/// MODsuits, trade-off between armor and utility /obj/item/mod name = "Base MOD" desc = "You should not see this, yell at a coder!" icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi' worn_icon = 'icons/mob/clothing/mod.dmi' /obj/item/mod/control name = "MOD control unit" desc = "The control unit of a Modular Outerwear Device, a powered, back-mounted suit that protects against various environments." icon_state = "control" inhand_icon_state = "mod_control" w_class = WEIGHT_CLASS_BULKY slot_flags = ITEM_SLOT_BACK strip_delay = 10 SECONDS armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 0) actions_types = list( /datum/action/item_action/mod/deploy, /datum/action/item_action/mod/activate, /datum/action/item_action/mod/panel, /datum/action/item_action/mod/module, /datum/action/item_action/mod/deploy/ai, /datum/action/item_action/mod/activate/ai, /datum/action/item_action/mod/panel/ai, /datum/action/item_action/mod/module/ai, ) resistance_flags = NONE max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT permeability_coefficient = 0.01 siemens_coefficient = 0.5 alternate_worn_layer = HANDS_LAYER+0.1 //we want it to go above generally everything, but not hands /// The MOD's theme, decides on some stuff like armor and statistics. var/datum/mod_theme/theme = /datum/mod_theme /// Looks of the MOD. var/skin = "standard" /// Theme of the MOD TGUI var/ui_theme = "ntos" /// If the suit is deployed and turned on. var/active = FALSE /// If the suit wire/module hatch is open. var/open = FALSE /// If the suit is ID locked. var/locked = FALSE /// If the suit is malfunctioning. var/malfunctioning = FALSE /// If the suit is currently activating/deactivating. var/activating = FALSE /// How long the MOD is electrified for. var/seconds_electrified = MACHINE_NOT_ELECTRIFIED /// If the suit interface is broken. var/interface_break = FALSE /// How much module complexity can this MOD carry. var/complexity_max = DEFAULT_MAX_COMPLEXITY /// How much module complexity this MOD is carrying. var/complexity = 0 /// Power usage of the MOD. var/charge_drain = DEFAULT_CHARGE_DRAIN /// Slowdown of the MOD when not active. var/slowdown_inactive = 1.25 /// Slowdown of the MOD when active. var/slowdown_active = 0.75 /// How long this MOD takes each part to seal. var/activation_step_time = MOD_ACTIVATION_STEP_TIME /// Extended description of the theme. var/extended_desc /// MOD helmet. var/obj/item/clothing/head/mod/helmet /// MOD chestplate. var/obj/item/clothing/suit/mod/chestplate /// MOD gauntlets. var/obj/item/clothing/gloves/mod/gauntlets /// MOD boots. var/obj/item/clothing/shoes/mod/boots /// MOD core. var/obj/item/mod/core/core /// List of parts (helmet, chestplate, gauntlets, boots). var/list/mod_parts = list() /// Modules the MOD should spawn with. var/list/initial_modules = list() /// Modules the MOD currently possesses. var/list/modules = list() /// Currently used module. var/obj/item/mod/module/selected_module /// AI mob inhabiting the MOD. var/mob/living/silicon/ai/ai /// Delay between moves as AI. var/movedelay = 0 /// Cooldown for AI moves. COOLDOWN_DECLARE(cooldown_mod_move) /// Person wearing the MODsuit. var/mob/living/carbon/human/wearer /obj/item/mod/control/Initialize(mapload, datum/mod_theme/new_theme, new_skin, obj/item/mod/core/new_core) . = ..() if(new_theme) theme = new_theme theme = GLOB.mod_themes[theme] extended_desc = theme.extended_desc slowdown_inactive = theme.slowdown_inactive slowdown_active = theme.slowdown_active complexity_max = theme.complexity_max skin = new_skin || theme.default_skin ui_theme = theme.ui_theme charge_drain = theme.charge_drain initial_modules += theme.inbuilt_modules wires = new /datum/wires/mod(src) if(length(req_access)) locked = TRUE new_core?.install(src) helmet = new /obj/item/clothing/head/mod(src) helmet.mod = src mod_parts += helmet chestplate = new /obj/item/clothing/suit/mod(src) chestplate.mod = src chestplate.allowed = theme.allowed_suit_storage.Copy() mod_parts += chestplate gauntlets = new /obj/item/clothing/gloves/mod(src) gauntlets.mod = src mod_parts += gauntlets boots = new /obj/item/clothing/shoes/mod(src) boots.mod = src mod_parts += boots var/list/all_parts = mod_parts.Copy() + src for(var/obj/item/piece as anything in all_parts) piece.name = "[theme.name] [piece.name]" piece.desc = "[piece.desc] [theme.desc]" piece.armor = getArmor(arglist(theme.armor)) piece.resistance_flags = theme.resistance_flags piece.flags_1 |= theme.atom_flags //flags like initialization or admin spawning are here, so we cant set, have to add piece.heat_protection = NONE piece.cold_protection = NONE piece.max_heat_protection_temperature = theme.max_heat_protection_temperature piece.min_cold_protection_temperature = theme.min_cold_protection_temperature piece.permeability_coefficient = theme.permeability_coefficient piece.siemens_coefficient = theme.siemens_coefficient piece.icon_state = "[skin]-[initial(piece.icon_state)]" update_flags() update_speed() for(var/obj/item/mod/module/module as anything in initial_modules) module = new module(src) install(module) RegisterSignal(src, COMSIG_ATOM_EXITED, .proc/on_exit) RegisterSignal(src, COMSIG_SPEED_POTION_APPLIED, .proc/on_potion) movedelay = CONFIG_GET(number/movedelay/run_delay) /obj/item/mod/control/Destroy() if(active) STOP_PROCESSING(SSobj, src) for(var/obj/item/mod/module/module as anything in modules) module.mod = null modules -= module var/atom/deleting_atom if(!QDELETED(helmet)) deleting_atom = helmet helmet.mod = null helmet = null mod_parts -= deleting_atom qdel(deleting_atom) if(!QDELETED(chestplate)) deleting_atom = chestplate chestplate.mod = null chestplate = null mod_parts -= deleting_atom qdel(deleting_atom) if(!QDELETED(gauntlets)) deleting_atom = gauntlets gauntlets.mod = null gauntlets = null mod_parts -= deleting_atom qdel(deleting_atom) if(!QDELETED(boots)) deleting_atom = boots boots.mod = null boots = null mod_parts -= deleting_atom qdel(deleting_atom) if(core) QDEL_NULL(core) QDEL_NULL(wires) return ..() /obj/item/mod/control/atom_destruction(damage_flag) for(var/obj/item/mod/module/module as anything in modules) for(var/obj/item/item in module) item.forceMove(drop_location()) if(ai) ai.controlled_equipment = null ai.remote_control = null for(var/datum/action/action as anything in actions) if(action.owner == ai) action.Remove(ai) new /obj/item/mod/ai_minicard(drop_location(), ai) return ..() /obj/item/mod/control/examine(mob/user) . = ..() if(active) . += span_notice("Charge: [core ? "[get_charge_percent()]%" : "No core"].") . += span_notice("Selected module: [selected_module || "None"].") if(!open && !active) . += span_notice("You could put it on your back to turn it on.") . += span_notice("You could open the cover with a screwdriver.") else if(open) . += span_notice("You could close the cover with a screwdriver.") . += span_notice("You could use modules on it to install them.") . += span_notice("You could remove modules with a crowbar.") . += span_notice("You could update the access with an ID.") . += span_notice("You could access the wire panel with a wire tool.") if(core) . += span_notice("You could remove [core] with a wrench.") else . += span_notice("You could use a MOD core on it to install one.") if(ai) . += span_notice("You could remove [ai] with an intellicard.") else . += span_notice("You could install an AI with an intellicard.") /obj/item/mod/control/examine_more(mob/user) . = ..() . += "[extended_desc]" /obj/item/mod/control/process(delta_time) if(seconds_electrified > MACHINE_NOT_ELECTRIFIED) seconds_electrified-- if(!get_charge() && active && !activating) power_off() return PROCESS_KILL var/malfunctioning_charge_drain = 0 if(malfunctioning) malfunctioning_charge_drain = rand(1,20) subtract_charge((charge_drain + malfunctioning_charge_drain)*delta_time) update_charge_alert() for(var/obj/item/mod/module/module as anything in modules) if(malfunctioning && module.active && DT_PROB(5, delta_time)) module.on_deactivation(display_message = TRUE) module.on_process(delta_time) /obj/item/mod/control/equipped(mob/user, slot) ..() if(slot == ITEM_SLOT_BACK) set_wearer(user) else if(wearer) unset_wearer() /obj/item/mod/control/dropped(mob/user) . = ..() if(wearer) unset_wearer() /obj/item/mod/control/item_action_slot_check(slot) if(slot == ITEM_SLOT_BACK) return TRUE /obj/item/mod/control/allow_attack_hand_drop(mob/user) if(user != wearer) return ..() for(var/obj/item/part as anything in mod_parts) if(part.loc != src) balloon_alert(user, "retract parts first!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, FALSE, SILENCED_SOUND_EXTRARANGE) return FALSE /obj/item/mod/control/MouseDrop(atom/over_object) if(usr != wearer || !istype(over_object, /atom/movable/screen/inventory/hand)) return ..() for(var/obj/item/part as anything in mod_parts) if(part.loc != src) balloon_alert(wearer, "retract parts first!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, FALSE, SILENCED_SOUND_EXTRARANGE) return if(!wearer.incapacitated()) var/atom/movable/screen/inventory/hand/ui_hand = over_object if(wearer.putItemFromInventoryInHandIfPossible(src, ui_hand.held_index)) add_fingerprint(usr) return ..() /obj/item/mod/control/wrench_act(mob/living/user, obj/item/wrench) if(..()) return TRUE if(seconds_electrified && get_charge() && shock(user)) return TRUE if(open) if(!core) balloon_alert(user, "no core!") return TRUE balloon_alert(user, "removing core...") wrench.play_tool_sound(src, 100) if(!wrench.use_tool(src, user, 3 SECONDS) || !open) balloon_alert(user, "interrupted!") return TRUE wrench.play_tool_sound(src, 100) balloon_alert(user, "core removed") core.forceMove(drop_location()) update_charge_alert() return TRUE return ..() /obj/item/mod/control/screwdriver_act(mob/living/user, obj/item/screwdriver) if(..()) return TRUE if(active || activating || ai_controller) balloon_alert(user, "deactivate suit first!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE balloon_alert(user, "[open ? "closing" : "opening"] cover...") screwdriver.play_tool_sound(src, 100) if(screwdriver.use_tool(src, user, 1 SECONDS)) if(active || activating) balloon_alert(user, "deactivate suit first!") screwdriver.play_tool_sound(src, 100) balloon_alert(user, "cover [open ? "closed" : "opened"]") open = !open else balloon_alert(user, "interrupted!") return TRUE /obj/item/mod/control/crowbar_act(mob/living/user, obj/item/crowbar) . = ..() if(!open) balloon_alert(user, "open the cover first!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE if(!allowed(user)) balloon_alert(user, "insufficient access!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return if(SEND_SIGNAL(src, COMSIG_MOD_MODULE_REMOVAL, user) & MOD_CANCEL_REMOVAL) playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE if(length(modules)) var/list/removable_modules = list() for(var/obj/item/mod/module/module as anything in modules) if(!module.removable) continue removable_modules += module var/obj/item/mod/module/module_to_remove = tgui_input_list(user, "Which module to remove?", "Module Removal", removable_modules) if(!module_to_remove?.mod) return FALSE uninstall(module_to_remove) module_to_remove.forceMove(drop_location()) crowbar.play_tool_sound(src, 100) return TRUE balloon_alert(user, "no modules!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE /obj/item/mod/control/attackby(obj/item/attacking_item, mob/living/user, params) if(istype(attacking_item, /obj/item/mod/module)) if(!open) balloon_alert(user, "open the cover first!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE install(attacking_item, user) return TRUE else if(istype(attacking_item, /obj/item/mod/core)) if(!open) balloon_alert(user, "open the cover first!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE if(core) balloon_alert(user, "core already installed!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE var/obj/item/mod/core/attacking_core = attacking_item attacking_core.install(src) balloon_alert(user, "core installed") playsound(src, 'sound/machines/click.ogg', 50, TRUE, SILENCED_SOUND_EXTRARANGE) update_charge_alert() return TRUE else if(is_wire_tool(attacking_item) && open) wires.interact(user) return TRUE else if(istype(attacking_item, /obj/item/mod/paint)) if(active || activating) balloon_alert(user, "suit is active!") else if(paint(user, attacking_item)) balloon_alert(user, "suit painted") else balloon_alert(user, "not painted!") return TRUE else if(open && attacking_item.GetID()) update_access(user, attacking_item.GetID()) return TRUE return ..() /obj/item/mod/control/get_cell() if(!open) return var/obj/item/stock_parts/cell/cell = get_charge_source() if(!istype(cell)) return return cell /obj/item/mod/control/GetAccess() if(ai_controller) return req_access.Copy() else return ..() /obj/item/mod/control/emag_act(mob/user) locked = !locked balloon_alert(user, "[locked ? "locked" : "unlocked"]") /obj/item/mod/control/emp_act(severity) . = ..() if(!active || !wearer) return to_chat(wearer, span_notice("[severity > 1 ? "Light" : "Strong"] electromagnetic pulse detected!")) if(. & EMP_PROTECT_CONTENTS) return selected_module?.on_deactivation(display_message = TRUE) wearer.apply_damage(10 / severity, BURN, spread_damage=TRUE) to_chat(wearer, span_danger("You feel [src] heat up from the EMP, burning you slightly.")) if(wearer.stat < UNCONSCIOUS && prob(10)) wearer.emote("scream") /obj/item/mod/control/on_outfit_equip(mob/living/carbon/human/outfit_wearer, visuals_only, item_slot) if(visuals_only) set_wearer(outfit_wearer) //we need to set wearer manually since it doesnt call equipped quick_activation() /obj/item/mod/control/doStrip(mob/stripper, mob/owner) if(active && !toggle_activate(stripper, force_deactivate = TRUE)) return for(var/obj/item/part as anything in mod_parts) if(part.loc == src) continue conceal(null, part) return ..() /obj/item/mod/control/worn_overlays(mutable_appearance/standing, isinhands = FALSE, icon_file) . = ..() for(var/obj/item/mod/module/module as anything in modules) var/list/module_icons = module.generate_worn_overlay(standing) if(!length(module_icons)) continue . += module_icons /obj/item/mod/control/proc/set_wearer(mob/user) wearer = user RegisterSignal(wearer, COMSIG_ATOM_EXITED, .proc/on_exit) RegisterSignal(wearer, COMSIG_PROCESS_BORGCHARGER_OCCUPANT, .proc/on_borg_charge) RegisterSignal(src, COMSIG_ITEM_PRE_UNEQUIP, .proc/on_unequip) update_charge_alert() for(var/obj/item/mod/module/module as anything in modules) module.on_equip() /obj/item/mod/control/proc/unset_wearer() for(var/obj/item/mod/module/module as anything in modules) module.on_unequip() UnregisterSignal(wearer, list(COMSIG_ATOM_EXITED, COMSIG_PROCESS_BORGCHARGER_OCCUPANT)) UnregisterSignal(src, COMSIG_ITEM_PRE_UNEQUIP) wearer.clear_alert("mod_charge") wearer = null /obj/item/mod/control/proc/on_unequip() SIGNAL_HANDLER for(var/obj/item/part as anything in mod_parts) if(part.loc != src) return COMPONENT_ITEM_BLOCK_UNEQUIP /obj/item/mod/control/proc/update_flags() var/list/used_skin = theme.skins[skin] for(var/obj/item/clothing/part as anything in mod_parts) var/used_category if(part == helmet) used_category = HELMET_FLAGS helmet.alternate_worn_layer = used_skin[HELMET_LAYER] helmet.alternate_layer = used_skin[HELMET_LAYER] if(part == chestplate) used_category = CHESTPLATE_FLAGS if(part == gauntlets) used_category = GAUNTLETS_FLAGS if(part == boots) used_category = BOOTS_FLAGS var/list/category = used_skin[used_category] part.clothing_flags = category[UNSEALED_CLOTHING] || NONE part.visor_flags = category[SEALED_CLOTHING] || NONE part.flags_inv = category[UNSEALED_INVISIBILITY] || NONE part.visor_flags_inv = category[SEALED_INVISIBILITY] || NONE part.flags_cover = category[UNSEALED_COVER] || NONE part.visor_flags_cover = category[SEALED_COVER] || NONE /obj/item/mod/control/proc/quick_module(mob/user) if(!length(modules)) return var/list/display_names = list() var/list/items = list() for(var/obj/item/mod/module/module as anything in modules) if(module.module_type == MODULE_PASSIVE) continue display_names[module.name] = REF(module) var/image/module_image = image(icon = module.icon, icon_state = module.icon_state) if(module == selected_module) module_image.underlays += image(icon = 'icons/hud/radial.dmi', icon_state = "module_selected") else if(module.active) module_image.underlays += image(icon = 'icons/hud/radial.dmi', icon_state = "module_active") if(!COOLDOWN_FINISHED(module, cooldown_timer)) module_image.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_cooldown")) items += list(module.name = module_image) if(!length(items)) return var/radial_anchor = src if(istype(user.loc, /obj/effect/dummy/phased_mob)) radial_anchor = get_turf(user.loc) //they're phased out via some module, anchor the radial on the turf so it may still display var/pick = show_radial_menu(user, radial_anchor, items, custom_check = FALSE, require_near = TRUE, tooltips = TRUE) if(!pick) return var/module_reference = display_names[pick] var/obj/item/mod/module/picked_module = locate(module_reference) in modules if(!istype(picked_module) || user.incapacitated()) return picked_module.on_select() /obj/item/mod/control/proc/paint(mob/user, obj/item/paint) if(length(theme.skins) <= 1) return FALSE var/list/skins = list() for(var/mod_skin in theme.skins) skins[mod_skin] = image(icon = icon, icon_state = "[mod_skin]-control") var/pick = show_radial_menu(user, src, skins, custom_check = FALSE, require_near = TRUE) if(!pick || !user.is_holding(paint)) return FALSE skin = pick var/list/skin_updating = mod_parts.Copy() + src for(var/obj/item/piece as anything in skin_updating) piece.icon_state = "[skin]-[initial(piece.icon_state)]" update_flags() wearer?.regenerate_icons() return TRUE /obj/item/mod/control/proc/shock(mob/living/user) if(!istype(user) || get_charge() < 1) return FALSE do_sparks(5, TRUE, src) var/check_range = TRUE return electrocute_mob(user, get_cell(), src, 0.7, check_range) /obj/item/mod/control/proc/install(module, mob/user) var/obj/item/mod/module/new_module = module for(var/obj/item/mod/module/old_module as anything in modules) if(is_type_in_list(new_module, old_module.incompatible_modules) || is_type_in_list(old_module, new_module.incompatible_modules)) if(user) balloon_alert(user, "[new_module] incompatible with [old_module]!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return if(is_type_in_list(module, theme.module_blacklist)) if(user) balloon_alert(user, "[src] doesn't accept [new_module]!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return var/complexity_with_module = complexity complexity_with_module += new_module.complexity if(complexity_with_module > complexity_max) if(user) balloon_alert(user, "[new_module] would make [src] too complex!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return new_module.forceMove(src) modules += new_module complexity += new_module.complexity new_module.mod = src new_module.on_install() if(wearer) new_module.on_equip() var/datum/action/item_action/mod/pinned_module/action = new_module.pinned_to[REF(wearer)] if(action) action.Grant(wearer) if(ai) var/datum/action/item_action/mod/pinned_module/action = new_module.pinned_to[REF(ai)] if(action) action.Grant(ai) if(user) balloon_alert(user, "[new_module] added") playsound(src, 'sound/machines/click.ogg', 50, TRUE, SILENCED_SOUND_EXTRARANGE) /obj/item/mod/control/proc/uninstall(module) var/obj/item/mod/module/old_module = module modules -= old_module complexity -= old_module.complexity if(active) old_module.on_suit_deactivation() if(old_module.active) old_module.on_deactivation(display_message = TRUE) QDEL_LIST(old_module.pinned_to) old_module.on_uninstall() old_module.mod = null /obj/item/mod/control/proc/update_access(mob/user, obj/item/card/id/card) if(!allowed(user)) balloon_alert(user, "insufficient access!") playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return req_access = card.access.Copy() balloon_alert(user, "access updated") /obj/item/mod/control/proc/get_charge_source() return core?.charge_source() /obj/item/mod/control/proc/get_charge() return core?.charge_amount() || 0 /obj/item/mod/control/proc/get_max_charge() return core?.max_charge_amount() || 1 //avoid dividing by 0 /obj/item/mod/control/proc/get_charge_percent() return ROUND_UP((get_charge() / get_max_charge()) * 100) /obj/item/mod/control/proc/add_charge(amount) return core?.add_charge(amount) || FALSE /obj/item/mod/control/proc/subtract_charge(amount) return core?.subtract_charge(amount) || FALSE /obj/item/mod/control/proc/update_charge_alert() if(!wearer) return if(!core) wearer.throw_alert("mod_charge", /atom/movable/screen/alert/nocore) return core.update_charge_alert() /obj/item/mod/control/proc/update_speed() var/list/all_parts = mod_parts + src for(var/obj/item/part as anything in all_parts) part.slowdown = (active ? slowdown_active : slowdown_inactive) / length(all_parts) wearer?.update_equipment_speed_mods() /obj/item/mod/control/proc/power_off() balloon_alert(wearer, "no power!") toggle_activate(wearer, force_deactivate = TRUE) /obj/item/mod/control/proc/on_exit(datum/source, atom/movable/part, direction) SIGNAL_HANDLER if(part.loc == src) return if(part == core) core.uninstall() update_charge_alert() return if(part.loc == wearer) return if(modules.Find(part)) uninstall(part) return if(mod_parts.Find(part)) conceal(wearer, part) if(active) INVOKE_ASYNC(src, .proc/toggle_activate, wearer, TRUE) return /obj/item/mod/control/proc/on_borg_charge(datum/source, amount) SIGNAL_HANDLER update_charge_alert() var/obj/item/stock_parts/cell/cell = get_cell() if(!cell) return cell.give(amount) /obj/item/mod/control/proc/on_potion(atom/movable/source, obj/item/slimepotion/speed/speed_potion, mob/living/user) SIGNAL_HANDLER if(slowdown_inactive <= 0) to_chat(user, span_warning("[src] has already been coated with red, that's as fast as it'll go!")) return SPEED_POTION_STOP if(wearer) to_chat(user, span_warning("It's too dangerous to smear [speed_potion] on [src] while it's on someone!")) return SPEED_POTION_STOP to_chat(user, span_notice("You slather the red gunk over [src], making it faster.")) var/list/all_parts = mod_parts.Copy() + src for(var/obj/item/part as anything in all_parts) part.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) part.add_atom_colour("#FF0000", FIXED_COLOUR_PRIORITY) slowdown_inactive = 0 slowdown_active = 0 update_speed() qdel(speed_potion) return SPEED_POTION_STOP