/obj animate_movement = SLIDE_STEPS speech_span = SPAN_ROBOT var/obj_flags = CAN_BE_HIT var/set_obj_flags // ONLY FOR MAPPING: Sets flags from a string list, handled in Initialize. Usage: set_obj_flags = "EMAGGED;!CAN_BE_HIT" to set EMAGGED and clear CAN_BE_HIT. var/damtype = BRUTE var/force = 0 /// How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds. var/wound_bonus = 0 /// If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh var/bare_wound_bonus = 0 var/datum/armor/armor var/obj_integrity //defaults to max_integrity var/max_integrity = 500 var/integrity_failure = 0 //0 if we have no special broken behavior, otherwise is a percentage of at what point the obj breaks. 0.5 being 50% ///Damage under this value will be completely ignored var/damage_deflection = 0 var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF var/current_skin //Has the item been reskinned? var/list/unique_reskin //List of options to reskin. // Access levels, used in modules\jobs\access.dm var/list/req_access var/req_access_txt = "0" var/list/req_one_access var/req_one_access_txt = "0" /// Custom fire overlay icon var/custom_fire_overlay var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object var/drag_slowdown // Amont of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster. vis_flags = VIS_INHERIT_PLANE //when this be added to vis_contents of something it inherit something.plane, important for visualisation of obj in openspace. /obj/vv_edit_var(vname, vval) if(vname == NAMEOF(src, obj_flags)) if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION)) return FALSE return ..() /obj/Initialize() if (islist(armor)) armor = getArmor(arglist(armor)) else if (!armor) armor = getArmor() else if (!istype(armor, /datum/armor)) stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()") if(obj_integrity == null) obj_integrity = max_integrity . = ..() //Do this after, else mat datums is mad. if (set_obj_flags) var/flagslist = splittext(set_obj_flags,";") var/list/string_to_objflag = GLOB.bitfields["obj_flags"] for (var/flag in flagslist) if(flag[1] == "!") flag = copytext(flag, length(flag[1]) + 1) // Get all but the initial ! obj_flags &= ~string_to_objflag[flag] else obj_flags |= string_to_objflag[flag] if((obj_flags & ON_BLUEPRINTS) && isturf(loc)) var/turf/T = loc T.add_blueprints_preround(src) /obj/Destroy(force=FALSE) if(!ismachinery(src)) STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists SStgui.close_uis(src) . = ..() /obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE) ..() if(obj_flags & FROZEN) visible_message("[src] shatters into a million pieces!") qdel(src) /obj/assume_air(datum/gas_mixture/giver) if(loc) return loc.assume_air(giver) else return null /obj/remove_air(amount) if(loc) return loc.remove_air(amount) else return null /obj/return_air() if(loc) return loc.return_air() else return null /obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request) //Return: (NONSTANDARD) // null if object handles breathing logic for lifeform // datum/air_group to tell lifeform to process using that breath return //DEFAULT: Take air from turf to give to have mob process if(breath_request>0) var/datum/gas_mixture/environment = return_air() var/breath_percentage = BREATH_VOLUME / environment.return_volume() return remove_air(environment.total_moles() * breath_percentage) else return null /obj/proc/updateUsrDialog() if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI)) var/is_in_use = FALSE var/list/nearby = viewers(1, src) for(var/mob/M in nearby) if ((M.client && M.machine == src)) is_in_use = TRUE ui_interact(M) if(issilicon(usr) || isAdminGhostAI(usr)) if (!(usr in nearby)) if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh. is_in_use = TRUE ui_interact(usr) // check for TK users if(ishuman(usr)) var/mob/living/carbon/human/H = usr if(!(usr in nearby)) if(usr.client && usr.machine==src) if(H.dna.check_mutation(TK)) is_in_use = TRUE ui_interact(usr) if (is_in_use) obj_flags |= IN_USE else obj_flags &= ~IN_USE /obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE) // Check that people are actually using the machine. If not, don't update anymore. if(obj_flags & IN_USE) var/is_in_use = FALSE if(update_viewers) for(var/mob/M in viewers(1, src)) if ((M.client && M.machine == src)) is_in_use = TRUE src.interact(M) var/ai_in_use = FALSE if(update_ais) ai_in_use = AutoUpdateAI(src) if(update_viewers && update_ais) //State change is sure only if we check both if(!ai_in_use && !is_in_use) obj_flags &= ~IN_USE /obj/attack_ghost(mob/user) . = ..() if(.) return ui_interact(user) /mob/proc/unset_machine() if(machine) machine.on_unset_machine(src) machine = null //called when the user unsets the machine. /atom/movable/proc/on_unset_machine(mob/user) return /mob/proc/set_machine(obj/O) if(src.machine) unset_machine() src.machine = O if(istype(O)) O.obj_flags |= IN_USE /obj/item/proc/updateSelfDialog() var/mob/M = src.loc if(istype(M) && M.client && M.machine == src) src.attack_self(M) /obj/singularity_pull(S, current_size) ..() if(move_resist == INFINITY) return if(!anchored || current_size >= STAGE_FIVE) step_towards(src,S) /obj/get_dumping_location(datum/component/storage/source,mob/user) return get_turf(src) /obj/proc/CanAStarPass() . = !density /obj/proc/check_uplink_validity() return 1 /obj/vv_get_dropdown() . = ..() VV_DROPDOWN_OPTION("", "---") VV_DROPDOWN_OPTION(VV_HK_MASS_DEL_TYPE, "Delete all of type") VV_DROPDOWN_OPTION(VV_HK_OSAY, "Object Say") VV_DROPDOWN_OPTION(VV_HK_ARMOR_MOD, "Modify armor values") /obj/vv_do_topic(list/href_list) if(!(. = ..())) return if(href_list[VV_HK_OSAY]) if(check_rights(R_FUN, FALSE)) usr.client.object_say(src) if(href_list[VV_HK_ARMOR_MOD]) var/list/pickerlist = list() var/list/armorlist = armor.getList() for (var/i in armorlist) pickerlist += list(list("value" = armorlist[i], "name" = i)) var/list/result = presentpicker(usr, "Modify armor", "Modify armor: [src]", Button1="Save", Button2 = "Cancel", Timeout=FALSE, inputtype = "text", values = pickerlist) if (islist(result)) if (result["button"] != 2) // If the user pressed the cancel button // text2num conveniently returns a null on invalid values armor = armor.setRating(melee = text2num(result["values"][MELEE]),\ bullet = text2num(result["values"][BULLET]),\ laser = text2num(result["values"][LASER]),\ energy = text2num(result["values"][ENERGY]),\ bomb = text2num(result["values"][BOMB]),\ bio = text2num(result["values"][BIO]),\ rad = text2num(result["values"][RAD]),\ fire = text2num(result["values"][FIRE]),\ acid = text2num(result["values"][ACID])) log_admin("[key_name(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]") message_admins("[key_name_admin(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]") if(href_list[VV_HK_MASS_DEL_TYPE]) if(check_rights(R_DEBUG|R_SERVER)) var/action_type = alert("Strict type ([type]) or type and all subtypes?",,"Strict type","Type and subtypes","Cancel") if(action_type == "Cancel" || !action_type) return if(alert("Are you really sure you want to delete all objects of type [type]?",,"Yes","No") != "Yes") return if(alert("Second confirmation required. Delete?",,"Yes","No") != "Yes") return var/O_type = type switch(action_type) if("Strict type") var/i = 0 for(var/obj/Obj in world) if(Obj.type == O_type) i++ qdel(Obj) CHECK_TICK if(!i) to_chat(usr, "No objects of this type exist") return log_admin("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ") message_admins("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ") if("Type and subtypes") var/i = 0 for(var/obj/Obj in world) if(istype(Obj,O_type)) i++ qdel(Obj) CHECK_TICK if(!i) to_chat(usr, "No objects of this type exist") return log_admin("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ") message_admins("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ") /obj/examine(mob/user) . = ..() if(obj_flags & UNIQUE_RENAME) . += "Use a pen on it to rename it or change its description." if(unique_reskin && !current_skin) . += "Alt-click it to reskin it." /obj/AltClick(mob/user) . = ..() if(unique_reskin && !current_skin && user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY)) reskin_obj(user) /** * Reskins object based on a user's choice * * Arguments: * * M The mob choosing a reskin option */ /obj/proc/reskin_obj(mob/M) if(!LAZYLEN(unique_reskin)) return var/list/items = list() for(var/reskin_option in unique_reskin) var/image/item_image = image(icon = src.icon, icon_state = unique_reskin[reskin_option]) items += list("[reskin_option]" = item_image) sortList(items) var/pick = show_radial_menu(M, src, items, custom_check = CALLBACK(src, .proc/check_reskin_menu, M), radius = 38, require_near = TRUE) if(!pick) return if(!unique_reskin[pick]) return current_skin = pick icon_state = unique_reskin[pick] to_chat(M, "[src] is now skinned as '[pick].'") /** * Checks if we are allowed to interact with a radial menu for reskins * * Arguments: * * user The mob interacting with the menu */ /obj/proc/check_reskin_menu(mob/user) if(QDELETED(src)) return FALSE if(current_skin) return FALSE if(!istype(user)) return FALSE if(user.incapacitated()) return FALSE return TRUE /obj/analyzer_act(mob/living/user, obj/item/I) if(atmosanalyzer_scan(user, src)) return TRUE return ..() /obj/proc/plunger_act(obj/item/plunger/P, mob/living/user, reinforced) return // Should move all contained objects to it's location. /obj/proc/dump_contents() CRASH("Unimplemented.") /obj/handle_ricochet(obj/projectile/P) . = ..() if(. && receive_ricochet_damage_coeff) take_damage(P.damage * receive_ricochet_damage_coeff, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration) // pass along receive_ricochet_damage_coeff damage to the structure for the ricochet /obj/update_overlays() . = ..() if(resistance_flags & ON_FIRE) . += custom_fire_overlay ? custom_fire_overlay : GLOB.fire_overlay /// Handles exposing an object to reagents. /obj/expose_reagents(list/reagents, datum/reagents/source, methods=TOUCH, volume_modifier=1, show_message=TRUE) . = ..() if(. & COMPONENT_NO_EXPOSE_REAGENTS) return for(var/reagent in reagents) var/datum/reagent/R = reagent . |= R.expose_obj(src, reagents[R])