/// Anything you can pick up and hold. /obj/item name = "item" icon = 'icons/obj/anomaly.dmi' blocks_emissive = EMISSIVE_BLOCK_GENERIC burning_particles = /particles/smoke/burning/small pass_flags_self = PASSITEM /* !!!!!!!!!!!!!!! IMPORTANT !!!!!!!!!!!!!! IF YOU ADD MORE ICON CRAP TO THIS ENSURE YOU ALSO ADD THE NEW VARS TO CHAMELEON ITEM_ACTION'S update_item() PROC (/datum/action/item_action/chameleon/change/proc/update_item()) WASHING MASHINE'S dye_item() PROC (/obj/item/proc/dye_item()) AND ALSO TO THE CHANGELING PROFILE DISGUISE SYSTEMS (/datum/changeling_profile / /datum/antagonist/changeling/proc/create_profile() / /proc/changeling_transform()) !!!!!!!!!!!!!!! IMPORTANT !!!!!!!!!!!!!! */ ///icon state for inhand overlays. var/inhand_icon_state = null ///Icon file for left hand inhand overlays var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' ///Icon file for right inhand overlays var/righthand_file = 'icons/mob/inhands/items_righthand.dmi' /// Angle of the icon, used for piercing and slashing attack animations, clockwise from *east-facing* sprites var/icon_angle = 0 ///Icon file for mob worn overlays. var/icon/worn_icon ///Icon state for mob worn overlays, if null the normal icon_state will be used. var/worn_icon_state ///Icon state for the belt overlay, if null the normal icon_state will be used. var/inside_belt_icon_state ///Forced mob worn layer instead of the standard preferred size. var/alternate_worn_layer ///The config type to use for greyscaled worn sprites. Both this and greyscale_colors must be assigned to work. var/greyscale_config_worn ///The config type to use for greyscaled left inhand sprites. Both this and greyscale_colors must be assigned to work. var/greyscale_config_inhand_left ///The config type to use for greyscaled right inhand sprites. Both this and greyscale_colors must be assigned to work. var/greyscale_config_inhand_right ///The config type to use for greyscaled belt overlays. Both this and greyscale_colors must be assigned to work. var/greyscale_config_belt /* !!!!!!!!!!!!!!! IMPORTANT !!!!!!!!!!!!!! IF YOU ADD MORE ICON CRAP TO THIS ENSURE YOU ALSO ADD THE NEW VARS TO CHAMELEON ITEM_ACTION'S update_item() PROC (/datum/action/item_action/chameleon/change/proc/update_item()) WASHING MASHINE'S dye_item() PROC (/obj/item/proc/dye_item()) AND ALSO TO THE CHANGELING PROFILE DISGUISE SYSTEMS (/datum/changeling_profile / /datum/antagonist/changeling/proc/create_profile() / /proc/changeling_transform()) !!!!!!!!!!!!!!! IMPORTANT !!!!!!!!!!!!!! */ ///Dimensions of the icon file used when this item is worn, eg: hats.dmi (32x32 sprite, 64x64 sprite, etc.). Allows inhands/worn sprites to be of any size, but still centered on a mob properly var/worn_x_dimension = 32 ///Dimensions of the icon file used when this item is worn, eg: hats.dmi (32x32 sprite, 64x64 sprite, etc.). Allows inhands/worn sprites to be of any size, but still centered on a mob properly var/worn_y_dimension = 32 ///Same as for [worn_x_dimension][/obj/item/var/worn_x_dimension] but for inhands, uses the lefthand_ and righthand_ file vars var/inhand_x_dimension = 32 ///Same as for [worn_y_dimension][/obj/item/var/worn_y_dimension] but for inhands, uses the lefthand_ and righthand_ file vars var/inhand_y_dimension = 32 /// Worn overlay will be shifted by this along y axis var/worn_y_offset = 0 max_integrity = 200 obj_flags = NONE ///Item flags for the item var/item_flags = NONE ///Sound played when you hit something with the item var/hitsound ///Played when the item is used, for example tools var/usesound ///Played when item is used for long progress var/operating_sound ///Used when yate into a mob var/mob_throw_hit_sound ///Sound used when equipping the item into a valid slot var/equip_sound ///Sound uses when picking the item up (into your hands) var/pickup_sound ///Sound uses when dropping the item, or when its thrown if a thrown sound isn't specified. var/drop_sound ///Sound used on impact when the item is thrown. var/throw_drop_sound ///Do the drop and pickup sounds vary? var/sound_vary = FALSE ///Whether or not we use stealthy audio levels for this item's attack sounds var/stealthy_audio = FALSE ///Sound which is produced when blocking an attack var/block_sound ///How large is the object, used for stuff like whether it can fit in backpacks or not var/w_class = WEIGHT_CLASS_NORMAL ///This is used to determine on which slots an item can fit. var/slot_flags = 0 pass_flags = PASSTABLE pressure_resistance = 4 /// This var exists as a weird proxy "owner" ref /// It's used in a few places. Stop using it, and optimially replace all uses please var/obj/item/master = null ///Price of an item in a vending machine, overriding the base vending machine price. Define in terms of paycheck defines as opposed to raw numbers. var/custom_price ///Price of an item in a vending machine, overriding the premium vending machine price. Define in terms of paycheck defines as opposed to raw numbers. var/custom_premium_price ///Whether spessmen with an ID with an age below AGE_MINOR (20 by default) can buy this item var/age_restricted = FALSE ///flags which determine which body parts are protected from heat. [See here][HEAD] var/heat_protection = 0 ///flags which determine which body parts are protected from cold. [See here][HEAD] var/cold_protection = 0 ///Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags var/max_heat_protection_temperature ///Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags var/min_cold_protection_temperature ///list of /datum/action's that this item has. var/list/datum/action/actions ///list of paths of action datums to give to the item on New(). var/list/actions_types ///Slot flags in which this item grants actions. If null, defaults to the item's slot flags (so actions are granted when worn) var/action_slots = null //Since any item can now be a piece of clothing, this has to be put here so all items share it. ///This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc. var/flags_inv ///you can see someone's mask through their transparent visor, but you can't reach it var/transparent_protection = NONE ///Name of a mask in icons\mob\human\hair_masks.dmi to apply to hair when this item is worn ///Used by certain hats to give the appearance of squishing down tall hairstyles without hiding the hair completely var/hair_mask = "" ///flags for what should be done when you click on the item, default is picking it up var/interaction_flags_item = INTERACT_ITEM_ATTACK_HAND_PICKUP ///What body parts are covered by the clothing when you wear it var/body_parts_covered = 0 /// for electrical admittance/conductance (electrocution checks and shit) var/siemens_coefficient = 1 /// How much clothing is slowing you down. Negative values speeds you up var/slowdown = 0 ///percentage of armour effectiveness to remove var/armour_penetration = 0 ///Whether or not our object doubles the value of affecting armour var/weak_against_armour = FALSE /// The click cooldown given after attacking. Lower numbers means faster attacks var/attack_speed = CLICK_CD_MELEE /// The click cooldown on secondary attacks. Lower numbers mean faster attacks. Will use attack_speed if undefined. var/secondary_attack_speed ///In deciseconds, how long an item takes to equip; counts only for normal clothing slots, not pockets etc. var/equip_delay_self = 0 ///In deciseconds, how long an item takes to put on another person var/equip_delay_other = 20 ///In deciseconds, how long an item takes to remove from another person var/strip_delay = 40 ///How long it takes to resist out of the item (cuffs and such) var/breakouttime = 0 ///Used in [atom/proc/attackby] to say how something was attacked `"[x] has been [z.attack_verb] by [y] with [z]"` var/list/attack_verb_continuous var/list/attack_verb_simple ///list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item var/list/species_exception = null ///This is a bitfield that defines what variations exist for bodyparts like Digi legs. See: code\_DEFINES\inventory.dm var/supports_variations_flags = NONE ///A weakref to the mob who threw the item var/datum/weakref/thrownby = null //I cannot verbally describe how much I hate this var ///Items can by default thrown up to 10 tiles by TK users tk_throw_range = 10 ///the icon to indicate this object is being dragged mouse_drag_pointer = MOUSE_ACTIVE_POINTER /// Does it embed and if yes, what kind of embed var/embed_type /// Stores embedding data VAR_PROTECTED/datum/embedding/embed_data ///for flags such as [GLASSESCOVERSEYES] var/flags_cover = 0 var/heat = 0 /// All items with sharpness of SHARP_EDGED or higher will automatically get the butchering component. var/sharpness = NONE ///How a tool acts when you use it on something, such as wirecutters cutting wires while multitools measure power var/tool_behaviour = null ///How fast does the tool work var/toolspeed = 1 ///Chance of blocking incoming attack var/block_chance = 0 ///Effect of blocking var/block_effect = /obj/effect/temp_visual/block var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom ///In tiles, how far this weapon can reach; 1 for adjacent, which is default var/reach = 1 ///The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot. For default list, see [/mob/proc/equip_to_appropriate_slot] var/list/slot_equipment_priority = null ///Reference to the datum that determines whether dogs can wear the item: Needs to be in /obj/item because corgis can wear a lot of non-clothing items var/datum/dog_fashion/dog_fashion = null //Tooltip vars ///string form of an item's force. Edit this var only to set a custom force string var/force_string var/last_force_string_check = 0 var/tip_timer ///Determines who can shoot this var/trigger_guard = TRIGGER_GUARD_NONE ///Used as the dye color source in the washing machine only (at the moment). Can be a hex color or a key corresponding to a registry entry, see washing_machine.dm var/dye_color ///Whether the item is unaffected by standard dying. var/undyeable = FALSE ///What dye registry should be looked at when dying this item; see washing_machine.dm var/dying_key ///Grinder var:A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only var/list/grind_results ///A reagent the nutriments are converted into when the item is juiced. var/datum/reagent/consumable/juice_typepath /// Used in obj/item/examine to give additional notes on what the weapon does, separate from the predetermined output variables var/offensive_notes /// Used in obj/item/examine to determines whether or not to detail an item's statistics even if it does not meet the force requirements var/override_notes = FALSE /// Used if we want to have a custom verb text for throwing. "John Spaceman flicks the ciggerate" for example. var/throw_verb // SKYRAT EDIT ADDITION START /// Does this use the advanced reskinning setup? var/uses_advanced_reskins = FALSE // SKYRAT EDIT ADDITION END /// A lazylist used for applying fantasy values, contains the actual modification applied to a variable. var/list/fantasy_modifications = null /// Has the item been reskinned? var/current_skin /// List of options to reskin. var/list/unique_reskin /// If reskins change base icon state as well var/unique_reskin_changes_base_icon_state = FALSE /// If reskins change inhands as well var/unique_reskin_changes_inhand = FALSE /// Do we apply a click cooldown when resisting this object if it is restraining them? var/resist_cooldown = CLICK_CD_BREAKOUT /obj/item/Initialize(mapload) if(attack_verb_continuous) attack_verb_continuous = string_list(attack_verb_continuous) if(attack_verb_simple) attack_verb_simple = string_list(attack_verb_simple) if(species_exception) species_exception = string_list(species_exception) if(sharpness && force > 5) //give sharp objects butchering functionality, for consistency AddComponent(/datum/component/butchering, speed = 8 SECONDS * toolspeed) if(!greyscale_config && greyscale_colors && (greyscale_config_worn || greyscale_config_belt || greyscale_config_inhand_right || greyscale_config_inhand_left)) update_greyscale() . = ..() // Handle adding item associated actions for(var/path in actions_types) add_item_action(path) actions_types = null if(force_string) item_flags |= FORCE_STRING_OVERRIDE if(!hitsound) if(damtype == BURN) hitsound = 'sound/items/tools/welder.ogg' if(damtype == BRUTE) hitsound = SFX_SWING_HIT add_weapon_description() SEND_GLOBAL_SIGNAL(COMSIG_GLOB_NEW_ITEM, src) setup_reskinning() /obj/item/Destroy(force) // This var exists as a weird proxy "owner" ref // It's used in a few places. Stop using it, and optimially replace all uses please master = null if(ismob(loc)) var/mob/m = loc m.temporarilyRemoveItemFromInventory(src, TRUE) // Handle cleaning up our actions list for(var/datum/action/action as anything in actions) remove_item_action(action) return ..() /obj/item/add_context(atom/source, list/context, obj/item/held_item, mob/user) . = ..() if(!unique_reskin) return if(current_skin && !(obj_flags & INFINITE_RESKIN)) return context[SCREENTIP_CONTEXT_ALT_LMB] = "Reskin" return CONTEXTUAL_SCREENTIP_SET /obj/item/click_ctrl(mob/user) SHOULD_NOT_OVERRIDE(TRUE) //If the item is on the ground & not anchored we allow the player to drag it . = item_ctrl_click(user) if(. & CLICK_ACTION_ANY) return (isturf(loc) && !anchored) ? NONE : . //allow the object to get dragged on the floor /// Subtypes only override this proc for ctrl click purposes. obeys same principles as ctrl_click() /obj/item/proc/item_ctrl_click(mob/user) SHOULD_CALL_PARENT(FALSE) return NONE /// Called when an action associated with our item is deleted /obj/item/proc/on_action_deleted(datum/source) SIGNAL_HANDLER if(!(source in actions)) CRASH("An action ([source.type]) was deleted that was associated with an item ([src]), but was not found in the item's actions list.") LAZYREMOVE(actions, source) /// Adds an item action to our list of item actions. /// Item actions are actions linked to our item, that are granted to mobs who equip us. /// This also ensures that the actions are properly tracked in the actions list and removed if they're deleted. /// Can be be passed a typepath of an action or an instance of an action. /obj/item/proc/add_item_action(action_or_action_type) var/datum/action/action if(ispath(action_or_action_type, /datum/action)) action = new action_or_action_type(src) else if(istype(action_or_action_type, /datum/action)) action = action_or_action_type else CRASH("item add_item_action got a type or instance of something that wasn't an action.") LAZYADD(actions, action) RegisterSignal(action, COMSIG_QDELETING, PROC_REF(on_action_deleted)) grant_action_to_bearer(action) return action /// Grant the action to anyone who has this item equipped to an appropriate slot /obj/item/proc/grant_action_to_bearer(datum/action/action) if(!ismob(loc)) return var/mob/holder = loc give_item_action(action, holder, holder.get_slot_by_item(src)) /// Removes an instance of an action from our list of item actions. /obj/item/proc/remove_item_action(datum/action/action) if(!action) return UnregisterSignal(action, COMSIG_QDELETING) LAZYREMOVE(actions, action) qdel(action) /// Called if this item is supposed to be a steal objective item objective. /obj/item/proc/add_stealing_item_objective() return /// Adds the weapon_description element, which shows the 'warning label' for especially dangerous objects. Override this for item types with special notes. /obj/item/proc/add_weapon_description() AddElement(/datum/element/weapon_description) /** * Checks if an item is allowed to be used on an atom/target * Returns TRUE if allowed. * * Args: * target_self - Whether we will check if we (src) are in target, preventing people from using items on themselves. * not_inside - Whether target (or target's loc) has to be a turf. */ /obj/item/proc/check_allowed_items(atom/target, not_inside = FALSE, target_self = FALSE) if(!target_self && (src in target)) return FALSE if(not_inside && !isturf(target.loc) && !isturf(target)) return FALSE return TRUE /obj/item/blob_act(obj/structure/blob/B) if(B && B.loc == loc) atom_destruction(MELEE) /**Makes cool stuff happen when you suicide with an item * *Outputs a creative message and then return the damagetype done * Arguments: * * user: The mob that is suiciding */ /obj/item/proc/suicide_act(mob/living/user) return /obj/item/set_greyscale(list/colors, new_config, new_worn_config, new_inhand_left, new_inhand_right) if(new_worn_config) greyscale_config_worn = new_worn_config if(new_inhand_left) greyscale_config_inhand_left = new_inhand_left if(new_inhand_right) greyscale_config_inhand_right = new_inhand_right return ..() /// Checks if this atom uses the GAGS system and if so updates the worn and inhand icons /obj/item/update_greyscale() . = ..() if(!greyscale_colors) return if(greyscale_config_worn) worn_icon = SSgreyscale.GetColoredIconByType(greyscale_config_worn, greyscale_colors) // SKYRAT EDIT ADD START if(greyscale_config_worn_digi) worn_icon_digi = SSgreyscale.GetColoredIconByType(greyscale_config_worn_digi, greyscale_colors) if(greyscale_config_worn_muzzled) worn_icon_muzzled = SSgreyscale.GetColoredIconByType(greyscale_config_worn_muzzled, greyscale_colors) if(greyscale_config_worn_monkey) worn_icon_monkey = SSgreyscale.GetColoredIconByType(greyscale_config_worn_monkey, greyscale_colors) if(greyscale_config_worn_vox) worn_icon_vox = SSgreyscale.GetColoredIconByType(greyscale_config_worn_vox, greyscale_colors) if(greyscale_config_worn_better_vox) worn_icon_better_vox = SSgreyscale.GetColoredIconByType(greyscale_config_worn_better_vox, greyscale_colors) if(greyscale_config_worn_teshari) worn_icon_teshari = SSgreyscale.GetColoredIconByType(greyscale_config_worn_teshari, greyscale_colors) if(greyscale_config_worn_taur_snake) worn_icon_taur_snake = SSgreyscale.GetColoredIconByType(greyscale_config_worn_taur_snake, greyscale_colors) if(greyscale_config_worn_taur_paw) worn_icon_taur_paw = SSgreyscale.GetColoredIconByType(greyscale_config_worn_taur_paw, greyscale_colors) if(greyscale_config_worn_taur_hoof) worn_icon_taur_hoof = SSgreyscale.GetColoredIconByType(greyscale_config_worn_taur_hoof, greyscale_colors) // SKYRAT EDIT ADD END if(greyscale_config_inhand_left) lefthand_file = SSgreyscale.GetColoredIconByType(greyscale_config_inhand_left, greyscale_colors) if(greyscale_config_inhand_right) righthand_file = SSgreyscale.GetColoredIconByType(greyscale_config_inhand_right, greyscale_colors) /obj/item/verb/move_to_top() set name = "Move To Top" set category = "Object" set src in oview(1) if(!isturf(loc) || usr.stat != CONSCIOUS || HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED)) return if(isliving(usr)) var/mob/living/L = usr if(!(L.mobility_flags & MOBILITY_PICKUP)) return var/turf/T = loc abstract_move(null) forceMove(T) /obj/item/examine_tags(mob/user) var/list/parent_tags = ..() parent_tags.Insert(1, weight_class_to_text(w_class)) // To make size display first, otherwise it looks goofy . = parent_tags .[weight_class_to_text(w_class)] = weight_class_to_tooltip(w_class) if(item_flags & CRUEL_IMPLEMENT) .[span_red("morbid")] = "It seems quite practical for particularly morbid procedures and experiments." if (siemens_coefficient == 0) .["insulated"] = "It is made from a robust electrical insulator and will block any electricity passing through it!" else if (siemens_coefficient <= 0.5) .["partially insulated"] = "It is made from a poor insulator that will dampen (but not fully block) electric shocks passing through it." if(resistance_flags & INDESTRUCTIBLE) .["indestructible"] = "It is extremely robust! It'll probably withstand anything that could happen to it!" return if(resistance_flags & LAVA_PROOF) .["lavaproof"] = "It is made of an extremely heat-resistant material, it'd probably be able to withstand lava!" if(resistance_flags & (ACID_PROOF | UNACIDABLE)) .["acidproof"] = "It looks pretty robust! It'd probably be able to withstand acid!" if(resistance_flags & FREEZE_PROOF) .["freezeproof"] = "It is made of cold-resistant materials." if(resistance_flags & FIRE_PROOF) .["fireproof"] = "It is made of fire-retardant materials." /obj/item/examine_descriptor(mob/user) return "item" /obj/item/examine_more(mob/user) . = ..() if(HAS_TRAIT(user, TRAIT_RESEARCH_SCANNER)) . += research_scan(user) /obj/item/proc/research_scan(mob/user) /// Research prospects, including boostable nodes and point values. Deliver to a console to know whether the boosts have already been used. var/list/research_msg = list("Research prospects: ") ///Separator between the items on the list var/sep = "" ///Nodes that can be boosted var/list/boostable_nodes = techweb_item_unlock_check(src) if (boostable_nodes) for(var/id in boostable_nodes) var/datum/techweb_node/node = SSresearch.techweb_node_by_id(id) if(!node) continue research_msg += sep research_msg += node.display_name sep = ", " var/list/points = techweb_item_point_check(src) if (length(points)) sep = ", " research_msg += techweb_point_display_generic(points) if (!sep) // nothing was shown research_msg += "None" // Extractable materials. Only shows the names, not the amounts. research_msg += ".
Extractable materials: " if (length(custom_materials)) sep = "" for(var/mat in custom_materials) research_msg += sep research_msg += CallMaterialName(mat) sep = ", " else research_msg += "None" research_msg += "." return research_msg.Join() /obj/item/interact(mob/user) add_fingerprint(user) ui_interact(user) /obj/item/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state) add_fingerprint(usr) return ..() /obj/item/vv_do_topic(list/href_list) . = ..() if(!.) return if(href_list[VV_HK_ADD_FANTASY_AFFIX]) if(!check_rights(R_FUN)) return //gathering all affixes that make sense for this item var/list/prefixes = list() var/list/suffixes = list() for(var/datum/fantasy_affix/affix_choice as anything in subtypesof(/datum/fantasy_affix)) affix_choice = new affix_choice() if(!affix_choice.validate(src)) qdel(affix_choice) else if(affix_choice.placement & AFFIX_PREFIX) prefixes[affix_choice.name] = affix_choice else suffixes[affix_choice.name] = affix_choice //making it more presentable here var/list/affixes = list("---PREFIXES---") affixes.Add(prefixes) affixes.Add("---SUFFIXES---") affixes.Add(suffixes) //admin picks, cleanup the ones we didn't do and handle chosen var/picked_affix_name = tgui_input_list(usr, "Affix to add to [src]", "Enchant [src]", affixes) if(isnull(picked_affix_name)) return if(!affixes[picked_affix_name] || QDELETED(src)) return var/datum/fantasy_affix/affix = affixes[picked_affix_name] affixes.Remove(affix) var/fantasy_quality = 0 if(affix.alignment & AFFIX_GOOD) fantasy_quality++ else fantasy_quality-- //name gets changed by the component so i want to store it for feedback later var/before_name = name //naming these vars that i'm putting into the fantasy component to make it more readable var/canFail = FALSE var/announce = FALSE //Apply fantasy with affix. failing this should never happen, but if it does it should not be silent. if(AddComponent(/datum/component/fantasy, fantasy_quality, list(affix), canFail, announce) == COMPONENT_INCOMPATIBLE) to_chat(usr, span_warning("Fantasy component not compatible with [src].")) CRASH("fantasy component incompatible with object of type: [type]") to_chat(usr, span_notice("[before_name] now has [picked_affix_name]!")) log_admin("[key_name(usr)] has added [picked_affix_name] fantasy affix to [before_name]") message_admins(span_notice("[key_name(usr)] has added [picked_affix_name] fantasy affix to [before_name]")) /obj/item/attack_hand(mob/user, list/modifiers) . = ..() if(. || !user || anchored) return return attempt_pickup(user) /obj/item/proc/attempt_pickup(mob/user, skip_grav = FALSE) . = TRUE if(!(interaction_flags_item & INTERACT_ITEM_ATTACK_HAND_PICKUP)) //See if we're supposed to auto pickup. return if(!skip_grav) //Heavy gravity makes picking up things very slow. var/grav = user.has_gravity() if(grav > STANDARD_GRAVITY) var/grav_power = min(3,grav - STANDARD_GRAVITY) to_chat(user,span_notice("You start picking up [src]...")) if(!do_after(user, 30 * grav_power, src)) return //If the item is in a storage item, take it out var/outside_storage = !loc.atom_storage var/turf/storage_turf if(loc.atom_storage) //We want the pickup animation to play even if we're moving the item between movables. Unless the mob is not located on a turf. if(isturf(user.loc)) storage_turf = get_turf(loc) if(!loc.atom_storage.remove_single(user, src, user, silent = TRUE)) return if(QDELETED(src)) //moving it out of the storage destroyed it. return if(storage_turf) do_pickup_animation(user, storage_turf) if(throwing) throwing.finalize(FALSE) if(loc == user && outside_storage) if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src)) return . = FALSE pickup(user) add_fingerprint(user) if(!user.put_in_active_hand(src, ignore_animation = !outside_storage)) user.dropItemToGround(src) return TRUE /obj/item/proc/allow_attack_hand_drop(mob/user) return TRUE /obj/item/attack_paw(mob/user, list/modifiers) . = ..() if(. || !user || anchored) return return attempt_pickup(user) /obj/item/attack_alien(mob/user, list/modifiers) var/mob/living/carbon/alien/ayy = user if(!ayy.can_hold_items(src)) if(src in ayy.contents) // To stop Aliens having items stuck in their pockets ayy.dropItemToGround(src) to_chat(user, span_warning("Your claws aren't capable of such fine manipulation!")) return attack_paw(ayy, modifiers) /obj/item/attack_ai(mob/user) if(istype(src.loc, /obj/item/robot_model)) //If the item is part of a cyborg module, equip it if(!iscyborg(user)) return var/mob/living/silicon/robot/R = user if(!R.low_power_mode) //can't equip modules with an empty cell. R.activate_module(src) R.hud_used.update_robot_modules_display() // afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency /obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE) if(SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, attack_text, final_block_chance, damage, attack_type, damage_type) & COMPONENT_HIT_REACTION_BLOCK) return TRUE if(prob(final_block_chance)) owner.visible_message(span_danger("[owner] blocks [attack_text] with [src]!")) var/owner_turf = get_turf(owner) new block_effect(owner_turf, COLOR_YELLOW) playsound(src, block_sound, BLOCK_SOUND_VOLUME, vary = TRUE) return TRUE /** * Handles someone talking INTO an item * * Commonly used by someone holding it and using .r or .l * Also used by radios * * * speaker - the atom that is doing the talking * * message - the message being spoken * * channel - the channel the message is being spoken on, only really used for radios * * spans - the spans of the message * * language - the language the message is in * * message_mods - any message mods that should be applied to the message * * Return a flag that modifies the original message */ /obj/item/proc/talk_into(atom/movable/speaker, message, channel, list/spans, datum/language/language, list/message_mods) return SEND_SIGNAL(src, COMSIG_ITEM_TALK_INTO, speaker, message, channel, spans, language, message_mods) || (ITALICS|REDUCE_RANGE) /// Called when a mob drops an item. /obj/item/proc/dropped(mob/user, silent = FALSE) SHOULD_CALL_PARENT(TRUE) // Remove any item actions we temporary gave out. for(var/datum/action/action_item_has as anything in actions) action_item_has.Remove(user) if(item_flags & DROPDEL && !QDELETED(src)) qdel(src) item_flags &= ~IN_INVENTORY UnregisterSignal(src, list(SIGNAL_ADDTRAIT(TRAIT_NO_WORN_ICON), SIGNAL_REMOVETRAIT(TRAIT_NO_WORN_ICON))) SEND_SIGNAL(src, COMSIG_ITEM_DROPPED, user) if(!silent) playsound(src, drop_sound, DROP_SOUND_VOLUME, vary = sound_vary, ignore_walls = FALSE) user?.update_equipment_speed_mods() /// called just as an item is picked up (loc is not yet changed) /obj/item/proc/pickup(mob/user) SHOULD_CALL_PARENT(TRUE) SEND_SIGNAL(src, COMSIG_ITEM_PICKUP, user) SEND_SIGNAL(user, COMSIG_LIVING_PICKED_UP_ITEM, src) item_flags |= IN_INVENTORY /// called when "found" in pockets and storage items. Returns 1 if the search should end. /obj/item/proc/on_found(mob/finder) return /** * Called after an item is placed in an equipment slot. Runs equipped(), then sends a signal. * This should be called last or near-to-last, after all other inventory code stuff is handled. * * Arguments: * * user is mob that equipped it * * slot uses the slot_X defines found in setup.dm for items that can be placed in multiple slots * * initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it */ /obj/item/proc/on_equipped(mob/user, slot, initial = FALSE) SHOULD_NOT_OVERRIDE(TRUE) equipped(user, slot, initial) if(SEND_SIGNAL(src, COMSIG_ITEM_POST_EQUIPPED, user, slot) & COMPONENT_EQUIPPED_FAILED) return FALSE return TRUE /** * To be overwritten to only perform visual tasks; * this is directly called instead of `equipped` on visual-only features like human dummies equipping outfits. * * This separation exists to prevent things like the monkey sentience helmet from * polling ghosts while it's just being equipped as a visual preview for a dummy. */ /obj/item/proc/visual_equipped(mob/user, slot, initial = FALSE) return /** * Called by on_equipped. Don't call this directly, we want the ITEM_POST_EQUIPPED signal to be sent after everything else. * * Note that hands count as slots. * * Arguments: * * user is mob that equipped it * * slot uses the slot_X defines found in setup.dm for items that can be placed in multiple slots * * initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it */ /obj/item/proc/equipped(mob/user, slot, initial = FALSE) SHOULD_CALL_PARENT(TRUE) PROTECTED_PROC(TRUE) visual_equipped(user, slot, initial) SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot) SEND_SIGNAL(user, COMSIG_MOB_EQUIPPED_ITEM, src, slot) // Give out actions our item has to people who equip it. for(var/datum/action/action as anything in actions) give_item_action(action, user, slot) item_flags |= IN_INVENTORY RegisterSignals(src, list(SIGNAL_ADDTRAIT(TRAIT_NO_WORN_ICON), SIGNAL_REMOVETRAIT(TRAIT_NO_WORN_ICON)), PROC_REF(update_slot_icon), override = TRUE) if(!initial) if(equip_sound && (slot_flags & slot)) playsound(src, equip_sound, EQUIP_SOUND_VOLUME, TRUE, ignore_walls = FALSE) else if(slot & ITEM_SLOT_HANDS) playsound(src, pickup_sound, PICKUP_SOUND_VOLUME, sound_vary, ignore_walls = FALSE) user.update_equipment_speed_mods() /// Gives one of our item actions to a mob, when equipped to a certain slot /obj/item/proc/give_item_action(datum/action/action, mob/to_who, slot) // Some items only give their actions buttons when in a specific slot. if(!item_action_slot_check(slot, to_who, action) || SEND_SIGNAL(src, COMSIG_ITEM_UI_ACTION_SLOT_CHECKED, to_who, action, slot) & COMPONENT_ITEM_ACTION_SLOT_INVALID) // There is a chance we still have our item action currently, // and are moving it from a "valid slot" to an "invalid slot". // So call Remove() here regardless, even if excessive. action.Remove(to_who) return action.Grant(to_who) /// Sometimes we only want to grant the item's action if it's equipped in a specific slot. /obj/item/proc/item_action_slot_check(slot, mob/user, datum/action/action) if(slot & (ITEM_SLOT_BACKPACK|ITEM_SLOT_LEGCUFFED)) //these aren't true slots, so avoid granting actions there return FALSE if(!isnull(action_slots)) return (slot & action_slots) else if (slot_flags) return (slot & slot_flags) return TRUE /** *the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't. *if this is being done by a mob other than M, it will include the mob equipper, who is trying to equip the item to mob M. equipper will be null otherwise. *If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen. * Arguments: * * disable_warning to TRUE if you wish it to not give you text outputs. * * slot is the slot we are trying to equip to * * bypass_equip_delay_self for whether we want to bypass the equip delay * * ignore_equipped ignores any already equipped items in that slot * * indirect_action allows inserting into "soft locked" bags, things that can be easily opened by the owner */ /obj/item/proc/mob_can_equip(mob/living/M, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE, ignore_equipped = FALSE, indirect_action = FALSE) if(!M) return FALSE return M.can_equip(src, slot, disable_warning, bypass_equip_delay_self, ignore_equipped, indirect_action = indirect_action) /obj/item/verb/verb_pickup() set src in oview(1) set category = "Object" set name = "Pick up" if(usr.incapacitated || !Adjacent(usr)) return if(isliving(usr)) var/mob/living/L = usr if(!(L.mobility_flags & MOBILITY_PICKUP)) return if(usr.get_active_held_item() == null) // Let me know if this has any problems -Yota usr.UnarmedAttack(src) /** *This proc is executed when someone clicks the on-screen UI button. *The default action is attack_self(). *Checks before we get to here are: mob is alive, mob is not restrained, stunned, asleep, resting, laying, item is on the mob. */ /obj/item/proc/ui_action_click(mob/user, actiontype) if(SEND_SIGNAL(src, COMSIG_ITEM_UI_ACTION_CLICK, user, actiontype) & COMPONENT_ACTION_HANDLED) return attack_self(user) ///This proc determines if and at what an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit /obj/item/proc/IsReflect(def_zone) return FALSE /obj/item/singularity_pull(atom/singularity, current_size) ..() if(current_size >= STAGE_FOUR) throw_at(singularity, 14, 3, spin=0) else return /obj/item/on_exit_storage(datum/storage/master_storage) . = ..() do_drop_animation(master_storage.parent) /obj/item/pre_impact(atom/hit_atom, datum/thrownthing/throwingdatum) get_embed() // Ensure that embedding is lazyloaded before we impact the target, if we can have it var/impact_flags = ..() if(w_class < WEIGHT_CLASS_BULKY) impact_flags |= COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH if(!(impact_flags & COMPONENT_MOVABLE_IMPACT_NEVERMIND) && get_temperature() && isliving(hit_atom)) var/mob/living/victim = hit_atom victim.ignite_mob() return impact_flags /obj/item/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) . = ..() if(!isliving(hit_atom)) //Living mobs handle hit sounds differently. if(throw_drop_sound) playsound(src, throw_drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE, vary = sound_vary) return playsound(src, drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE, vary = sound_vary) return if(.) //it's been caught. return var/volume = get_volume_by_throwforce_and_or_w_class() if (throwforce > 0 || HAS_TRAIT(src, TRAIT_CUSTOM_TAP_SOUND)) if (mob_throw_hit_sound) playsound(hit_atom, mob_throw_hit_sound, volume, TRUE, -1) else if(hitsound) playsound(hit_atom, hitsound, volume, TRUE, -1) else playsound(hit_atom, 'sound/items/weapons/genhit.ogg',volume, TRUE, -1) else playsound(hit_atom, 'sound/items/weapons/throwtap.ogg', 1, volume, -1) /obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE) if(HAS_TRAIT(src, TRAIT_NODROP)) return thrownby = WEAKREF(thrower) callback = CALLBACK(src, PROC_REF(after_throw), callback) //replace their callback with our own . = ..(target, range, speed, thrower, spin, diagonals_first, callback, force, gentle, quickstart = quickstart) /obj/item/proc/after_throw(datum/callback/callback) if (callback) //call the original callback . = callback.Invoke() item_flags &= ~IN_INVENTORY if(!pixel_y && !pixel_x && !(item_flags & NO_PIXEL_RANDOM_DROP)) pixel_x = rand(-8,8) pixel_y = rand(-8,8) /// Takes the location to move the item to, and optionally the mob doing the removing /// If no mob is provided, we'll pass in the location, assuming it is a mob /// Please use this if you're going to snowflake an item out of a obj/item/storage /obj/item/proc/remove_item_from_storage(atom/newLoc, mob/removing) if(!newLoc) return FALSE if(!removing) if(ismob(newLoc)) removing = newLoc else stack_trace("Tried to remove an item and place it into [newLoc] without implicitly or explicitly passing in a mob doing the removing") return if(loc.atom_storage) return loc.atom_storage.remove_single(removing, src, newLoc, silent = TRUE) return FALSE /// Returns the icon used for overlaying the object on a belt /obj/item/proc/get_belt_overlay() var/icon_state_to_use = inside_belt_icon_state || icon_state if(greyscale_config_belt && greyscale_colors) return mutable_appearance(SSgreyscale.GetColoredIconByType(greyscale_config_belt, greyscale_colors), icon_state_to_use) return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', icon_state_to_use) /** * Extend this to give the item an appearance when placed in a surgical tray. Uses an icon state in `medicart.dmi`. * * tray_extended - If true, the surgical tray the item is placed on is in "table mode" */ /obj/item/proc/get_surgery_tool_overlay(tray_extended) return null /obj/item/proc/update_slot_icon() SIGNAL_HANDLER if(!ismob(loc)) return var/mob/owner = loc var/flags = slot_flags if(flags & ITEM_SLOT_OCLOTHING) owner.update_worn_oversuit() if(flags & ITEM_SLOT_ICLOTHING) owner.update_worn_undersuit() if(flags & ITEM_SLOT_GLOVES) owner.update_worn_gloves() if(flags & ITEM_SLOT_EYES) owner.update_worn_glasses() if(flags & ITEM_SLOT_EARS) owner.update_worn_ears() if(flags & ITEM_SLOT_MASK) owner.update_worn_mask() if(flags & ITEM_SLOT_HEAD) owner.update_worn_head() if(flags & ITEM_SLOT_FEET) owner.update_worn_shoes() if(flags & ITEM_SLOT_ID) owner.update_worn_id() if(flags & ITEM_SLOT_BELT) owner.update_worn_belt() if(flags & ITEM_SLOT_BACK) owner.update_worn_back() if(flags & ITEM_SLOT_NECK) owner.update_worn_neck() ///Returns the temperature of src. If you want to know if an item is hot use this proc. /obj/item/proc/get_temperature() if(resistance_flags & ON_FIRE) return max(heat, BURNING_ITEM_MINIMUM_TEMPERATURE) return heat ///Returns the sharpness of src. If you want to get the sharpness of an item use this. /obj/item/proc/get_sharpness() return sharpness /obj/item/proc/get_dismember_sound() if(damtype == BURN) . = SFX_SEAR else . = SFX_DESECRATION /// Creates an ignition hotspot if item is lit and located on turf, in mask, or in hand /obj/item/proc/open_flame(flame_heat=700) var/turf/location = loc if(ismob(location)) var/mob/pyromanic = location var/success = FALSE if(src == pyromanic.get_item_by_slot(ITEM_SLOT_MASK) || (src in pyromanic.held_items)) success = TRUE if(success) location = get_turf(pyromanic) if(isturf(location)) location.hotspot_expose(flame_heat, 5) /// If an object can successfully be used as a fire starter it will return a message /obj/item/proc/ignition_effect(atom/A, mob/user) if(get_temperature()) . = span_notice("[user] lights [A] with [src].") else . = "" /obj/item/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum) return SEND_SIGNAL(src, COMSIG_ATOM_HITBY, AM, skipcatch, hitpush, blocked, throwingdatum) /obj/item/attack_hulk(mob/living/carbon/human/user) return FALSE /obj/item/attack_animal(mob/living/simple_animal/user, list/modifiers) if (obj_flags & CAN_BE_HIT) return ..() return 0 /obj/item/burn() if(!QDELETED(src)) var/turf/T = get_turf(src) var/ash_type = /obj/effect/decal/cleanable/ash if(w_class == WEIGHT_CLASS_HUGE || w_class == WEIGHT_CLASS_GIGANTIC) ash_type = /obj/effect/decal/cleanable/ash/large var/obj/effect/decal/cleanable/ash/A = new ash_type(T) A.desc += "\nLooks like this used to be \an [name] some time ago." ..() /obj/item/acid_melt() if(!QDELETED(src)) var/turf/T = get_turf(src) var/obj/effect/decal/cleanable/molten_object/MO = new(T) MO.pixel_x = rand(-16,16) MO.pixel_y = rand(-16,16) MO.desc = "Looks like this was \an [src] some time ago." ..() /obj/item/proc/microwave_act(obj/machinery/microwave/microwave_source, mob/microwaver, randomize_pixel_offset) SHOULD_CALL_PARENT(TRUE) return SEND_SIGNAL(src, COMSIG_ITEM_MICROWAVE_ACT, microwave_source, microwaver, randomize_pixel_offset) ///Used to check for extra requirements for blending(grinding or juicing) an object /obj/item/proc/blend_requirements(obj/machinery/reagentgrinder/R) return TRUE ///Called BEFORE the object is ground up - use this to change grind results based on conditions. Return "-1" to prevent the grinding from occurring /obj/item/proc/on_grind() PROTECTED_PROC(TRUE) return SEND_SIGNAL(src, COMSIG_ITEM_ON_GRIND) ///Grind item, adding grind_results to item's reagents and transfering to target_holder if specified /obj/item/proc/grind(datum/reagents/target_holder, mob/user, atom/movable/grinder = loc) SHOULD_NOT_OVERRIDE(TRUE) . = FALSE if(on_grind() == -1 || target_holder.holder_full()) return . = grind_atom(target_holder, user) //reccursive grinding to get all them juices var/result for(var/obj/item/ingredient as anything in get_all_contents_type(/obj/item)) if(ingredient == src) continue result = ingredient.grind(target_holder, user) if(!.) . = result if(. && istype(grinder)) return grinder.blended(src, grinded = TRUE) ///Subtypes override his proc for custom grinding /obj/item/proc/grind_atom(datum/reagents/target_holder, mob/user) PROTECTED_PROC(TRUE) . = FALSE if(length(grind_results)) target_holder.add_reagent_list(grind_results) . = TRUE if(reagents?.trans_to(target_holder, reagents.total_volume, transferred_by = user)) . = TRUE ///Called BEFORE the object is ground up - use this to change grind results based on conditions. Return "-1" to prevent the grinding from occurring /obj/item/proc/on_juice() PROTECTED_PROC(TRUE) if(!juice_typepath) return -1 return SEND_SIGNAL(src, COMSIG_ITEM_ON_JUICE) ///Juice item, converting nutriments into juice_typepath and transfering to target_holder if specified /obj/item/proc/juice(datum/reagents/target_holder, mob/user, atom/movable/juicer = loc) SHOULD_NOT_OVERRIDE(TRUE) . = FALSE if(on_juice() == -1 || !reagents?.total_volume) return . = juice_atom(target_holder, user) //reccursive juicing to get all them juices var/result for(var/obj/item/ingredient as anything in get_all_contents_type(/obj/item)) if(ingredient == src) continue result = ingredient.juice(target_holder, user) if(!.) . = result if(. && istype(juicer)) return juicer.blended(src, grinded = FALSE) ///Subtypes override his proc for custom juicing /obj/item/proc/juice_atom(datum/reagents/target_holder, mob/user) PROTECTED_PROC(TRUE) . = FALSE if(ispath(juice_typepath)) reagents.convert_reagent(/datum/reagent/consumable/nutriment, juice_typepath, include_source_subtypes = FALSE) reagents.convert_reagent(/datum/reagent/consumable/nutriment/vitamin, juice_typepath, include_source_subtypes = FALSE) . = TRUE if(!QDELETED(target_holder)) reagents.trans_to(target_holder, reagents.total_volume, transferred_by = user) ///What should The atom that blended an object do with it afterwards? Default behaviour is to delete it /atom/movable/proc/blended(obj/item/blended_item, grinded) qdel(blended_item) return TRUE /obj/item/proc/set_force_string() switch(force) if(0 to 4) force_string = "very low" if(4 to 7) force_string = "low" if(7 to 10) force_string = "medium" if(10 to 11) force_string = "high" if(11 to 20) //12 is the force of a toolbox force_string = "robust" if(20 to 25) force_string = "very robust" else force_string = "exceptionally robust" last_force_string_check = force /obj/item/proc/openTip(location, control, params, user) if(last_force_string_check != force && !(item_flags & FORCE_STRING_OVERRIDE)) set_force_string() if(!(item_flags & FORCE_STRING_OVERRIDE)) openToolTip(user,src,params,title = name,content = "[desc]
[force ? "Force: [force_string]" : ""]",theme = "") else openToolTip(user,src,params,title = name,content = "[desc]
Force: [force_string]",theme = "") /obj/item/MouseEntered(location, control, params) . = ..() if(((get(src, /mob) == usr) || loc?.atom_storage || (item_flags & IN_STORAGE)) && !QDELETED(src)) //nullspace exists. var/mob/living/L = usr if(usr.client.prefs.read_preference(/datum/preference/toggle/enable_tooltips)) var/timedelay = usr.client.prefs.read_preference(/datum/preference/numeric/tooltip_delay) / 100 tip_timer = addtimer(CALLBACK(src, PROC_REF(openTip), location, control, params, usr), timedelay, TIMER_STOPPABLE)//timer takes delay in deciseconds, but the pref is in milliseconds. dividing by 100 converts it. if(usr.client.prefs.read_preference(/datum/preference/toggle/item_outlines)) if(istype(L) && L.incapacitated) apply_outline(COLOR_RED_GRAY) //if they're dead or handcuffed, let's show the outline as red to indicate that they can't interact with that right now else apply_outline() //if the player's alive and well we send the command with no color set, so it uses the theme's color /obj/item/base_mouse_drop_handler(atom/over, src_location, over_location, params) SHOULD_NOT_OVERRIDE(TRUE) . = ..() remove_filter(HOVER_OUTLINE_FILTER) //get rid of the hover effect in case the mouse exit isn't called if someone drags and drops an item and somthing goes wrong /obj/item/MouseExited() deltimer(tip_timer) //delete any in-progress timer if the mouse is moved off the item before it finishes closeToolTip(usr) remove_filter(HOVER_OUTLINE_FILTER) /obj/item/proc/apply_outline(outline_color = null) if(((get(src, /mob) != usr) && !loc?.atom_storage && !(item_flags & IN_STORAGE)) || QDELETED(src) || isobserver(usr)) //cancel if the item isn't in an inventory, is being deleted, or if the person hovering is a ghost (so that people spectating you don't randomly make your items glow) return FALSE var/theme = LOWER_TEXT(usr.client?.prefs?.read_preference(/datum/preference/choiced/ui_style)) if(!outline_color) //if we weren't provided with a color, take the theme's color switch(theme) //yeah it kinda has to be this way if("midnight") outline_color = COLOR_THEME_MIDNIGHT if("plasmafire") outline_color = COLOR_THEME_PLASMAFIRE if("retro") outline_color = COLOR_THEME_RETRO //just as garish as the rest of this theme if("slimecore") outline_color = COLOR_THEME_SLIMECORE if("operative") outline_color = COLOR_THEME_OPERATIVE if("clockwork") outline_color = COLOR_THEME_CLOCKWORK //if you want free gbp go fix the fact that clockwork's tooltip css is glass' if("glass") outline_color = COLOR_THEME_GLASS else //this should never happen, hopefully outline_color = COLOR_WHITE if(color) outline_color = COLOR_WHITE //if the item is recolored then the outline will be too, let's make the outline white so it becomes the same color instead of some ugly mix of the theme and the tint add_filter(HOVER_OUTLINE_FILTER, 1, list("type" = "outline", "size" = 1, "color" = outline_color)) /// Called when a mob tries to use the item as a tool. Handles most checks. /obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks) // No delay means there is no start message, and no reason to call tool_start_check before use_tool. // Run the start check here so we wouldn't have to call it manually. if(!delay && !tool_start_check(user, amount)) return var/skill_modifier = 1 if(tool_behaviour == TOOL_MINING && ishuman(user)) if(user.mind) skill_modifier = user.mind.get_skill_modifier(/datum/skill/mining, SKILL_SPEED_MODIFIER) if(user.mind.get_skill_level(/datum/skill/mining) >= SKILL_LEVEL_JOURNEYMAN && prob(user.mind.get_skill_modifier(/datum/skill/mining, SKILL_PROBS_MODIFIER))) // we check if the skill level is greater than Journeyman and then we check for the probality for that specific level. mineral_scan_pulse(get_turf(user), SKILL_LEVEL_JOURNEYMAN - 2, scanner = src) //SKILL_LEVEL_JOURNEYMAN = 3 So to get range of 1+ we have to subtract 2 from it,. //SKYRAT EDIT START: Construction Skill var/construction_tools = list(TOOL_CROWBAR, TOOL_MULTITOOL, TOOL_SCREWDRIVER, TOOL_WIRECUTTER, TOOL_WRENCH, TOOL_WELDER) for(var/checking_behavior in construction_tools) if(tool_behaviour == checking_behavior && user.mind) skill_modifier = user.mind.get_skill_modifier(/datum/skill/construction, SKILL_SPEED_MODIFIER) //SKYRAT EDIT STOP: Construction Skill delay *= toolspeed * skill_modifier // Play tool sound at the beginning of tool usage. play_tool_sound(target, volume) if(delay) // Create a callback with checks that would be called every tick by do_after. var/datum/callback/tool_check = CALLBACK(src, PROC_REF(tool_check_callback), user, amount, extra_checks) if(delay >= MIN_TOOL_OPERATING_DELAY) play_tool_operating_sound(target, volume) if(!do_after(user, delay, target=target, extra_checks=tool_check)) return else // Invoke the extra checks once, just in case. if(extra_checks && !extra_checks.Invoke()) return // Use tool's fuel, stack sheets or charges if amount is set. if(amount && !use(amount)) return // Play tool sound at the end of tool usage, // but only if the delay between the beginning and the end is not too small if(delay >= MIN_TOOL_SOUND_DELAY) play_tool_sound(target, volume) //SKYRAT EDIT START: Construction Skill for(var/checking_behavior in construction_tools) if(tool_behaviour == checking_behavior && user.mind) user.mind.adjust_experience(/datum/skill/construction, 2) //SKYRAT EDIT STOP: Construction Skill return TRUE /// Called before [obj/item/proc/use_tool] if there is a delay, or by [obj/item/proc/use_tool] if there isn't. Only ever used by welding tools and stacks, so it's not added on any other [obj/item/proc/use_tool] checks. /obj/item/proc/tool_start_check(mob/living/user, amount=0, heat_required=0) . = tool_use_check(user, amount, heat_required) if(.) SEND_SIGNAL(src, COMSIG_TOOL_START_USE, user) /// A check called by [/obj/item/proc/tool_start_check] once, and by use_tool on every tick of delay. /obj/item/proc/tool_use_check(mob/living/user, amount, heat_required) return !amount /// Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure. /obj/item/proc/use(used) return !used /// Plays item's usesound, if any. /obj/item/proc/play_tool_sound(atom/target, volume=50) if(target && usesound && volume) var/played_sound = usesound if(islist(usesound)) played_sound = pick(usesound) playsound(target, played_sound, volume, TRUE) ///Play item's operating sound /obj/item/proc/play_tool_operating_sound(atom/target, volume=50) if(target && operating_sound && volume) var/played_sound = operating_sound if(islist(operating_sound)) played_sound = pick(operating_sound) if(!TIMER_COOLDOWN_FINISHED(src, COOLDOWN_TOOL_SOUND)) return playsound(target, played_sound, volume, TRUE) TIMER_COOLDOWN_START(src, COOLDOWN_TOOL_SOUND, 4 SECONDS) //based on our longest sound clip /// Used in a callback that is passed by use_tool into do_after call. Do not override, do not call manually. /obj/item/proc/tool_check_callback(mob/living/user, amount, datum/callback/extra_checks) SHOULD_NOT_OVERRIDE(TRUE) . = tool_use_check(user, amount) && (!extra_checks || extra_checks.Invoke()) if(.) SEND_SIGNAL(src, COMSIG_TOOL_IN_USE, user) /// Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the rped /obj/item/proc/get_part_rating() return 0 /obj/item/doMove(atom/destination) if (!ismob(loc)) return ..() var/mob/M = loc var/hand_index = M.get_held_index_of_item(src) if(!hand_index) return ..() M.held_items[hand_index] = null M.update_held_items() if(M.client) M.client.screen -= src layer = initial(layer) SET_PLANE_IMPLICIT(src, initial(plane)) appearance_flags &= ~NO_CLIENT_COLOR dropped(M, FALSE) return ..() /obj/item/proc/canStrip(mob/stripper, mob/owner) SHOULD_BE_PURE(TRUE) return !HAS_TRAIT(src, TRAIT_NODROP) && !(item_flags & ABSTRACT) /obj/item/proc/doStrip(mob/stripper, mob/owner) //SKYRAT EDIT CHANGE BEGIN - THIEVING GLOVES - ORIGINAL: return owner.dropItemToGround(src) if (!owner.dropItemToGround(src)) return FALSE if (HAS_TRAIT(stripper, TRAIT_STICKY_FINGERS)) stripper.put_in_hands(src) return TRUE //SKYRAT EDIT END ///Called by the carbon throw_item() proc. Returns null if the item negates the throw, or a reference to the thing to suffer the throw else. /obj/item/proc/on_thrown(mob/living/carbon/user, atom/target) if((item_flags & ABSTRACT) || HAS_TRAIT(src, TRAIT_NODROP)) return user.dropItemToGround(src, silent = TRUE) if(throwforce && (HAS_TRAIT(user, TRAIT_PACIFISM)) || HAS_TRAIT(user, TRAIT_NO_THROWING)) to_chat(user, span_notice("You set [src] down gently on the ground.")) return return src /// How many different types of mats will be counted in a bite? #define MAX_MATS_PER_BITE 2 /* * On accidental consumption: when you somehow end up eating an item accidentally (currently, this is used for when items are hidden in food like bread or cake) * * The base proc will check if the item is sharp and has a decent force. * Then, it checks the item's mat datums for the effects it applies afterwards. * Then, it checks tiny items. * After all that, it returns TRUE if the item is set to be discovered. Otherwise, it returns FALSE. * * This works similarly to /suicide_act: if you want an item to have a unique interaction, go to that item * and give it an /on_accidental_consumption proc override. For a simple example of this, check out the nuke disk. * * Arguments * * M - the mob accidentally consuming the item * * user - the mob feeding M the item - usually, it's the same as M * * source_item - the item that held the item being consumed - bread, cake, etc * * discover_after - if the item will be discovered after being chomped (FALSE will usually mean it was swallowed, TRUE will usually mean it was bitten into and discovered) */ /obj/item/proc/on_accidental_consumption(mob/living/carbon/victim, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE) if(get_sharpness() && force >= 5) //if we've got something sharp with a decent force (ie, not plastic) INVOKE_ASYNC(victim, TYPE_PROC_REF(/mob, emote), "scream") victim.visible_message(span_warning("[victim] looks like [victim.p_theyve()] just bit something they shouldn't have!"), \ span_boldwarning("OH GOD! Was that a crunch? That didn't feel good at all!!")) victim.apply_damage(max(15, force), BRUTE, BODY_ZONE_HEAD, wound_bonus = 10, sharpness = TRUE) victim.losebreath += 2 if(force_embed(victim, BODY_ZONE_CHEST)) //and if it embeds successfully in their chest, cause a lot of pain victim.apply_damage(max(25, force*1.5), BRUTE, BODY_ZONE_CHEST, wound_bonus = 7, sharpness = TRUE) victim.losebreath += 6 discover_after = FALSE if(QDELETED(src)) // in case trying to embed it caused its deletion (say, if it's DROPDEL) return source_item?.reagents?.add_reagent(/datum/reagent/blood, 2) return discover_after if(custom_materials?.len) //if we've got materials, let's see what's in it // How many mats have we found? You can only be affected by two material datums by default var/found_mats = 0 // How much of each material is in it? Used to determine if the glass should break var/total_material_amount = 0 for(var/mats in custom_materials) total_material_amount += custom_materials[mats] if(found_mats >= MAX_MATS_PER_BITE) continue //continue instead of break so we can finish adding up all the mats to the total var/datum/material/discovered_mat = mats if(discovered_mat.on_accidental_mat_consumption(victim, source_item)) found_mats++ //if there's glass in it and the glass is more than 60% of the item, then we can shatter it if(custom_materials[GET_MATERIAL_REF(/datum/material/glass)] >= total_material_amount * 0.60) if(prob(66)) //66% chance to break it // The glass shard that is spawned into the source item var/obj/item/shard/broken_glass = new /obj/item/shard(loc) broken_glass.name = "broken [name]" broken_glass.desc = "This used to be \a [name], but it sure isn't anymore." playsound(victim, SFX_SHATTER, 25, TRUE) qdel(src) if(QDELETED(source_item)) broken_glass.on_accidental_consumption(victim, user) else //33% chance to just "crack" it (play a sound) and leave it in the bread playsound(victim, SFX_SHATTER, 15, TRUE) discover_after = FALSE victim.adjust_disgust(33) victim.visible_message(span_warning("[victim] looks like [victim.p_theyve()] just bitten into something hard."), \ span_warning("Eugh! Did I just bite into something?")) return discover_after if(w_class > WEIGHT_CLASS_TINY) //small items like soap or toys that don't have mat datums to_chat(victim, span_warning("[source_item? "Something strange was in \the [source_item]..." : "I just bit something strange..."] ")) return discover_after // victim's chest (for cavity implanting the item) var/obj/item/bodypart/chest/victim_cavity = victim.get_bodypart(BODY_ZONE_CHEST) if(victim_cavity.cavity_item) victim.vomit(vomit_flags = (MOB_VOMIT_MESSAGE | MOB_VOMIT_HARM), lost_nutrition = 5, distance = 0) forceMove(drop_location()) to_chat(victim, span_warning("You vomit up a [name]! [source_item? "Was that in \the [source_item]?" : ""]")) return FALSE victim.transferItemToLoc(src, victim, TRUE) victim.losebreath += 2 victim_cavity.cavity_item = src to_chat(victim, span_warning("You swallow hard. [source_item? "Something small was in \the [source_item]..." : ""]")) return FALSE #undef MAX_MATS_PER_BITE /** * Updates all action buttons associated with this item * * Arguments: * * update_flags - Which flags of the action should we update * * force - Force buttons update even if the given button icon state has not changed */ /obj/item/proc/update_item_action_buttons(update_flags = ALL, force = FALSE) for(var/datum/action/current_action as anything in actions) current_action.build_all_button_icons(update_flags, force) // Update icons if this is being carried by a mob /obj/item/wash(clean_types) . = ..() if(ismob(loc)) var/mob/mob_loc = loc mob_loc.update_clothing(slot_flags) /// Called on [/datum/element/openspace_item_click_handler/proc/on_afterattack]. Check the relative file for information. /obj/item/proc/handle_openspace_click(turf/target, mob/user, list/modifiers) stack_trace("Undefined handle_openspace_click() behaviour. Ascertain the openspace_item_click_handler element has been attached to the right item and that its proc override doesn't call parent.") /** * * An interrupt for offering an item to other people, called mainly from [/mob/living/carbon/proc/give], in case you want to run your own offer behavior instead. * * * Return TRUE if you want to interrupt the offer. * * * Arguments: * * offerer - The person offering the item. * * offered - The person being offered the item. */ /obj/item/proc/on_offered(mob/living/carbon/offerer, mob/living/carbon/offered) if(SEND_SIGNAL(src, COMSIG_ITEM_OFFERING, offerer) & COMPONENT_OFFER_INTERRUPT) return TRUE /** * * An interrupt for someone trying to accept an offered item, called mainly from [/mob/living/carbon/proc/take], in case you want to run your own take behavior instead. * * * Return TRUE if you want to interrupt the taking. * * * Arguments: * * offerer - the person offering the item * * taker - the person trying to accept the offer */ /obj/item/proc/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker) if(SEND_SIGNAL(src, COMSIG_ITEM_OFFER_TAKEN, offerer, taker) & COMPONENT_OFFER_INTERRUPT) return TRUE /// SKYRAT EDIT ADDITION START /obj/item/reskin_obj(mob/M) if(!uses_advanced_reskins) return ..() if(!LAZYLEN(unique_reskin)) return /// Is the obj a glasses icon with swappable item states? var/is_swappable = FALSE /// if the item are glasses, this variable stores the item. var/obj/item/clothing/glasses/reskinned_glasses if(istype(src, /obj/item/clothing/glasses)) // TODO - Remove this mess about glasses, it shouldn't be necessary anymore. reskinned_glasses = src if(reskinned_glasses.can_switch_eye) is_swappable = TRUE var/list/items = list() for(var/reskin_option in unique_reskin) var/image/item_image = image(icon = unique_reskin[reskin_option][RESKIN_ICON] ? unique_reskin[reskin_option][RESKIN_ICON] : icon, icon_state = "[unique_reskin[reskin_option][RESKIN_ICON_STATE]]") items += list("[reskin_option]" = item_image) sort_list(items) var/pick = show_radial_menu(M, src, items, custom_check = CALLBACK(src, PROC_REF(check_reskin_menu), M), radius = 38, require_near = TRUE) if(!pick) return if(!unique_reskin[pick]) return current_skin = pick if(unique_reskin[pick][RESKIN_ICON]) icon = unique_reskin[pick][RESKIN_ICON] if(unique_reskin[pick][RESKIN_ICON_STATE]) if(is_swappable) base_icon_state = unique_reskin[pick][RESKIN_ICON_STATE] icon_state = base_icon_state else icon_state = unique_reskin[pick][RESKIN_ICON_STATE] if(unique_reskin[pick][RESKIN_WORN_ICON]) worn_icon = unique_reskin[pick][RESKIN_WORN_ICON] if(unique_reskin[pick][RESKIN_WORN_ICON_STATE]) worn_icon_state = unique_reskin[pick][RESKIN_WORN_ICON_STATE] if(unique_reskin[pick][RESKIN_INHAND_L]) lefthand_file = unique_reskin[pick][RESKIN_INHAND_L] if(unique_reskin[pick][RESKIN_INHAND_R]) righthand_file = unique_reskin[pick][RESKIN_INHAND_R] if(unique_reskin[pick][RESKIN_INHAND_STATE]) inhand_icon_state = unique_reskin[pick][RESKIN_INHAND_STATE] if(unique_reskin[pick][RESKIN_SUPPORTS_VARIATIONS_FLAGS]) supports_variations_flags = unique_reskin[pick][RESKIN_SUPPORTS_VARIATIONS_FLAGS] if(ishuman(M)) var/mob/living/carbon/human/wearer = M wearer.regenerate_icons() // update that mf to_chat(M, "[src] is now skinned as '[pick].'") post_reskin(M) return TRUE /// Automatically called after a reskin, for any extra variable changes. /obj/item/proc/post_reskin(mob/our_mob) return /// SKYRAT EDIT ADDITION END /// Special stuff you want to do when an outfit equips this item. /obj/item/proc/on_outfit_equip(mob/living/carbon/human/outfit_wearer, visuals_only, item_slot) SHOULD_CALL_PARENT(TRUE) SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED_AS_OUTFIT, outfit_wearer, visuals_only, item_slot) /obj/item/proc/do_pickup_animation(atom/target, turf/source) if(!source) if(!istype(loc, /turf)) return source = loc var/image/pickup_animation = image(icon = src) SET_PLANE(pickup_animation, GAME_PLANE, source) pickup_animation.transform.Scale(0.75) pickup_animation.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA var/direction = get_dir(source, target) var/to_x = target.base_pixel_x + target.base_pixel_w var/to_y = target.base_pixel_y + target.base_pixel_z if(direction & NORTH) to_y += 32 else if(direction & SOUTH) to_y -= 32 if(direction & EAST) to_x += 32 else if(direction & WEST) to_x -= 32 if(!direction) to_y += 10 pickup_animation.pixel_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move var/atom/movable/flick_visual/pickup = source.flick_overlay_view(pickup_animation, 0.4 SECONDS) var/matrix/animation_matrix = new(pickup.transform) animation_matrix.Turn(pick(-30, 30)) animation_matrix.Scale(0.65) animate(pickup, alpha = 175, pixel_x = to_x, pixel_y = to_y, time = 0.3 SECONDS, transform = animation_matrix, easing = CUBIC_EASING) animate(alpha = 0, transform = matrix().Scale(0.7), time = 0.1 SECONDS) /obj/item/proc/do_drop_animation(atom/moving_from) if(!istype(loc, /turf)) return if(!istype(moving_from)) return var/turf/current_turf = get_turf(src) var/direction = get_dir(moving_from, current_turf) var/from_x = moving_from.base_pixel_x var/from_y = moving_from.base_pixel_y if(direction & NORTH) from_y -= 32 else if(direction & SOUTH) from_y += 32 if(direction & EAST) from_x -= 32 else if(direction & WEST) from_x += 32 if(!direction) from_y += 10 from_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move //We're moving from these chords to our current ones var/old_x = pixel_x var/old_y = pixel_y var/old_alpha = alpha var/matrix/old_transform = transform var/matrix/animation_matrix = new(old_transform) animation_matrix.Turn(pick(-30, 30)) animation_matrix.Scale(0.7) // Shrink to start, end up normal sized pixel_x = from_x pixel_y = from_y alpha = 0 transform = animation_matrix SEND_SIGNAL(src, COMSIG_ATOM_TEMPORARY_ANIMATION_START, 3) // This is instant on byond's end, but to our clients this looks like a quick drop animate(src, alpha = old_alpha, pixel_x = old_x, pixel_y = old_y, transform = old_transform, time = 3, easing = CUBIC_EASING) /atom/movable/proc/do_item_attack_animation(atom/attacked_atom, visual_effect_icon, obj/item/used_item, animation_type = ATTACK_ANIMATION_BLUNT) if (visual_effect_icon) var/image/attack_image = image(icon = 'icons/effects/effects.dmi', icon_state = visual_effect_icon) attack_image.plane = attacked_atom.plane + 1 // Scale the icon. attack_image.transform *= 0.4 // The icon should not rotate. attack_image.appearance_flags = APPEARANCE_UI var/atom/movable/flick_visual/attack = attacked_atom.flick_overlay_view(attack_image, 1 SECONDS) var/matrix/copy_transform = new(transform) animate(attack, alpha = 175, transform = copy_transform.Scale(0.75), time = 0.3 SECONDS) animate(time = 0.1 SECONDS) animate(alpha = 0, time = 0.3 SECONDS, easing = CIRCULAR_EASING|EASE_OUT) return if (isnull(used_item)) return var/image/attack_image = image(icon = used_item) attack_image.plane = attacked_atom.plane + 1 // Scale the icon. attack_image.transform *= 0.5 // The icon should not rotate. attack_image.appearance_flags = APPEARANCE_UI var/atom/movable/flick_visual/attack = attacked_atom.flick_overlay_view(attack_image, 1 SECONDS) var/matrix/copy_transform = new(transform) var/x_sign = 0 var/y_sign = 0 var/direction = get_dir(src, attacked_atom) if (direction & NORTH) y_sign = -1 else if (direction & SOUTH) y_sign = 1 if (direction & EAST) x_sign = -1 else if (direction & WEST) x_sign = 1 // Attacking self, or something on the same turf as us if (!direction) y_sign = 1 // Not a fan of this, but its the "cleanest" way to animate this x_sign = 0.25 * (prob(50) ? 1 : -1) // For piercing attacks direction = SOUTH // And animate the attack! switch (animation_type) if (ATTACK_ANIMATION_BLUNT) attack.pixel_x = 14 * x_sign attack.pixel_y = 12 * y_sign animate(attack, alpha = 175, transform = copy_transform.Scale(0.75), pixel_x = 4 * x_sign, pixel_y = 3 * y_sign, time = 0.2 SECONDS) animate(time = 0.1 SECONDS) animate(alpha = 0, time = 0.1 SECONDS, easing = CIRCULAR_EASING|EASE_OUT) if (ATTACK_ANIMATION_PIERCE) var/attack_angle = dir2angle(direction) + rand(-7, 7) // Deducting 90 because we're assuming that icon_angle of 0 means an east-facing sprite var/anim_angle = attack_angle - 90 - used_item.icon_angle var/angle_mult = 1 if (x_sign && y_sign) angle_mult = 1.4 attack.pixel_x = 22 * x_sign * angle_mult attack.pixel_y = 18 * y_sign * angle_mult attack.transform = attack.transform.Turn(anim_angle) copy_transform = copy_transform.Turn(anim_angle) animate( attack, pixel_x = (22 * x_sign - 12 * sin(attack_angle)) * angle_mult, pixel_y = (18 * y_sign - 8 * cos(attack_angle)) * angle_mult, time = 0.1 SECONDS, easing = CUBIC_EASING|EASE_IN, ) animate( attack, alpha = 175, transform = copy_transform.Scale(0.75), pixel_x = (22 * x_sign + 26 * sin(attack_angle)) * angle_mult, pixel_y = (18 * y_sign + 22 * cos(attack_angle)) * angle_mult, time = 0.3 SECONDS, easing = CUBIC_EASING|EASE_OUT, ) animate( alpha = 0, pixel_x = -3 * -(x_sign + sin(attack_angle)), pixel_y = -2 * -(y_sign + cos(attack_angle)), time = 0.1 SECONDS, easing = CIRCULAR_EASING|EASE_OUT ) if (ATTACK_ANIMATION_SLASH) attack.pixel_x = 18 * x_sign attack.pixel_y = 14 * y_sign var/x_rot_sign = 0 var/y_rot_sign = 0 var/attack_dir = (prob(50) ? 1 : -1) var/anim_angle = dir2angle(direction) - 90 - used_item.icon_angle if (x_sign) y_rot_sign = attack_dir if (y_sign) x_rot_sign = attack_dir // Animations are flipped, so flip us too! if (x_sign > 0 || y_sign < 0) attack_dir *= -1 // We're swinging diagonally, use separate logic var/anim_dir = attack_dir if (x_sign && y_sign) if (attack_dir < 0) x_rot_sign = -x_sign * 1.4 y_rot_sign = 0 else x_rot_sign = 0 y_rot_sign = -y_sign * 1.4 // Flip us if we've been flipped *unless* we're flipped due to both axis if ((x_sign < 0 && y_sign > 0) || (x_sign > 0 && y_sign < 0)) anim_dir *= -1 attack.pixel_x += 10 * x_rot_sign attack.pixel_y += 8 * y_rot_sign attack.transform = attack.transform.Turn(anim_angle - 45 * anim_dir) copy_transform = copy_transform.Scale(0.75) animate(attack, alpha = 175, time = 0.3 SECONDS, flags = ANIMATION_PARALLEL) animate(time = 0.1 SECONDS) animate(alpha = 0, time = 0.1 SECONDS, easing = CIRCULAR_EASING|EASE_OUT) animate(attack, transform = copy_transform.Turn(anim_angle + 45 * anim_dir), time = 0.3 SECONDS, flags = ANIMATION_PARALLEL) var/x_return = 10 * -x_rot_sign var/y_return = 8 * -y_rot_sign if (!x_rot_sign) x_return = 18 * x_sign if (!y_rot_sign) y_return = 14 * y_sign var/angle_mult = 1 if (x_sign && y_sign) angle_mult = 1.4 if (attack_dir > 0) x_return = 8 * x_sign y_return = 14 * y_sign else x_return = 18 * x_sign y_return = 6 * y_sign animate(attack, pixel_x = 4 * x_sign * angle_mult, time = 0.2 SECONDS, easing = CIRCULAR_EASING | EASE_IN, flags = ANIMATION_PARALLEL) animate(pixel_x = x_return, time = 0.2 SECONDS, easing = CIRCULAR_EASING | EASE_OUT) animate(attack, pixel_y = 3 * y_sign * angle_mult, time = 0.2 SECONDS, easing = CIRCULAR_EASING | EASE_IN, flags = ANIMATION_PARALLEL) animate(pixel_y = y_return, time = 0.2 SECONDS, easing = CIRCULAR_EASING | EASE_OUT) /// Common proc used by painting tools like spraycans and palettes that can access the entire 24 bits color space. /obj/item/proc/pick_painting_tool_color(mob/user, default_color) var/chosen_color = tgui_color_picker(user,"Pick new color", "[src]", default_color) // BUBBERSTATION EDIT: TGUI COLOR PICKER if(!chosen_color || QDELETED(src) || IS_DEAD_OR_INCAP(user) || !user.is_holding(src)) return set_painting_tool_color(chosen_color) /obj/item/proc/set_painting_tool_color(chosen_color) SEND_SIGNAL(src, COMSIG_PAINTING_TOOL_SET_COLOR, chosen_color) /** * Returns null if this object cannot be used to interact with physical writing mediums such as paper. * Returns a list of key attributes for this object interacting with paper otherwise. */ /obj/item/proc/get_writing_implement_details() return null /** * When called on an item, and given a body targeting zone, this will return TRUE if the item slot matches the target zone, and FALSE otherwise. * Currently supports the jumpsuit, outersuit, backpack, belt, gloves, hat, ears, neck, mask, eyes, and feet slots. All other slots will auto return FALSE. */ /obj/item/proc/compare_zone_to_item_slot(zone) switch(slot_flags) if(ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING, ITEM_SLOT_BACK) return (zone == BODY_ZONE_CHEST) if(ITEM_SLOT_BELT) return (zone == BODY_ZONE_PRECISE_GROIN) if(ITEM_SLOT_GLOVES) return (zone == BODY_ZONE_R_ARM || zone == BODY_ZONE_L_ARM) if(ITEM_SLOT_HEAD, ITEM_SLOT_EARS, ITEM_SLOT_NECK) return (zone == BODY_ZONE_HEAD) if(ITEM_SLOT_MASK) return (zone == BODY_ZONE_PRECISE_MOUTH) if(ITEM_SLOT_EYES) return (zone == BODY_ZONE_PRECISE_EYES) if(ITEM_SLOT_FEET) return (zone == BODY_ZONE_L_LEG || zone == BODY_ZONE_R_LEG) return FALSE /** * This proc calls at the begining of anytime an item is being equiped to a target by another mob. * It handles initial messages, AFK stripping, and initial logging. */ /obj/item/proc/item_start_equip(atom/target, obj/item/equipping, mob/user, show_visible_message = TRUE) if(show_visible_message) if(HAS_TRAIT(equipping, TRAIT_DANGEROUS_OBJECT)) target.visible_message( span_danger("[user] tries to put [equipping] on [target]."), span_userdanger("[user] tries to put [equipping] on you."), ignored_mobs = user, ) else target.visible_message( span_notice("[user] tries to put [equipping] on [target]."), span_notice("[user] tries to put [equipping] on you."), ignored_mobs = user, ) if(ishuman(target)) var/mob/living/carbon/human/victim_human = target if(victim_human.key && !victim_human.client) // AKA braindead if(victim_human.stat <= SOFT_CRIT && LAZYLEN(victim_human.afk_thefts) <= AFK_THEFT_MAX_MESSAGES) var/list/new_entry = list(list(user.name, "tried equipping you with [equipping]", world.time)) LAZYADD(victim_human.afk_thefts, new_entry) else if(victim_human.is_blind()) to_chat(target, span_userdanger("You feel someone trying to put something on you.")) user.do_item_attack_animation(target, used_item = equipping) to_chat(user, span_notice("You try to put [equipping] on [target]...")) user.log_message("is putting [equipping] on [key_name(target)]", LOG_ATTACK, color="red") target.log_message("is having [equipping] put on them by [key_name(user)]", LOG_VICTIM, color="orange", log_globally=FALSE) /obj/item/update_atom_colour() . = ..() update_slot_icon() /// Modifies the fantasy variable /obj/item/proc/modify_fantasy_variable(variable_key, value, bonus, minimum = 0) var/result = LAZYACCESS(fantasy_modifications, variable_key) if(!isnull(result)) if(HAS_TRAIT(src, TRAIT_INNATELY_FANTASTICAL_ITEM)) return result // we are immune to your foul magicks you inferior wizard, we keep our bonuses stack_trace("modify_fantasy_variable was called twice for the same key '[variable_key]' on type '[type]' before reset_fantasy_variable could be called!") var/intended_target = value + bonus value = max(minimum, intended_target) var/difference = intended_target - value var/modified_amount = bonus - difference LAZYSET(fantasy_modifications, variable_key, modified_amount) return value /// Returns the original fantasy variable value /obj/item/proc/reset_fantasy_variable(variable_key, current_value) var/modification = LAZYACCESS(fantasy_modifications, variable_key) if(isnum(modification) && HAS_TRAIT(src, TRAIT_INNATELY_FANTASTICAL_ITEM)) return modification // we are immune to your foul magicks you inferior wizard, we keep our bonuses the way they are LAZYREMOVE(fantasy_modifications, variable_key) if(isnull(modification)) return current_value return current_value - modification /obj/item/proc/apply_fantasy_bonuses(bonus) SHOULD_CALL_PARENT(TRUE) SEND_SIGNAL(src, COMSIG_ITEM_APPLY_FANTASY_BONUSES, bonus) force = modify_fantasy_variable("force", force, bonus) throwforce = modify_fantasy_variable("throwforce", throwforce, bonus) wound_bonus = modify_fantasy_variable("wound_bonus", wound_bonus, bonus) bare_wound_bonus = modify_fantasy_variable("bare_wound_bonus", bare_wound_bonus, bonus) toolspeed = modify_fantasy_variable("toolspeed", toolspeed, -bonus/10, minimum = 0.1) /obj/item/proc/remove_fantasy_bonuses(bonus) SHOULD_CALL_PARENT(TRUE) force = reset_fantasy_variable("force", force) throwforce = reset_fantasy_variable("throwforce", throwforce) wound_bonus = reset_fantasy_variable("wound_bonus", wound_bonus) bare_wound_bonus = reset_fantasy_variable("bare_wound_bonus", bare_wound_bonus) toolspeed = reset_fantasy_variable("toolspeed", toolspeed) SEND_SIGNAL(src, COMSIG_ITEM_REMOVE_FANTASY_BONUSES, bonus) //automatically finds tool behavior if there is only one. requires an extension of the proc if a tool has multiple behaviors /obj/item/proc/get_all_tool_behaviours() if (!isnull(tool_behaviour)) return list(tool_behaviour) return null /obj/item/animate_atom_living(mob/living/owner) new /mob/living/basic/mimic/copy(drop_location(), src, owner) /** * Used to update the weight class of the item in a way that other atoms can react to the change. * * Arguments: * * new_w_class - The new weight class of the item. * * Returns: * * TRUE if weight class was successfully updated * * FALSE otherwise */ /obj/item/proc/update_weight_class(new_w_class) if(w_class == new_w_class) return FALSE var/old_w_class = w_class w_class = new_w_class SEND_SIGNAL(src, COMSIG_ITEM_WEIGHT_CLASS_CHANGED, old_w_class, new_w_class) if(!isnull(loc)) SEND_SIGNAL(loc, COMSIG_ATOM_CONTENTS_WEIGHT_CLASS_CHANGED, src, old_w_class, new_w_class) return TRUE /** * Used to determine if an item should be considered contraband by N-spect scanners or scanner gates. * Returns true when an item has the contraband trait, or is included in the traitor uplink. */ /obj/item/proc/is_contraband() if(HAS_TRAIT(src, TRAIT_CONTRABAND)) return TRUE for(var/datum/uplink_item/traitor_item as anything in SStraitor.uplink_items) if(istype(src, traitor_item.item)) if(!(traitor_item.uplink_item_flags & SYNDIE_TRIPS_CONTRABAND)) return FALSE return TRUE return FALSE /obj/item/apply_main_material_effects(datum/material/main_material, amount, multipier) . = ..() if(material_flags & MATERIAL_GREYSCALE) var/main_mat_type = main_material.type var/worn_path = get_material_greyscale_config(main_mat_type, greyscale_config_worn) var/lefthand_path = get_material_greyscale_config(main_mat_type, greyscale_config_inhand_left) var/righthand_path = get_material_greyscale_config(main_mat_type, greyscale_config_inhand_right) set_greyscale( new_worn_config = worn_path, new_inhand_left = lefthand_path, new_inhand_right = righthand_path ) if(!main_material.item_sound_override) return hitsound = main_material.item_sound_override usesound = main_material.item_sound_override mob_throw_hit_sound = main_material.item_sound_override equip_sound = main_material.item_sound_override pickup_sound = main_material.item_sound_override drop_sound = main_material.item_sound_override /obj/item/remove_main_material_effects(datum/material/main_material, amount, multipier) . = ..() if(material_flags & MATERIAL_GREYSCALE) set_greyscale( new_worn_config = initial(greyscale_config_worn), new_inhand_left = initial(greyscale_config_inhand_left), new_inhand_right = initial(greyscale_config_inhand_right) ) if(!main_material.item_sound_override) return hitsound = initial(hitsound) usesound = initial(usesound) mob_throw_hit_sound = initial(mob_throw_hit_sound) equip_sound = initial(equip_sound) pickup_sound = initial(pickup_sound) drop_sound = initial(drop_sound) /obj/item/apply_single_mat_effect(datum/material/material, mat_amount, multiplier) . = ..() if(!(material_flags & MATERIAL_AFFECT_STATISTICS) || (material_flags & MATERIAL_NO_SLOWDOWN) || !material.added_slowdown) return slowdown += GET_MATERIAL_MODIFIER(material.added_slowdown * mat_amount, multiplier) /obj/item/remove_single_mat_effect(datum/material/material, mat_amount, multiplier) . = ..() if(!(material_flags & MATERIAL_AFFECT_STATISTICS) || (material_flags & MATERIAL_NO_SLOWDOWN) || !material.added_slowdown) return slowdown -= GET_MATERIAL_MODIFIER(material.added_slowdown * mat_amount, multiplier) /obj/item/apply_main_material_effects(datum/material/main_material, amount, multipier) . = ..() if(material_flags & MATERIAL_GREYSCALE) var/main_mat_type = main_material.type var/worn_path = get_material_greyscale_config(main_mat_type, greyscale_config_worn) var/lefthand_path = get_material_greyscale_config(main_mat_type, greyscale_config_inhand_left) var/righthand_path = get_material_greyscale_config(main_mat_type, greyscale_config_inhand_right) set_greyscale( new_worn_config = worn_path, new_inhand_left = lefthand_path, new_inhand_right = righthand_path ) if(!main_material.item_sound_override) return hitsound = main_material.item_sound_override usesound = main_material.item_sound_override mob_throw_hit_sound = main_material.item_sound_override equip_sound = main_material.item_sound_override pickup_sound = main_material.item_sound_override drop_sound = main_material.item_sound_override /obj/item/remove_main_material_effects(datum/material/main_material, amount, multipier) . = ..() if(material_flags & MATERIAL_GREYSCALE) set_greyscale( new_worn_config = initial(greyscale_config_worn), new_inhand_left = initial(greyscale_config_inhand_left), new_inhand_right = initial(greyscale_config_inhand_right) ) if(!main_material.item_sound_override) return hitsound = initial(hitsound) usesound = initial(usesound) mob_throw_hit_sound = initial(mob_throw_hit_sound) equip_sound = initial(equip_sound) pickup_sound = initial(pickup_sound) drop_sound = initial(drop_sound) /obj/item/apply_single_mat_effect(datum/material/material, mat_amount, multiplier) . = ..() if(!(material_flags & MATERIAL_AFFECT_STATISTICS) || !slowdown) return slowdown += GET_MATERIAL_MODIFIER(material.added_slowdown * mat_amount, multiplier) /obj/item/remove_single_mat_effect(datum/material/material, mat_amount, multiplier) . = ..() if(!(material_flags & MATERIAL_AFFECT_STATISTICS) || !slowdown) return slowdown -= GET_MATERIAL_MODIFIER(material.added_slowdown * mat_amount, multiplier) /** * Returns the atom(either itself or an internal module) that will interact/attack the target on behalf of us * For example an object can have different `tool_behaviours` (e.g borg omni tool) but will return an internal reference of that tool to attack for us * You can use it for general purpose polymorphism if you need a proxy atom to interact in a specific way * with a target on behalf on this atom * * Currently used only in the object melee attack chain but can be used anywhere else or even moved up to the atom level if required */ /obj/item/proc/get_proxy_attacker_for(atom/target, mob/user) RETURN_TYPE(/obj/item) return src /// Checks if the bait is liked by the fish type or not. Returns a multiplier that affects the chance of catching it. /obj/item/proc/check_bait(obj/item/fish/fish) if(HAS_TRAIT(src, TRAIT_OMNI_BAIT)) return 1 var/catch_multiplier = 1 var/list/properties = SSfishing.fish_properties[isfish(fish) ? fish.type : fish] //Bait matching likes doubles the chance var/list/fav_bait = properties[FISH_PROPERTIES_FAV_BAIT] for(var/bait_identifer in fav_bait) if(is_matching_bait(src, bait_identifer)) catch_multiplier *= 2 //Bait matching dislikes var/list/disliked_bait = properties[FISH_PROPERTIES_BAD_BAIT] for(var/bait_identifer in disliked_bait) if(is_matching_bait(src, bait_identifer)) catch_multiplier *= 0.5 return catch_multiplier /// Helper proc that checks if a bait matches identifier from fav/disliked bait list /proc/is_matching_bait(obj/item/bait, identifier) if(ispath(identifier)) //Just a path return istype(bait, identifier) if(!islist(identifier)) return HAS_TRAIT(bait, identifier) var/list/special_identifier = identifier switch(special_identifier[FISH_BAIT_TYPE]) if(FISH_BAIT_FOODTYPE) var/datum/component/edible/edible = bait.GetComponent(/datum/component/edible) return edible?.foodtypes & special_identifier[FISH_BAIT_VALUE] if(FISH_BAIT_REAGENT) return bait.reagents?.has_reagent(special_identifier[FISH_BAIT_VALUE], special_identifier[FISH_BAIT_AMOUNT], check_subtypes = TRUE) else CRASH("Unknown bait identifier in fish favourite/disliked list") /obj/item/vv_get_header() . = ..() . += {"
DAMTYPE: [uppertext(damtype)] FORCE: [force] WOUND: [wound_bonus] BARE WOUND: [bare_wound_bonus] "} /// Fetches, or lazyloads, our embedding datum /obj/item/proc/get_embed() RETURN_TYPE(/datum/embedding) // Something may call this during qdeleting, which would cause a harddel if (QDELETED(src)) return null if (embed_data) return embed_data if (embed_type) embed_data = new embed_type(src) return embed_data /// Sets our embedding datum to a different one. Can also take types /obj/item/proc/set_embed(datum/embedding/new_embed) if (new_embed == embed_data) return // Needs to be QDELETED as embed data uses this to clean itself up from its parent (us) if (!QDELETED(embed_data)) qdel(embed_data) if (ispath(new_embed)) new_embed = new new_embed(src) embed_data = new_embed SEND_SIGNAL(src, COMSIG_ITEM_EMBEDDING_UPDATE) /// Embed ourselves into an object if we possess embedding data /obj/item/proc/force_embed(mob/living/carbon/victim, obj/item/bodypart/target_limb) if (!istype(victim)) return FALSE if (!istype(target_limb)) target_limb = victim.get_bodypart(target_limb) || victim.bodyparts[1] return get_embed()?.embed_into(victim, target_limb)