// All signals. Format: // When the signal is called: (signal arguments) // All signals send the source datum of the signal as the first argument // global signals // These are signals which can be listened to by any component on any parent // when we expand maxz #define COMSIG_GLOB_NEW_Z "!new_z" // when we expand maxx and maxy (do we ever do this) #define COMSIG_GLOB_EXPANDED_WORLD_BOUNDS "!expanded_world_bounds" ////////////////////////////////////////////////////////////////// // /atom signals /// Called from atom/Initialize() of target: (atom/target) #define COMSIG_ATOM_INITIALIZED_ON "atom_initialized_on" // /area signals #define COMSIG_AREA_FIRE_ALARM "fire_alarm" // /turf signals /// From base of turf/ChangeTurf(): (path) #define COMSIG_TURF_CHANGE "turf_change" // /atom/movable signals #define COMSIG_MOVABLE_HEAR "movable_hear" #define HEARING_MESSAGE 1 #define HEARING_SPEAKER 2 #define HEARING_LANGUAGE 3 #define HEARING_RAW_MESSAGE 4 // /mob signals #define COMSIG_MOB_EXAMINATE "mob_examinate" #define COMSIG_MOB_FACEDIR "mob_facedir" #define COMSIG_MOB_POINT "mob_point" #define COMSIG_MOB_ZONE_SEL_CHANGE "mob_zone_sel_change" ///from base of /mob/Login(): () #define COMSIG_MOB_LOGIN "mob_login" /// Sent at the end of /mob/LateLogin() after the client is fully initialized. #define COMSIG_MOB_AFTER_LOGIN "mob_after_login" ///from base of /mob/Logout(): () #define COMSIG_MOB_LOGOUT "mob_logout" /// from mob/get_status_tab_items(): (list/items) #define COMSIG_MOB_GET_STATUS_TAB_ITEMS "mob_get_status_tab_items" ///from /mob/living/carbon/human/proc/force_say(): () #define COMSIG_HUMAN_FORCESAY "human_forcesay" ///Mob is trying to open the wires of a target [/atom], from /datum/wires/interactable(): (atom/target) #define COMSIG_TRY_WIRES_INTERACT "try_wires_interact" #define COMPONENT_CANT_INTERACT_WIRES (1<<0) /// Sent from /proc/do_after if someone starts a do_after action bar. #define COMSIG_DO_AFTER_BEGAN "mob_do_after_began" /// Sent from /proc/do_after once a do_after action completes, whether via the bar filling or via interruption. #define COMSIG_DO_AFTER_ENDED "mob_do_after_ended" // /obj signals /// when a hood is unequipped #define COMSIG_ITEM_REMOVE "item_remove" /// checks an item's state #define COMSIG_ITEM_STATE_CHECK "state_check" /// updates an item between several states #define COMSIG_ITEM_UPDATE_STATE "update_state" /// updates sprites #define COMSIG_ITEM_ICON_UPDATE "icon_update" /// when a gun mag is emptied #define COMSIG_EMPTIED_MAGAZINE "emptied_magazine" // tgui signals #define COMSIG_TGUI_CLOSE "tgui_close" // Psionics signals /// Raised on the target of a "mind-affecting" psionic power. #define COMSIG_PSI_MIND_POWER "psi_block_check" /// Raised on a mob to check it's psi-sensitivity rating. This is not the same thing as checking if someone is psionic, but psionic people have an innate bonus to the check. #define COMSIG_PSI_CHECK_SENSITIVITY "psi_check_sensitivity" // directional input signals. // TODO: Please rework these if you are porting actual keybindings. /// Raised on a mob when receiving a "Northeast" input key, typically the 'e' key. #define COMSIG_INPUT_KEY_QUICK_EQUIP "quick-equip_key_pressed" /// Raised on a mob when receiving a "Northwest" input key, typically the 'q' key. #define COMSIG_INPUT_KEY_DROP "drop_key_pressed" /*******Component Specific Signals*******/ // /obj/item/gun signals #define COMSIG_GUN_TOGGLE_FIRING_MODE "gun_toggle_firing_mode" #define COMSIG_BEFORE_GUN_FIRE "before_gun_fire" // Mech signals #define COMSIG_MECH_MOVE_WASD "mech_move_wasd" #define COMSIG_MECH_MOVE_STRAFE "mech_move_strafe" #define COMSIG_MECH_TOGGLE_POWER "mech_toggle_power" // Unarmed Combat Signals #define COMSIG_UNARMED_HARM_ATTACKER "unarmed_harm_attacker" #define COMSIG_UNARMED_HARM_DEFENDER "unarmed_harm_defender" #define COMSIG_UNARMED_DISARM_ATTACKER "unarmed_disarm_attacker" #define COMSIG_UNARMED_DISARM_DEFENDER "unarmed_disarm_defender" // Bartending Skill Signals #define COMSIG_CONTAINER_DRANK "container_drank" // Hydroponics Signals /// Signal raised against the harvester of a plant during the Harvest() proc. #define COMSIG_PLANT_HARVESTER "plant_harvester" /// Signal raised against the plant being harvested during the Harvest() proc. #define COMSIG_PLANT_HARVESTED "plant_harvested" // Armed Combat Signals #define COMSIG_APPLY_HIT_EFFECT "apply_hit_effect" // Various computer signals for interrupting via skill or other effects. #define COMSIG_USE_REACTOR_COMPUTER "use_reactor_computer" #define COMSIG_USE_MECH_FAB "use_mech_fab" // Surgery Signals /// Signal raised against the surgeon attempting to perform a surgery to query their components for any rate mods. #define COMSIG_GET_SURGERY_SUCCESS_MODIFIERS "get_surgery_success_modifiers" /// Signal raised against a character attempting to give a ministry moodlet to someone. #define COMSIG_GET_MINISTRY_MODIFIERS "get_ministry_modifiers" /// Signal raised against the recipient of the Ministry skill action, allowing effects to interrupt the received moodlet. #define COMSIG_RECEIVE_MINISTRY_MODIFIERS "receive_ministry_modifiers" /// Signal raised against a character attempting to deliver a speech. #define COMSIG_GET_LEADERSHIP_MODIFIERS "get_leadership_modifiers"