/obj/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum) ..() take_damage(AM.throwforce, BRUTE, MELEE, 1, get_dir(src, AM)) /obj/ex_act(severity, target) if(resistance_flags & INDESTRUCTIBLE) return FALSE . = ..() //contents explosion if(QDELETED(src)) return TRUE if(target == src) take_damage(INFINITY, BRUTE, BOMB, 0) return TRUE switch(severity) if(EXPLODE_DEVASTATE) take_damage(INFINITY, BRUTE, BOMB, 0) if(EXPLODE_HEAVY) take_damage(rand(100, 250), BRUTE, BOMB, 0) if(EXPLODE_LIGHT) take_damage(rand(10, 90), BRUTE, BOMB, 0) return TRUE /obj/bullet_act(obj/projectile/P) . = ..() playsound(src, P.hitsound, 50, TRUE) var/damage if(!QDELETED(src)) //Bullet on_hit effect might have already destroyed this object damage = take_damage(P.damage * P.demolition_mod, P.damage_type, P.armor_flag, 0, REVERSE_DIR(P.dir), P.armour_penetration) if(P.suppressed != SUPPRESSED_VERY) visible_message(span_danger("[src] is hit by \a [P][damage ? "" : ", without leaving a mark"]!"), null, null, COMBAT_MESSAGE_RANGE) /obj/attack_hulk(mob/living/carbon/human/user) ..() if(density) playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE) else playsound(src, 'sound/effects/bang.ogg', 50, TRUE) var/damage = take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user)) user.visible_message(span_danger("[user] smashes [src][damage ? "" : ", without leaving a mark"]!"), span_danger("You smash [src][damage ? "" : ", without leaving a mark"]!"), null, COMBAT_MESSAGE_RANGE) return TRUE /obj/blob_act(obj/structure/blob/B) if (!..()) return if(isturf(loc)) var/turf/T = loc if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE)) return take_damage(400, BRUTE, MELEE, 0, get_dir(src, B)) /obj/attack_alien(mob/living/carbon/alien/adult/user, list/modifiers) if(attack_generic(user, 60, BRUTE, MELEE, 0)) playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE) /obj/attack_animal(mob/living/simple_animal/user, list/modifiers) . = ..() if(!user.melee_damage_upper && !user.obj_damage) user.emote("custom", message = "[user.friendly_verb_continuous] [src].") return FALSE else var/turf/current_turf = get_turf(src) //we want to save the turf to play the sound there, cause being destroyed deletes us! var/play_soundeffect = user.environment_smash if(user.obj_damage) . = attack_generic(user, user.obj_damage, user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration) else . = attack_generic(user, rand(user.melee_damage_lower,user.melee_damage_upper), user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration) if(. && play_soundeffect) playsound(current_turf, 'sound/effects/meteorimpact.ogg', 100, TRUE) if(user.client) log_combat(user, src, "attacked") /obj/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction) return TRUE /obj/move_crushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction) collision_damage(pusher, force, direction) return TRUE /obj/proc/collision_damage(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction) var/amt = max(0, ((force - (move_resist * MOVE_FORCE_CRUSH_RATIO)) / (move_resist * MOVE_FORCE_CRUSH_RATIO)) * 10) take_damage(amt, BRUTE) /obj/attack_slime(mob/living/simple_animal/slime/user, list/modifiers) if(!user.is_adult) return if(attack_generic(user, rand(10, 15), BRUTE, MELEE, 1)) log_combat(user, src, "attacked") /obj/singularity_act() SSexplosions.high_mov_atom += src if(src && !QDELETED(src)) qdel(src) return 2 ///// ACID ///the obj's reaction when touched by acid /obj/acid_act(acidpwr, acid_volume) . = ..() if((resistance_flags & UNACIDABLE) || (acid_volume <= 0) || (acidpwr <= 0)) return FALSE AddComponent(/datum/component/acid, acidpwr, acid_volume, custom_acid_overlay || GLOB.acid_overlay) return TRUE ///called when the obj is destroyed by acid. /obj/proc/acid_melt() deconstruct(FALSE) //// FIRE ///Called when the obj is exposed to fire. /obj/fire_act(exposed_temperature, exposed_volume) if(isturf(loc)) var/turf/our_turf = loc if(our_turf.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE)) return if(exposed_temperature && !(resistance_flags & FIRE_PROOF)) take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, FIRE, 0) if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE) && !(resistance_flags & FIRE_PROOF)) AddComponent(/datum/component/burning, custom_fire_overlay || GLOB.fire_overlay, burning_particles) return TRUE return ..() /// Should be called when the atom is destroyed by fire, comparable to acid_melt() proc /obj/proc/burn() deconstruct(FALSE) ///Called when the obj is hit by a tesla bolt. /obj/zap_act(power, zap_flags) if(QDELETED(src)) return 0 ADD_TRAIT(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED) addtimer(TRAIT_CALLBACK_REMOVE(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED), 1 SECONDS) return power / 2 //The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health ///Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later. /obj/proc/zap_buckle_check(strength) if(has_buckled_mobs()) for(var/m in buckled_mobs) var/mob/living/buckled_mob = m buckled_mob.electrocute_act((clamp(round(strength/400), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA) ///the obj is deconstructed into pieces, whether through careful disassembly or when destroyed. /obj/proc/deconstruct(disassembled = TRUE) SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled) qdel(src) ///what happens when the obj's integrity reaches zero. /obj/atom_destruction(damage_flag) . = ..() if(damage_flag == ACID) acid_melt() else if(damage_flag == FIRE) burn() else deconstruct(FALSE) ///returns how much the object blocks an explosion. Used by subtypes. /obj/proc/GetExplosionBlock() CRASH("Unimplemented GetExplosionBlock()")