mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-14 11:23:05 +00:00
Added weapons racks, can be locked/unlocked with an ID card. Added weapons racks sprites, from Wezzy. Refactored some circuitboard code, moved the defines, applied the defines, DMDocs. Moved mutable appearance appearance flag set to the mutable appearance file. Reorganized the Horizon armory with the weapons racks, moved things around, put down markers on lockers depending on the danger level of their content, reorganized content of the remaining lockers. Made weapons racks constructable with circuitboards.    sound/items/metal_shutter.ogg - https://freesound.org/people/bruno.auzet/sounds/524695/ (CC0, sound was edited)
308 lines
8.9 KiB
Plaintext
308 lines
8.9 KiB
Plaintext
/obj
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layer = OBJ_LAYER
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animate_movement = 2
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var/list/matter //Used to store information about the contents of the object.
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var/recyclable = FALSE //Whether the object can be recycled (eaten) by something like the Autolathe
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var/w_class // Size of the object.
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var/list/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
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var/obj_flags //Special flags such as whether or not this object can be rotated.
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var/throwforce = 1
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var/list/attack_verb //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
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var/sharp = 0 // whether this object cuts
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var/edge = FALSE // whether this object is more likely to dismember
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var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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var/damtype = DAMAGE_BRUTE
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var/force = 0
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var/armor_penetration = 0
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var/noslice = 0 // To make it not able to slice things.
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var/being_shocked = 0
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var/icon_species_tag = ""//If set, this holds the 3-letter shortname of a species, used for species-specific worn icons
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var/icon_auto_adapt = 0//If 1, this item will automatically change its species tag to match the wearer's species.
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//requires that the wearer's species is listed in icon_supported_species_tags
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/**
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* A list of strings used with icon_auto_adapt, a list of species which have differing appearances for this item,
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* based on the specie short name
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*/
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var/list/icon_supported_species_tags
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///If `TRUE`, will use the `icon_species_tag` var for rendering this item in the left/right hand
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var/icon_species_in_hand = FALSE
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var/equip_slot = 0
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///Played when the item is used, for example tools
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var/usesound
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var/toolspeed = 1
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var/surgerysound
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/* START BUCKLING VARS */
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var/list/can_buckle
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var/buckle_movable = 0
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var/buckle_dir = 0
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var/buckle_lying = -1 //bed-like behavior, forces mob.lying = buckle_lying if != -1
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var/buckle_require_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes
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var/atom/movable/buckled = null
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var/buckle_delay = 0 //How much extra time to buckle someone to this object.
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/* END BUCKLING VARS */
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/* START ACCESS VARS */
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var/list/req_access
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var/list/req_one_access
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/* END ACCESS VARS */
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/obj/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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unbuckle()
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QDEL_NULL(talking_atom)
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return ..()
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/obj/Topic(href, href_list, var/datum/ui_state/state = GLOB.default_state)
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if(..())
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return 1
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// In the far future no checks are made in an overriding Topic() beyond if(..()) return
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// Instead any such checks are made in CanUseTopic()
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if(CanUseTopic(usr, state, href_list) == STATUS_INTERACTIVE)
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CouldUseTopic(usr)
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return 0
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CouldNotUseTopic(usr)
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return 1
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/obj/CanUseTopic(var/mob/user, var/datum/ui_state/state)
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if(user.CanUseObjTopic(src))
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return ..()
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to_chat(user, SPAN_DANGER("[icon2html(src, user)]Access Denied!"))
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return STATUS_CLOSE
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/mob/living/silicon/CanUseObjTopic(var/obj/O)
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var/id = src.GetIdCard()
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return O.check_access(id)
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/mob/proc/CanUseObjTopic()
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return 1
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/obj/proc/CouldUseTopic(var/mob/user)
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user.AddTopicPrint(src)
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/mob/proc/AddTopicPrint(var/obj/target)
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target.add_hiddenprint(src)
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/mob/living/AddTopicPrint(var/obj/target)
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if(Adjacent(target))
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target.add_fingerprint(src)
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else
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target.add_hiddenprint(src)
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/mob/living/silicon/ai/AddTopicPrint(var/obj/target)
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target.add_hiddenprint(src)
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/obj/proc/CouldNotUseTopic(var/mob/user)
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// Nada
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/obj/proc/ai_can_interact(var/mob/user)
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if(!Adjacent(user) && within_jamming_range(src, FALSE)) // if not adjacent to it, it uses wireless signal
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to_chat(user, SPAN_WARNING("Something in the area of \the [src] is blocking the remote signal!"))
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return FALSE
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return TRUE
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/obj/item/proc/is_used_on(obj/O, mob/user)
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/obj/assume_air(datum/gas_mixture/giver)
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if(loc)
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return loc.assume_air(giver)
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else
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return null
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/obj/remove_air(amount)
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if(loc)
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return loc.remove_air(amount)
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else
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return null
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/obj/return_air()
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if(loc)
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return loc.return_air()
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/obj/proc/updateUsrDialog()
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if(in_use)
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var/is_in_use = 0
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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is_in_use = 1
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src.attack_hand(M)
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if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
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if (!(usr in nearby))
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if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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is_in_use = 1
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src.attack_ai(usr)
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in_use = is_in_use
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/obj/proc/updateDialog()
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// Check that people are actually using the machine. If not, don't update anymore.
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if(in_use)
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var/list/nearby = viewers(1, src)
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var/is_in_use = 0
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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is_in_use = 1
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src.interact(M)
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var/ai_in_use = AutoUpdateAI(src)
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if(!ai_in_use && !is_in_use)
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in_use = 0
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/obj/attack_ghost(mob/user)
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ui_interact(user)
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..()
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/obj/proc/interact(mob/user)
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return
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/mob/proc/unset_machine()
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src.machine = null
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/mob/proc/set_machine(var/obj/O)
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if(src.machine)
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unset_machine()
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src.machine = O
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if(istype(O))
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O.in_use = 1
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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if(istype(M) && M.client && M.machine == src)
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src.attack_self(M)
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/obj/proc/hide(var/hide)
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set_invisibility(hide ? INVISIBILITY_MAXIMUM : initial(invisibility))
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level = hide ? 1 : initial(level)
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/obj/proc/hides_under_flooring()
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return level == 1
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/obj/proc/hear_talk(mob/M as mob, text, verb, datum/language/speaking)
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if(talking_atom)
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talking_atom.catchMessage(text, M)
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/obj/proc/see_emote(mob/M as mob, text, var/emote_type)
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return
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/obj/proc/tesla_act(var/power, var/melt = FALSE)
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if(melt)
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visible_message(SPAN_DANGER("\The [src] melts down until ashes are left!"))
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new /obj/effect/decal/cleanable/ash(loc)
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qdel(src)
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return
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being_shocked = 1
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var/power_bounced = power / 2
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tesla_zap(src, 3, power_bounced)
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addtimer(CALLBACK(src, PROC_REF(reset_shocked)), 10)
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/obj/proc/reset_shocked()
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being_shocked = 0
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/obj/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
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return
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//To be called from things that spill objects on the floor.
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//Makes an object move around randomly for a couple of tiles
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/obj/proc/tumble(var/dist)
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if (dist >= 1)
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spawn()
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dist += rand(0,1)
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for(var/i = 1, i <= dist, i++)
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if(src)
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step(src, pick(NORTH,SOUTH,EAST,WEST))
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sleep(rand(2,4))
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/**
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* Sets the `icon_species_tag` on the `/obj` based on the wearer specie, which is
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* then used by the icon generator to select the correct overlay of the object
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*
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* * wearer - A `/mob/living/carbon/human` to adapt the object to the specie of
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*
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* Returns `TRUE` on successful adaptation, `FALSE` otherwise
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*/
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/obj/proc/auto_adapt_species(mob/living/carbon/human/wearer)
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SHOULD_NOT_SLEEP(TRUE)
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if(icon_auto_adapt)
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icon_species_tag = ""
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if(wearer && length(icon_supported_species_tags))
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if(wearer.species.short_name in icon_supported_species_tags)
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icon_species_tag = wearer.species.short_name
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return TRUE
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return FALSE
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//This function should be called on an item when it is:
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//Built, autolathed, protolathed, crafted or constructed. At runtime, by players or machines
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//It should NOT be called on things that:
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//spawn at roundstart, are adminspawned, arrive on shuttles, spawned from vendors, removed from fridges and containers, etc
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//This is useful for setting special behaviour for built items that shouldn't apply to those spawned at roundstart
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/obj/proc/Created()
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return
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/obj/proc/rotate(var/mob/user, var/anchored_ignore = FALSE)
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if(use_check_and_message(user))
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return
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if(anchored && !anchored_ignore)
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to_chat(user, SPAN_WARNING("\The [src] is bolted down to the floor!"))
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return
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set_dir(turn(dir, 90))
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update_icon()
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return TRUE
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/obj/AltClick(var/mob/user)
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if(obj_flags & OBJ_FLAG_ROTATABLE)
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rotate(user)
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return
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if(obj_flags & OBJ_FLAG_ROTATABLE_ANCHORED)
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rotate(user, TRUE)
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return
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..()
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/obj/get_examine_text(mob/user, distance, is_adjacent, infix, suffix, get_extended = FALSE)
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. = ..()
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if((obj_flags & OBJ_FLAG_ROTATABLE) || (obj_flags & OBJ_FLAG_ROTATABLE_ANCHORED))
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. += SPAN_SUBTLE("Can be rotated with alt-click.")
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if(contaminated)
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. += SPAN_ALIEN("\The [src] has been contaminated!")
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// whether mobs can unequip and drop items into us or not
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/obj/proc/can_hold_dropped_items()
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return TRUE
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/obj/proc/damage_flags()
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. = 0
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if(has_edge(src))
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. |= DAMAGE_FLAG_EDGE
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if(is_sharp(src))
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. |= DAMAGE_FLAG_SHARP
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if(damtype == DAMAGE_BURN)
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. |= DAMAGE_FLAG_LASER
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/obj/proc/set_pixel_offsets()
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return
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//wash an object
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/obj/proc/clean()
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clean_blood()
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color = initial(color)
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/// This fires when the object /crosses() a stair object
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/obj/proc/stair_act()
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return
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