/obj var/crit_fail = FALSE animate_movement = 2 var/throwforce = 0 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! var/damtype = BRUTE var/force = 0 var/list/armor var/obj_integrity //defaults to max_integrity var/max_integrity = 500 var/integrity_failure = 0 //0 if we have no special broken behavior var/resistance_flags = 0 // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF var/acid_level = 0 //how much acid is on that obj var/being_shocked = FALSE var/on_blueprints = FALSE //Are we visible on the station blueprints at roundstart? var/force_blueprints = FALSE //forces the obj to be on the blueprints, regardless of when it was created. var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset. var/unique_rename = FALSE // can you customize the description/name of the thing? var/current_skin //Has the item been reskinned? var/list/unique_reskin //List of options to reskin. var/dangerous_possession = FALSE //Admin possession yes/no /obj/vv_edit_var(vname, vval) switch(vname) if("dangerous_possession") return FALSE if("control_object") var/obj/O = vval if(istype(O) && O.dangerous_possession) return FALSE ..() /obj/Initialize() . = ..() if (!armor) armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) if(obj_integrity == null) obj_integrity = max_integrity if(on_blueprints && isturf(loc)) var/turf/T = loc if(force_blueprints) T.add_blueprints(src) else T.add_blueprints_preround(src) /obj/Destroy(force=FALSE) if(!istype(src, /obj/machinery)) STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists SStgui.close_uis(src) . = ..() /obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback) ..() if(flags_2 & FROZEN_2) visible_message("[src] shatters into a million pieces!") qdel(src) /obj/assume_air(datum/gas_mixture/giver) if(loc) return loc.assume_air(giver) else return null /obj/remove_air(amount) if(loc) return loc.remove_air(amount) else return null /obj/return_air() if(loc) return loc.return_air() else return null /obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request) //Return: (NONSTANDARD) // null if object handles breathing logic for lifeform // datum/air_group to tell lifeform to process using that breath return //DEFAULT: Take air from turf to give to have mob process if(breath_request>0) var/datum/gas_mixture/environment = return_air() var/breath_percentage = BREATH_VOLUME / environment.return_volume() return remove_air(environment.total_moles() * breath_percentage) else return null /obj/proc/updateUsrDialog() if(in_use) var/is_in_use = 0 var/list/nearby = viewers(1, src) for(var/mob/M in nearby) if ((M.client && M.machine == src)) is_in_use = 1 src.attack_hand(M) if(isAI(usr) || iscyborg(usr) || IsAdminGhost(usr)) if (!(usr in nearby)) 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. is_in_use = 1 src.attack_ai(usr) // check for TK users if(ishuman(usr)) var/mob/living/carbon/human/H = usr if(!(usr in nearby)) if(usr.client && usr.machine==src) if(H.dna.check_mutation(TK)) is_in_use = 1 src.attack_hand(usr) in_use = is_in_use /obj/proc/updateDialog() // Check that people are actually using the machine. If not, don't update anymore. if(in_use) var/list/nearby = viewers(1, src) var/is_in_use = 0 for(var/mob/M in nearby) if ((M.client && M.machine == src)) is_in_use = 1 src.interact(M) var/ai_in_use = AutoUpdateAI(src) if(!ai_in_use && !is_in_use) in_use = 0 /obj/attack_ghost(mob/user) if(ui_interact(user) != -1) return ..() /obj/proc/container_resist(mob/living/user) return /obj/proc/update_icon() return /mob/proc/unset_machine() if(machine) machine.on_unset_machine(src) machine = null //called when the user unsets the machine. /atom/movable/proc/on_unset_machine(mob/user) return /mob/proc/set_machine(obj/O) if(src.machine) unset_machine() src.machine = O if(istype(O)) O.in_use = 1 /obj/item/proc/updateSelfDialog() var/mob/M = src.loc if(istype(M) && M.client && M.machine == src) src.attack_self(M) /obj/proc/hide(h) return /obj/singularity_pull(S, current_size) if(!anchored || current_size >= STAGE_FIVE) step_towards(src,S) /obj/get_spans() return ..() | SPAN_ROBOT /obj/storage_contents_dump_act(obj/item/storage/src_object, mob/user) return /obj/get_dumping_location(obj/item/storage/source,mob/user) return get_turf(src) /obj/proc/CanAStarPass() . = !density /obj/proc/check_uplink_validity() return 1 /obj/proc/on_mob_move(dir, mob, oldLoc) return /obj/proc/on_mob_turn(dir, mob) return /obj/proc/intercept_user_move(dir, mob, newLoc, oldLoc) return /obj/vv_get_dropdown() . = ..() .["Delete all of type"] = "?_src_=vars;delall=\ref[src]" /obj/examine(mob/user) ..() if(unique_rename) to_chat(user, "Use a pen on it to rename it or change its description.") if(unique_reskin && !current_skin) to_chat(user, "Alt-click it to reskin it.") /obj/AltClick(mob/user) . = ..() if(unique_reskin && !current_skin && in_range(user,src)) if(user.incapacitated()) to_chat(user, "You can't do that right now!") return reskin_obj(user) /obj/proc/reskin_obj(mob/M) if(!LAZYLEN(unique_reskin)) return var/choice = input(M,"Warning, you can only reskin [src] once!","Reskin Object") as null|anything in unique_reskin if(!QDELETED(src) && choice && !current_skin && !M.incapacitated() && in_range(M,src)) if(!unique_reskin[choice]) return current_skin = choice icon_state = unique_reskin[choice] to_chat(M, "[src] is now skinned as '[choice].'") /obj/proc/gang_contraband_value() return 0