 0 //If 1, bypass the restrained, lying, and stunned checks action buttons normally test for //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc. //It should be used purely for appearance. For gameplay effects caused by items covering body parts, use body_parts_covered. var/flags_inv = 0 var/body_parts_covered = 0 //see setup.dm for appropriate bit flags var/item_flags = 0 //Miscellaneous flags pertaining to equippable objects. //var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets) var/permeability_coefficient = 1 // for chemicals/diseases var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit) var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N var/can_embed = 1//If zero, this item/weapon cannot become embedded in people when you hit them with it var/list/armor //= list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) If null, object has 0 armor. var/list/allowed = null //suit storage stuff. var/obj/item/device/uplink/hidden/hidden_uplink // All items can have an uplink hidden inside, just remember to add the triggers. var/zoomdevicename //name used for message when binoculars/scope is used var/zoom = 0 //1 if item is actively being used to zoom. For scoped guns and binoculars. var/contained_sprite = 0 //1 if item_state, lefthand, righthand, and worn sprite are all in one dmi //Item_state definition moved to /obj //var/item_state = null // Used to specify the item state for the on-mob overlays. var/item_state_slots //overrides the default item_state for particular slots. //ITEM_ICONS ARE DEPRECATED. USE CONTAINED SPRITES IN FUTURE // Used to specify the icon file to be used when the item is worn. If not set the default icon for that slot will be used. // If icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question. // Only slot_l_hand/slot_r_hand are implemented at the moment. Others to be implemented as needed. var/list/item_icons //** These specify item/icon overrides for _species_ /* Species-specific sprites, concept stolen from Paradise//vg/. ex: sprite_sheets = list( "Tajara" = 'icons/cat/are/bad' ) If index term exists and icon_override is not set, this sprite sheet will be used. */ var/list/sprite_sheets // Species-specific sprite sheets for inventory sprites // Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called. var/list/sprite_sheets_obj var/icon_override //Used to override hardcoded clothing dmis in human clothing pr var/charge_failure_message = " cannot be recharged." var/cleaving = FALSE var/reach = 1 // Length of tiles it can reach, 1 is adjacent. /obj/item/Destroy() if(ismob(loc)) var/mob/m = loc m.drop_from_inventory(src) m.update_inv_r_hand() m.update_inv_l_hand() src.loc = null return ..() /obj/item/device icon = 'icons/obj/device.dmi' /obj/item/proc/get_cell() return DEVICE_NO_CELL //Checks if the item is being held by a mob, and if so, updates the held icons /obj/item/proc/update_held_icon() if(ismob(src.loc)) var/mob/M = src.loc if(M.l_hand == src) M.update_inv_l_hand() if(M.r_hand == src) M.update_inv_r_hand() /obj/item/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if (prob(50)) qdel(src) return if(3.0) if (prob(5)) qdel(src) return else return /obj/item/verb/move_to_top(obj/item/I in range(1)) set name = "Move To Top" set category = "Object" if (!I in view(1, src)) return if(!istype(I.loc, /turf) || usr.stat || usr.restrained() ) return var/turf/T = I.loc I.loc = null I.loc = T /obj/item/examine(mob/user, var/distance = -1) var/size switch(src.w_class) if (5.0 to INFINITY) size = "huge" if (4.0 to 5.0) size = "bulky" if (3.0 to 4.0) size = "normal-sized" if (2.0 to 3.0) size = "small" if (0 to 2.0) size = "tiny" //Changed this switch to ranges instead of tiered values, to cope with granularity and also //things outside its range ~Nanako return ..(user, distance, "", "It is a [size] item.") /obj/item/attack_hand(mob/user as mob) if (!user) return if (hasorgans(user)) var/mob/living/carbon/human/H = user var/obj/item/organ/external/temp = H.organs_by_name["r_hand"] if (user.hand) temp = H.organs_by_name["l_hand"] if(temp && !temp.is_usable()) user << "You try to move your [temp.name], but cannot!" return if(!temp) user << "You try to use your hand, but realize it is no longer attached!" return src.pickup(user) if (istype(src.loc, /obj/item/weapon/storage)) var/obj/item/weapon/storage/S = src.loc S.remove_from_storage(src) src.throwing = 0 if (src.loc == user) if(!user.prepare_for_slotmove(src)) return else if(isliving(src.loc)) return // If equipping onto active hand fails, drop it on the floor. if (!user.put_in_active_hand(src)) forceMove(user.loc) return /obj/item/attack_ai(mob/user as mob) if (istype(src.loc, /obj/item/weapon/robot_module)) //If the item is part of a cyborg module, equip it if(!isrobot(user)) return var/mob/living/silicon/robot/R = user R.activate_module(src) R.hud_used.update_robot_modules_display() // Due to storage type consolidation this should get used more now. // I have cleaned it up a little, but it could probably use more. -Sayu /obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W,/obj/item/weapon/storage)) var/obj/item/weapon/storage/S = W if(S.use_to_pickup) if(S.collection_mode) //Mode is set to collect all items on a tile and we clicked on a valid one. if(isturf(loc)) var/list/rejections = list() var/success = FALSE var/failure = FALSE var/original_loc = user ? user.loc : null for(var/obj/item/I in loc) if (user && user.loc != original_loc) break if(rejections[I.type]) // To limit bag spamming: any given type only complains once continue if(!S.can_be_inserted(I)) // Note can_be_inserted still makes noise when the answer is no rejections[I.type] = TRUE // therefore full bags are still a little spammy failure = TRUE CHECK_TICK continue success = TRUE S.handle_item_insertion_deferred(I, user) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed. CHECK_TICK // Because people insist on picking up huge-ass piles of stuff. S.handle_storage_deferred(user) if(success && !failure) user << "You put everything in [S]." else if(success) user << "You put some things in [S]." else user << "You fail to pick anything up with \the [S]." else if(S.can_be_inserted(src)) S.handle_item_insertion(src) /obj/item/proc/talk_into(mob/M as mob, text) return /obj/item/proc/moved(mob/user as mob, old_loc as turf) return //Apparently called whenever an item is dropped on the floor, thrown, or placed into a container. //It is called after loc is set, so if placed in a container its loc will be that container. /obj/item/proc/dropped(var/mob/user) ..() if(zoom) zoom(user) //binoculars, scope, etc // Called whenever an object is moved around inside the mob's contents. // Linker proc: mob/proc/prepare_for_slotmove, which is referenced in proc/handle_item_insertion and obj/item/attack_hand. // This shit exists so that dropped() could almost exclusively be called when an item is dropped. /obj/item/proc/on_slotmove(var/mob/user) if (zoom) zoom(user) // called just as an item is picked up (loc is not yet changed) /obj/item/proc/pickup(mob/user) return // called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called. /obj/item/proc/on_exit_storage(obj/item/weapon/storage/S as obj) return // called when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item. /obj/item/proc/on_enter_storage(obj/item/weapon/storage/S as obj) return // called when "found" in pockets and storage items. Returns 1 if the search should end. /obj/item/proc/on_found(mob/finder as mob) return // called after an item is placed in an equipment slot // user is mob that equipped it // slot uses the slot_X defines found in setup.dm // for items that can be placed in multiple slots /obj/item/proc/equipped(var/mob/user, var/slot) layer = 20 equip_slot = slot if(user.client) user.client.screen |= src if(user.pulling == src) user.stop_pulling() return //Defines which slots correspond to which slot flags var/list/global/slot_flags_enumeration = list( "[slot_wear_mask]" = SLOT_MASK, "[slot_back]" = SLOT_BACK, "[slot_wear_suit]" = SLOT_OCLOTHING, "[slot_gloves]" = SLOT_GLOVES, "[slot_shoes]" = SLOT_FEET, "[slot_belt]" = SLOT_BELT, "[slot_glasses]" = SLOT_EYES, "[slot_head]" = SLOT_HEAD, "[slot_l_ear]" = SLOT_EARS|SLOT_TWOEARS, "[slot_r_ear]" = SLOT_EARS|SLOT_TWOEARS, "[slot_w_uniform]" = SLOT_ICLOTHING, "[slot_wear_id]" = SLOT_ID, "[slot_tie]" = SLOT_TIE ) //the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't. //If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen. //Set disable_warning to 1 if you wish it to not give you outputs. //Should probably move the bulk of this into mob code some time, as most of it is related to the definition of slots and not item-specific /obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = FALSE, bypass_blocked_check = FALSE) if(!slot) return 0 if(!M) return 0 if(!ishuman(M)) return 0 var/mob/living/carbon/human/H = M var/list/mob_equip = list() if(H.species.hud && H.species.hud.equip_slots) mob_equip = H.species.hud.equip_slots if(H.species && !(slot in mob_equip)) return 0 //First check if the item can be equipped to the desired slot. if("[slot]" in slot_flags_enumeration) var/req_flags = slot_flags_enumeration["[slot]"] if(!(req_flags & slot_flags)) return 0 //Next check that the slot is free if(H.get_equipped_item(slot)) return 0 //Next check if the slot is accessible. var/mob/_user = disable_warning? null : H if(!bypass_blocked_check && !H.slot_is_accessible(slot, src, _user)) return 0 //Lastly, check special rules for the desired slot. switch(slot) if(slot_l_ear, slot_r_ear) var/slot_other_ear = (slot == slot_l_ear)? slot_r_ear : slot_l_ear if( (w_class > 1) && !(slot_flags & SLOT_EARS) ) return 0 if( (slot_flags & SLOT_TWOEARS) && H.get_equipped_item(slot_other_ear) ) return 0 if(slot_wear_id) if(!H.w_uniform && (slot_w_uniform in mob_equip)) if(!disable_warning) H << "You need a jumpsuit before you can attach this [name]." return 0 if(slot_l_store, slot_r_store) if(!H.w_uniform && (slot_w_uniform in mob_equip)) if(!disable_warning) H << "You need a jumpsuit before you can attach this [name]." return 0 if(slot_flags & SLOT_DENYPOCKET) return 0 if( w_class > 2 && !(slot_flags & SLOT_POCKET) ) return 0 if(slot_s_store) if(!H.wear_suit && (slot_wear_suit in mob_equip)) if(!disable_warning) H << "You need a suit before you can attach this [name]." return 0 if(!H.wear_suit.allowed) if(!disable_warning) usr << "You somehow have a suit with no defined allowed items for suit storage, stop that." return 0 if( !(istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed)) ) return 0 if(slot_handcuffed) if(!istype(src, /obj/item/weapon/handcuffs)) return 0 if(slot_legcuffed) if(!istype(src, /obj/item/weapon/legcuffs)) return 0 if(slot_in_backpack) //used entirely for equipping spawned mobs or at round start var/allow = 0 if(H.back && istype(H.back, /obj/item/weapon/storage/backpack)) var/obj/item/weapon/storage/backpack/B = H.back if(B.can_be_inserted(src,1)) allow = 1 if(!allow) return 0 if(slot_tie) if(!H.w_uniform && (slot_w_uniform in mob_equip)) if(!disable_warning) H << "You need a jumpsuit before you can attach this [name]." return 0 var/obj/item/clothing/under/uniform = H.w_uniform if(LAZYLEN(uniform.accessories) && !uniform.can_attach_accessory(src)) if (!disable_warning) H << "You already have an accessory of this type attached to your [uniform]." return 0 return 1 /obj/item/proc/mob_can_unequip(mob/M, slot, disable_warning = 0) if(!slot) return 0 if(!M) return 0 if(!canremove) return 0 if(!M.slot_is_accessible(slot, src, disable_warning? null : M)) return 0 return 1 /* /obj/item/verb/verb_pickup() set src in oview(1) set category = "Object" set name = "Pick up" if(!(usr)) //BS12 EDIT return if(!usr.canmove || usr.stat || usr.restrained() || !Adjacent(usr)) return if((!istype(usr, /mob/living/carbon)) || (istype(usr, /mob/living/carbon/brain)))//Is humanoid, and is not a brain usr << "You can't pick things up!" return if( usr.stat || usr.restrained() )//Is not asleep/dead and is not restrained usr << "You can't pick things up!" return if(src.anchored) //Object isn't anchored usr << "You can't pick that up!" return if(!usr.hand && usr.r_hand) //Right hand is not full usr << "Your right hand is full." return if(usr.hand && usr.l_hand) //Left hand is not full usr << "Your left hand is full." return if(!istype(src.loc, /turf)) //Object is on a turf usr << "You can't pick that up!" return //All checks are done, time to pick it up! usr.UnarmedAttack(src) return */ /mob/living/carbon/verb/verb_pickup(obj/item/I in range(1)) set category = "Object" set name = "Pick up" if(!(usr)) //BS12 EDIT return if (!I in view(1, src)) return if (istype(I, /obj/item/weapon/storage/internal)) return if(!usr.canmove || usr.stat || usr.restrained() || !Adjacent(usr)) return if((!istype(usr, /mob/living/carbon)) || (istype(usr, /mob/living/carbon/brain)))//Is humanoid, and is not a brain usr << "You can't pick things up!" return if( usr.stat || usr.restrained() )//Is not asleep/dead and is not restrained usr << "You can't pick things up!" return if(I.anchored) //Object isn't anchored usr << "You can't pick that up!" return if(!usr.hand && usr.r_hand) //Right hand is not full usr << "Your right hand is full." return if(usr.hand && usr.l_hand) //Left hand is not full usr << "Your left hand is full." return if(!istype(I.loc, /turf)) //Object is on a turf usr << "You can't pick that up!" return //All checks are done, time to pick it up! usr.UnarmedAttack(I) return //This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'icon_action_button' to the icon_state of the image of the button in screen1_action.dmi //The default action is attack_self(). //Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob. /obj/item/proc/ui_action_click() attack_self(usr) //RETURN VALUES //handle_shield should return a positive value to indicate that the attack is blocked and should be prevented. //If a negative value is returned, it should be treated as a special return value for bullet_act() and handled appropriately. //For non-projectile attacks this usually means the attack is blocked. //Otherwise should return 0 to indicate that the attack is not affected in any way. /obj/item/proc/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack") return 0 /obj/item/proc/get_loc_turf() var/atom/L = loc while(L && !istype(L, /turf/)) L = L.loc return loc /obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob) var/mob/living/carbon/human/H = M if(istype(H)) for(var/obj/item/protection in list(H.head, H.wear_mask, H.glasses)) if(protection && (protection.body_parts_covered & EYES)) // you can't stab someone in the eyes wearing a mask! user << "You're going to need to remove the eye covering first." return if(!M.has_eyes()) user << "You cannot locate any eyes on [M]!" return admin_attack_log(user, M, "attacked [key_name(M)] with [src]", "was attacked by [key_name(user)] using \a [src]", "used \a [src] to eyestab") user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) user.do_attack_animation(M) src.add_fingerprint(user) //if((CLUMSY in user.mutations) && prob(50)) // M = user /* M << "You stab yourself in the eye." M.sdisabilities |= BLIND M.weakened += 4 M.adjustBruteLoss(10) */ if(istype(H)) var/obj/item/organ/eyes/eyes = H.get_eyes() if(H != user) M.visible_message( "[user] stabs [M] in the [eyes.singular_name] with [src]!", "[user] stabs you in the [eyes.singular_name] with [src]!" ) else user.visible_message( \ "[user] stabs themself in the [eyes.singular_name] with [src]!", \ "You stab yourself in the [eyes.singular_name] with [src]!" \ ) eyes.damage += rand(3,4) if(eyes.damage >= eyes.min_bruised_damage) if(M.stat != 2) if(eyes.robotic <= 1) //robot eyes bleeding might be a bit silly M << "Your eyes start to bleed profusely!" if(prob(50)) if(M.stat != 2) M << "You drop what you're holding and clutch at your eyes!" M.drop_item() M.eye_blurry += 10 M.Paralyse(1) M.Weaken(4) if (eyes.damage >= eyes.min_broken_damage) if(M.stat != 2) M << "You go blind!" var/obj/item/organ/external/affecting = H.get_organ("head") if(affecting.take_damage(7)) M:UpdateDamageIcon() else M.take_organ_damage(7) M.eye_blurry += rand(3,4) return /obj/item/clean_blood() . = ..() if(blood_overlay) cut_overlay(blood_overlay, TRUE) if(istype(src, /obj/item/clothing/gloves)) var/obj/item/clothing/gloves/G = src G.transfer_blood = 0 /obj/item/reveal_blood() if(was_bloodied && !fluorescent) fluorescent = 1 blood_color = COLOR_LUMINOL blood_overlay.color = COLOR_LUMINOL update_icon() /obj/item/add_blood(mob/living/carbon/human/M as mob) if (!..()) return 0 if(istype(src, /obj/item/weapon/melee/energy)) return //if we haven't made our blood_overlay already if(!blood_overlay) generate_blood_overlay() //apply the blood-splatter overlay if it isn't already in there if(!blood_DNA.len) blood_overlay.color = blood_color add_overlay(blood_overlay, TRUE) // Priority overlay so we don't lose it somehow. //if this blood isn't already in the list, add it if(istype(M)) if(blood_DNA[M.dna.unique_enzymes]) return 0 //already bloodied with this blood. Cannot add more. blood_DNA[M.dna.unique_enzymes] = M.dna.b_type return 1 //we applied blood to the item /obj/item/proc/generate_blood_overlay() if(blood_overlay) return blood_overlay = SSicon_cache.bloody_cache[type] if (blood_overlay) blood_overlay = image(blood_overlay) // Copy instead of getting a ref, we're going to mutate this. return var/icon/I = new /icon(icon, icon_state) I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD) //fills the icon_state with white (except where it's transparent) I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparent blood_overlay = image(I) SSicon_cache.bloody_cache[type] = blood_overlay /obj/item/proc/showoff(mob/user) for (var/mob/M in view(user)) M.show_message("[user] holds up [src]. Take a closer look.",1) /mob/living/carbon/verb/showoff() set name = "Show Held Item" set category = "Object" var/obj/item/I = get_active_hand() if(I && !I.abstract) I.showoff(src) /* For zooming with scope or binoculars. This is called from modules/mob/mob_movement.dm if you move you will be zoomed out modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out. */ //Looking through a scope or binoculars should /not/ improve your periphereal vision. Still, increase viewsize a tiny bit so that sniping isn't as restricted to NSEW /obj/item/proc/zoom(var/mob/M, var/tileoffset = 14, var/viewsize = 9) //tileoffset is client view offset in the direction the user is facing. viewsize is how far out this thing zooms. 7 is normal view if (!M) return var/devicename if(zoomdevicename) devicename = zoomdevicename else devicename = src.name var/cannotzoom if(M.stat || !(istype(M,/mob/living/carbon/human))) M << "You are unable to focus through the [devicename]" cannotzoom = 1 else if(!zoom && global_hud.darkMask[1] in M.client.screen) M << "Your visor gets in the way of looking through the [devicename]" cannotzoom = 1 else if(!zoom && M.get_active_hand() != src) M << "You are too distracted to look through the [devicename], perhaps if it was in your active hand this might work better" cannotzoom = 1 if(!zoom && !cannotzoom) if(M.hud_used.hud_shown) M.toggle_zoom_hud() // If the user has already limited their HUD this avoids them having a HUD when they zoom in M.client.view = viewsize zoom = 1 var/tilesize = 32 var/viewoffset = tilesize * tileoffset switch(M.dir) if (NORTH) M.client.pixel_x = 0 M.client.pixel_y = viewoffset if (SOUTH) M.client.pixel_x = 0 M.client.pixel_y = -viewoffset if (EAST) M.client.pixel_x = viewoffset M.client.pixel_y = 0 if (WEST) M.client.pixel_x = -viewoffset M.client.pixel_y = 0 M.visible_message("[M] peers through the [zoomdevicename ? "[zoomdevicename] of the [src.name]" : "[src.name]"].") else M.client.view = world.view if(!M.hud_used.hud_shown) M.toggle_zoom_hud() zoom = 0 M.client.pixel_x = 0 M.client.pixel_y = 0 if(!cannotzoom) M.visible_message("[zoomdevicename ? "[M] looks up from the [src.name]" : "[M] lowers the [src.name]"].") return /obj/item/proc/pwr_drain() return 0 // Process Kill //a proc that any worn thing can call to update its itemstate //Should be cheaper than calling regenerate icons on the mob /obj/item/proc/update_worn_icon() if (!equip_slot || !istype(loc, /mob)) return var/mob/M = loc switch (equip_slot) if (slot_back) M.update_inv_back() if (slot_wear_mask) M.update_inv_wear_mask() if (slot_l_hand) M.update_inv_l_hand() if (slot_r_hand) M.update_inv_r_hand() if (slot_belt) M.update_inv_belt() if (slot_wear_id) M.update_inv_wear_id() if (slot_l_ear) M.update_inv_ears() if (slot_r_ear) M.update_inv_ears() if (slot_glasses) M.update_inv_glasses() if (slot_gloves) M.update_inv_gloves() if (slot_head) M.update_inv_head() if (slot_shoes) M.update_inv_shoes() if (slot_wear_suit) M.update_inv_wear_suit() if (slot_w_uniform) M.update_inv_w_uniform() if (slot_l_store) M.update_inv_pockets() if (slot_r_store) M.update_inv_pockets() if (slot_s_store) M.update_inv_s_store() // Attacks mobs that are adjacent to the target and user. /obj/item/proc/cleave(var/mob/living/user, var/mob/living/target) if(cleaving) return // We're busy. cleaving = TRUE var/hit_mobs = 0 for(var/mob/living/SA in orange(get_turf(target), 1)) if(SA.stat == DEAD) // Don't beat a dead horse. continue if(SA == user) // Don't hit ourselves. Simple mobs shouldn't be able to do this but that might change later to be able to hit all mob/living-s. continue if(SA == target) // We (presumably) already hit the target before cleave() was called. orange() should prevent this but just to be safe... continue if(!SA.Adjacent(user) || !SA.Adjacent(target)) // Cleaving only hits mobs near the target mob and user. continue if(resolve_attackby(SA, user)) // Hit them with the weapon. This won't cause recursive cleaving due to the cleaving variable being set to true. hit_mobs++ if(hit_mobs) to_chat(user, "You used \the [src] to attack [hit_mobs] other target\s!") cleaving = FALSE // Used for non-adjacent melee attacks with specific weapons capable of reaching more than one tile. // This uses changeling range string A* but for this purpose its also applicable. /obj/item/proc/attack_can_reach(var/atom/us, var/atom/them, var/range) if(us.Adjacent(them)) return TRUE // Already adjacent. if(AStar(get_turf(us), get_turf(them), /turf/proc/AdjacentTurfsRanged, /turf/proc/Distance, max_nodes=25, max_node_depth=range)) return TRUE return FALSE