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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-10 06:33:42 +01:00
d5931c5ffe
https://www.youtube.com/watch?v=ZpUYjpKg9KY As per title. The goal is to add health to most objects in the game and thus allow them to be dynamically destructible, while also avoiding shitcode like each structure having its own snowflake health update proc. --------- Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
439 lines
14 KiB
Plaintext
439 lines
14 KiB
Plaintext
/obj
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layer = OBJ_LAYER
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animate_movement = 2
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/// Used to store information about the contents of the object.
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var/list/matter
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/// Whether the object can be recycled (eaten) by something like the Autolathe.
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var/recyclable = FALSE
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/// Size of the object.
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var/w_class
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/// Used by R&D to determine what research bonuses it grants.
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var/list/origin_tech = null
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/// Universal "unacidabliness" var, here so you can use it in any obj. As xeno acid is gone, this is now only used for chemistry acid.
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var/unacidable = 0
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/// Special flags such as whether or not this object can be rotated.
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var/obj_flags
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/// Integer. Used for varied damage and item volume calculations.
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var/throwforce = 1
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/// Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]".
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var/list/attack_verb
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/// Whether this object creates CUT wounds.
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var/sharp = 0
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/// Whether this object is more likely to dismember.
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var/edge = FALSE
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/// 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/in_use = 0
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/// The type of damage this object deals.
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var/damtype = DAMAGE_BRUTE
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/// The damage this object deals.
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var/force = 0
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/// The armour penetration this object has.
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var/armor_penetration = 0
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/// To make it not able to slice things. Used for curtains, flaps, pumpkins... why aren't you just using edge?
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var/noslice = FALSE
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/// The armor of this object, turned into an armor component.
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var/list/armor
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/// Set to TRUE when shocked by the tesla ball, to not repeatedly shock the object.
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var/being_shocked = FALSE
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/// The slot the object will equip to.
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var/equip_slot = 0
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/// If set, this holds the 3-letter shortname of a species, used for species-specific worn icons
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var/icon_species_tag = ""
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/// If 1, this item will automatically change its species tag to match the wearer's species. Requires that the wearer's species is listed in icon_supported_species_tags.
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var/icon_auto_adapt = 0
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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 species 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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///Played when the item is used, for example tools
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var/usesound
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/// The speed of the tool. This is generally a divisor.
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var/toolspeed = 1
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/// The sound this tool makes in surgery.
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var/surgerysound
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/* START BUCKLING VARS */
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/// A list of things that can buckle to this atom.
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var/list/can_buckle
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/// If the buckled atom can move, and thus face directions.
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var/buckle_movable = 0
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/// The direction forced on a buckled atom.
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var/buckle_dir = 0
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/// Causes bed-like behavior, forces mob.lying = buckle_lying if != -1.
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var/buckle_lying = -1
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/// Require people to be handcuffed before being able to buckle. eg: pipes.
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var/buckle_require_restraints = 0
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/// The atom buckled to us.
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var/atom/movable/buckled = null
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/**
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* Stores the original layer of a buckled atom.
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*
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* Set in `/obj/proc/buckle` when the atom's layer is adjusted.
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*
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* Used in `/unbuckle()` to restore the original layer.
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*/
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var/buckled_original_layer = null
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/// How much extra time to buckle someone to this object.
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var/buckle_delay = 0
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/* END BUCKLING VARS */
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/* START ACCESS VARS */
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/// Required access.
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var/list/req_access
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/// Only require one of these accesses.
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var/list/req_one_access
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/* END ACCESS VARS */
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/* START PERSISTENCE VARS */
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// State check if the subsystem is tracking the object, used for easy state checking without iterating the register
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var/persistent_objects_track_active = FALSE
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// Tracking ID of the object used by the persistence subsystem
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var/persistent_objects_track_id = 0
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// Author ckey of the object used in persistence subsystem
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// Note: Not every type can have an author, like generated dirt for example
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// Additionally, the ckey is only an indicator, for example: A player could pin a paper without having written it
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// This should be considered for any moderation purpose
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var/persistent_objects_author_ckey = null
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// Expiration time used when saving/updating a persistent type, this can be changed depending on the use case by assigning a new value
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var/persistant_objects_expiration_time_days = PERSISTENT_DEFAULT_EXPIRATION_DAYS
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/* END PERSISTENCE VARS */
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/obj/Initialize(mapload, ...)
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. = ..()
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if(maxhealth)
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if(!health)
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// Allows you to set dynamic health states on initialize.
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health = maxhealth
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if(islist(armor))
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for(var/type in armor)
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if(armor[type])
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AddComponent(/datum/component/armor, armor)
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break
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else if(should_use_health)
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AddComponent(/datum/component/armor, GLOB.default_object_armor, TRUE)
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/obj/Destroy()
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if(persistent_objects_track_active) // Prevent hard deletion of references in the persistence register by removing it preemptively
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SSpersistence.objectsDeregisterTrack(src)
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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/condition_hints(mob/user, distance, is_adjacent)
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. += ..()
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if(health < maxhealth)
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. += get_damage_condition_hints(user, distance, is_adjacent)
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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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/obj/proc/output_spoken_message(var/message, var/message_verb = "transmits", var/display_overhead = TRUE, var/overhead_time = 2 SECONDS)
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audible_message("\The <b>[src.name]</b> [message_verb], \"[message]\"")
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if(display_overhead)
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var/list/hearers = get_hearers_in_view(7, src)
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var/list/clients_in_hearers = list()
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for(var/mob/mob in hearers)
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if(mob.client)
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clients_in_hearers += mob.client
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if(length(clients_in_hearers))
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langchat_speech(message, hearers, GLOB.all_languages, skip_language_check = TRUE)
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/// Override this to customize the effects an activated signaler has.
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/obj/proc/do_signaler()
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return
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/**
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* Called when an access cable - from an IPC or from a roboticist tool - is inserted into an object.
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*/
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/obj/proc/insert_cable(obj/item/access_cable/cable, mob/user)
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user.drop_from_inventory(cable)
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cable.forceMove(src)
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cable.target = src
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/**
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* Called when an access cable is removed from something, forcibly or not.
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* Override as needed to clear variables up.
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*/
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/obj/proc/remove_cable(obj/item/access_cable/cable)
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SHOULD_CALL_PARENT(TRUE)
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cable.target = null
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/**
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* Called when an access cable - from an IPC or from a roboticist tool - is used on an object to interact with it.
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* For example, brings up diagnostics for an access port if it's hooked into one.
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*/
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/obj/proc/cable_interact(obj/item/access_cable/cable, mob/user)
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return
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/*#############################################
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PERSISTENT
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#############################################*/
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/**
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* Called by the persistence subsystem to retrieve relevant persistent information to be stored in the database.
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* Expected to be overriden by derived objects.
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* RETURN: Associated list with custom information (e.g.: ["test" = "abc", "counter" = 123])
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*/
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/obj/proc/persistent_objects_get_content()
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return
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/**
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* Called by the persistence subsystem to apply persistent data on the created object.
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* Expected to be overriden by derived objects.
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* PARAMS:
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* content = Associated list with custom information (e.g.: ["test" = "abc", "counter" = 123]).
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* x,y,z = x-y-z coordinates of object, can be null.
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*/
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/obj/proc/persistent_objects_apply_content(content, x, y, z)
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return
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