GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/effects/fire.dmi', "fire")) /// Anything you can pick up and hold. /obj/item name = "item" icon = 'icons/obj/items_and_weapons.dmi' blocks_emissive = EMISSIVE_BLOCK_GENERIC /* !!!!!!!!!!!!!!! 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/changelingprofile / /datum/antagonist/changeling/proc/create_profile() / /proc/changeling_transform()) !!!!!!!!!!!!!!! IMPORTANT !!!!!!!!!!!!!! */ ///icon state for inhand overlays, if null the normal icon_state will be used. 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' ///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/belt_icon_state ///Forced mob worn layer instead of the standard preferred ssize. 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/changelingprofile / /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 ///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. var/drop_sound ///Whether or not we use stealthy audio levels for this item's attack sounds var/stealthy_audio = FALSE ///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 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/actions ///list of paths of action datums to give to the item on New(). var/list/actions_types //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 ///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 /// How likely a disease or chemical is to get through a piece of clothing var/permeability_coefficient = 1 /// 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 is easily hindered by the presence of armor var/weak_against_armour = FALSE ///What objects the suit storage can store var/list/allowed = null ///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 ///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/list/embedding ///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 = NONE ///How fast does the tool work var/toolspeed = 1 var/block_chance = 0 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 //Grinder var:A reagent list containing blah blah... but when JUICED in a grinder! var/list/juice_results var/canMouseDown = FALSE /// 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 // SKYRAT EDIT ADDITION START /// Does this use the advanced reskinning setup? var/uses_advanced_reskins = FALSE // SKYRAT EDIT ADDITION END /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) . = ..() for(var/path in actions_types) new path(src) actions_types = null if(force_string) item_flags |= FORCE_STRING_OVERRIDE if(!hitsound) if(damtype == BURN) hitsound = 'sound/items/welder.ogg' if(damtype == BRUTE) hitsound = "swing_hit" add_weapon_description() SEND_GLOBAL_SIGNAL(COMSIG_GLOB_NEW_ITEM, src) if(LAZYLEN(embedding)) updateEmbedding() /obj/item/Destroy() item_flags &= ~DROPDEL //prevent reqdels if(ismob(loc)) var/mob/m = loc m.temporarilyRemoveItemFromInventory(src, TRUE) for(var/X in actions) qdel(X) 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) /obj/item/proc/check_allowed_items(atom/target, not_inside, target_self) if(((src in target) && !target_self) || (!isturf(target.loc) && !isturf(target) && not_inside)) return 0 else return 1 /obj/item/blob_act(obj/structure/blob/B) if(B && B.loc == loc) atom_destruction(MELEE) /obj/item/ComponentInitialize() . = ..() if(sharpness && force > 5) //give sharp objects butchering functionality, for consistency AddComponent(/datum/component/butchering, 80 * toolspeed) /**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/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) if(greyscale_config_worn_digi) // Skyrat Edit worn_icon_digi = SSgreyscale.GetColoredIconByType(greyscale_config_worn_digi, greyscale_colors) if(greyscale_config_worn_vox) // Skyrat Edit worn_icon_vox = SSgreyscale.GetColoredIconByType(greyscale_config_worn_vox, greyscale_colors) 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(mob/user) //This might be spammy. Remove? . = ..() . += "[gender == PLURAL ? "They are" : "It is"] a [weight_class_to_text(w_class)] item." if(resistance_flags & INDESTRUCTIBLE) . += "[src] seems extremely robust! It'll probably withstand anything that could happen to it!" else if(resistance_flags & LAVA_PROOF) . += "[src] is made of an extremely heat-resistant material, it'd probably be able to withstand lava!" if(resistance_flags & (ACID_PROOF | UNACIDABLE)) . += "[src] looks pretty robust! It'd probably be able to withstand acid!" if(resistance_flags & FREEZE_PROOF) . += "[src] is made of cold-resistant materials." if(resistance_flags & FIRE_PROOF) . += "[src] is made of fire-retardant materials." if(!user.research_scanner) return /// 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_boost_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 += "." . += research_msg.Join() /obj/item/interact(mob/user) add_fingerprint(user) ui_interact(user) /obj/item/ui_act(action, list/params) add_fingerprint(usr) return ..() /obj/item/vv_get_dropdown() . = ..() VV_DROPDOWN_OPTION(VV_HK_ADD_FANTASY_AFFIX, "Add Fantasy Affix") /obj/item/vv_do_topic(list/href_list) . = ..() if(!.) return if(href_list[VV_HK_ADD_FANTASY_AFFIX] && check_rights(R_FUN)) //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 = input(usr, "Choose an affix to add to [src]...", "Enchant [src]") as null|anything in affixes if(!affixes[picked_affix_name] || QDELETED(src)) return var/datum/fantasy_affix/affix = affixes[picked_affix_name] affixes.Remove(affix) QDEL_LIST_ASSOC(affixes) //remove the rest, we didn't use them 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(.) return if(!user) return if(anchored) return . = TRUE if(resistance_flags & ON_FIRE) var/mob/living/carbon/C = user var/can_handle_hot = FALSE if(!istype(C)) can_handle_hot = TRUE else if(C.gloves && (C.gloves.max_heat_protection_temperature > 360)) can_handle_hot = TRUE else if(HAS_TRAIT(C, TRAIT_RESISTHEAT) || HAS_TRAIT(C, TRAIT_RESISTHEATHANDS)) can_handle_hot = TRUE if(can_handle_hot) extinguish() to_chat(user, span_notice("You put out the fire on [src].")) else to_chat(user, span_warning("You burn your hand on [src]!")) var/obj/item/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm") if(affecting?.receive_damage( 0, 5 )) // 5 burn damage C.update_damage_overlays() return if(!(interaction_flags_item & INTERACT_ITEM_ATTACK_HAND_PICKUP)) //See if we're supposed to auto pickup. return //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_mob(user,src,30*grav_power)) return //If the item is in a storage item, take it out SEND_SIGNAL(loc, COMSIG_TRY_STORAGE_TAKE, src, user.loc, TRUE) if(QDELETED(src)) //moving it out of the storage to the floor destroyed it. return if(throwing) throwing.finalize(FALSE) if(loc == user) if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src)) return . = FALSE pickup(user) add_fingerprint(user) if(!user.put_in_active_hand(src, FALSE, FALSE)) 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(.) return if(!user) return if(anchored) return . = TRUE if(!(interaction_flags_item & INTERACT_ITEM_ATTACK_HAND_PICKUP)) //See if we're supposed to auto pickup. return //If the item is in a storage item, take it out SEND_SIGNAL(loc, COMSIG_TRY_STORAGE_TAKE, src, user.loc, TRUE) if(QDELETED(src)) //moving it out of the storage to the floor destroyed it. return if(throwing) throwing.finalize(FALSE) if(loc == user) if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src)) return . = FALSE pickup(user) add_fingerprint(user) if(!user.put_in_active_hand(src, FALSE, FALSE)) user.dropItemToGround(src) return TRUE /obj/item/attack_alien(mob/user, list/modifiers) var/mob/living/carbon/alien/ayy = user if(!user.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() /obj/item/proc/GetDeconstructableContents() return get_all_contents() - src // 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) if(SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, attack_text, final_block_chance, damage, attack_type) & COMPONENT_HIT_REACTION_BLOCK) return TRUE if(prob(final_block_chance)) owner.visible_message(span_danger("[owner] blocks [attack_text] with [src]!")) return TRUE /obj/item/proc/talk_into(mob/M, input, channel, spans, datum/language/language, list/message_mods) return ITALICS | REDUCE_RANGE /// Called when a mob drops an item. /obj/item/proc/dropped(mob/user, silent = FALSE) SHOULD_CALL_PARENT(TRUE) for(var/X in actions) var/datum/action/A = X A.Remove(user) if(item_flags & DROPDEL) qdel(src) item_flags &= ~IN_INVENTORY SEND_SIGNAL(src, COMSIG_ITEM_DROPPED, user) if(!silent) playsound(src, drop_sound, DROP_SOUND_VOLUME, 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) 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 /** * 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 after an item is placed in an equipment slot. * * 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) visual_equipped(user, slot, initial) SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot) SEND_SIGNAL(user, COMSIG_MOB_EQUIPPED_ITEM, src, slot) for(var/X in actions) var/datum/action/A = X if(item_action_slot_check(slot, user)) //some items only give their actions buttons when in a specific slot. A.Grant(user) item_flags |= IN_INVENTORY 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, ignore_walls = FALSE) user.update_equipment_speed_mods() ///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) if(slot == ITEM_SLOT_BACKPACK || slot == ITEM_SLOT_LEGCUFFED) //these aren't true slots, so avoid granting actions there return FALSE 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 * * equipper is the mob trying to equip the item * * bypass_equip_delay_self for whether we want to bypass the equip delay */ /obj/item/proc/mob_can_equip(mob/living/M, mob/living/equipper, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE) if(!M) return FALSE return M.can_equip(src, slot, disable_warning, bypass_equip_delay_self) /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) 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(S, current_size) ..() if(current_size >= STAGE_FOUR) throw_at(S,14,3, spin=0) else return /obj/item/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) if(hit_atom && !QDELETED(hit_atom)) SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum) if(get_temperature() && isliving(hit_atom)) var/mob/living/L = hit_atom L.IgniteMob() var/itempush = 1 if(w_class < 4) itempush = 0 //too light to push anything if(istype(hit_atom, /mob/living)) //Living mobs handle hit sounds differently. var/volume = get_volume_by_throwforce_and_or_w_class() if (throwforce > 0) 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/weapons/genhit.ogg',volume, TRUE, -1) else playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1) else playsound(src, drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE) return hit_atom.hitby(src, 0, itempush, throwingdatum=throwingdatum) /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/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) /obj/item/proc/remove_item_from_storage(atom/newLoc) //please use this if you're going to snowflake an item out of a obj/item/storage if(!newLoc) return FALSE if(SEND_SIGNAL(loc, COMSIG_CONTAINS_STORAGE)) return SEND_SIGNAL(loc, COMSIG_TRY_STORAGE_TAKE, src, newLoc, 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 = 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) /obj/item/proc/update_slot_icon() if(!ismob(loc)) return var/mob/owner = loc var/flags = slot_flags if(flags & ITEM_SLOT_OCLOTHING) owner.update_inv_wear_suit() if(flags & ITEM_SLOT_ICLOTHING) owner.update_inv_w_uniform() if(flags & ITEM_SLOT_GLOVES) owner.update_inv_gloves() if(flags & ITEM_SLOT_EYES) owner.update_inv_glasses() if(flags & ITEM_SLOT_EARS) owner.update_inv_ears() if(flags & ITEM_SLOT_MASK) owner.update_inv_wear_mask() if(flags & ITEM_SLOT_HEAD) owner.update_inv_head() if(flags & ITEM_SLOT_FEET) owner.update_inv_shoes() if(flags & ITEM_SLOT_ID) owner.update_inv_wear_id() if(flags & ITEM_SLOT_BELT) owner.update_inv_belt() if(flags & ITEM_SLOT_BACK) owner.update_inv_back() if(flags & ITEM_SLOT_NECK) owner.update_inv_neck() //SKYRAT EDIT ADDITION BEGIN - ERP_SLOT_SYSTEM if(flags & ITEM_SLOT_VAGINA) owner.update_inv_vagina() if(flags & ITEM_SLOT_ANUS) owner.update_inv_anus() if(flags & ITEM_SLOT_NIPPLES) owner.update_inv_nipples() if(flags & ITEM_SLOT_PENIS) owner.update_inv_penis() //SKYRAT EDIT ADDITION END ///Returns the temperature of src. If you want to know if an item is hot use this proc. /obj/item/proc/get_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) . = 'sound/weapons/sear.ogg' else . = "desecration" /obj/item/proc/open_flame(flame_heat=700) var/turf/location = loc if(ismob(location)) var/mob/M = location var/success = FALSE if(src == M.get_item_by_slot(ITEM_SLOT_MASK)) success = TRUE if(success) location = get_turf(M) if(isturf(location)) location.hotspot_expose(flame_heat, 5) /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/attack_basic_mob(mob/living/basic/user, list/modifiers) if (obj_flags & CAN_BE_HIT) return ..() return 0 attack_basic_mob /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/M) if(SEND_SIGNAL(src, COMSIG_ITEM_MICROWAVE_ACT, M) & COMPONENT_SUCCESFUL_MICROWAVE) return TRUE if(istype(M) && M.dirty < 100) M.dirty++ /obj/item/proc/grind_requirements(obj/machinery/reagentgrinder/R) //Used to check for extra requirements for grinding an object return TRUE ///Called BEFORE the object is ground up - use this to change grind results based on conditions. Use "return -1" to prevent the grinding from occurring /obj/item/proc/on_grind() return SEND_SIGNAL(src, COMSIG_ITEM_ON_GRIND) /obj/item/proc/on_juice() return SEND_SIGNAL(src, COMSIG_ITEM_ON_JUICE) /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 && !QDELETED(src)) 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/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/MouseDrop(atom/over, src_location, over_location, src_control, over_control, params) . = ..() remove_filter("hover_outline") //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") /obj/item/proc/apply_outline(outline_color = null) if(get(src, /mob) != usr || 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 var/theme = lowertext(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", 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) //SKILL_LEVEL_JOURNEYMAN = 3 So to get range of 1+ we have to subtract 2 from it,. 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/tool_check_callback, user, amount, extra_checks) if(ismob(target)) if(!do_mob(user, target, delay, extra_checks=tool_check)) return else 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) 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) . = tool_use_check(user, amount) 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) 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) /// 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)) var/mob/M = loc var/hand_index = M.get_held_index_of_item(src) if(hand_index) M.held_items[hand_index] = null M.update_inv_hands() if(M.client) M.client.screen -= src layer = initial(layer) plane = initial(plane) appearance_flags &= ~NO_CLIENT_COLOR dropped(M, FALSE) return ..() /obj/item/proc/embedded(atom/embedded_target, obj/item/bodypart/part) return /obj/item/proc/unembedded() if(item_flags & DROPDEL) qdel(src) return TRUE /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 ///Does the current embedding var meet the criteria for being harmless? Namely, does it have a pain multiplier and jostle pain mult of 0? If so, return true. /obj/item/proc/isEmbedHarmless() if(embedding) return !isnull(embedding["pain_mult"]) && !isnull(embedding["jostle_pain_mult"]) && embedding["pain_mult"] == 0 && embedding["jostle_pain_mult"] == 0 ///In case we want to do something special (like self delete) upon failing to embed in something. /obj/item/proc/failedEmbed() if(item_flags & DROPDEL) qdel(src) ///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)) to_chat(user, span_notice("You set [src] down gently on the ground.")) return return src /** * tryEmbed() is for when you want to try embedding something without dealing with the damage + hit messages of calling hitby() on the item while targetting the target. * * Really, this is used mostly with projectiles with shrapnel payloads, from [/datum/element/embed/proc/checkEmbedProjectile], and called on said shrapnel. Mostly acts as an intermediate between different embed elements. * * Returns TRUE if it embedded successfully, nothing otherwise * * Arguments: * * target- Either a body part or a carbon. What are we hitting? * * forced- Do we want this to go through 100%? */ /obj/item/proc/tryEmbed(atom/target, forced=FALSE, silent=FALSE) if(!isbodypart(target) && !iscarbon(target)) return NONE if(!forced && !LAZYLEN(embedding)) return NONE if(SEND_SIGNAL(src, COMSIG_EMBED_TRY_FORCE, target, forced, silent)) return COMPONENT_EMBED_SUCCESS failedEmbed() ///For when you want to disable an item's embedding capabilities (like transforming weapons and such), this proc will detach any active embed elements from it. /obj/item/proc/disableEmbedding() SEND_SIGNAL(src, COMSIG_ITEM_DISABLE_EMBED) return ///For when you want to add/update the embedding on an item. Uses the vars in [/obj/item/var/embedding], and defaults to config values for values that aren't set. Will automatically detach previous embed elements on this item. /obj/item/proc/updateEmbedding() if(!LAZYLEN(embedding)) disableEmbedding() return AddElement(/datum/element/embed,\ embed_chance = (!isnull(embedding["embed_chance"]) ? embedding["embed_chance"] : EMBED_CHANCE),\ fall_chance = (!isnull(embedding["fall_chance"]) ? embedding["fall_chance"] : EMBEDDED_ITEM_FALLOUT),\ pain_chance = (!isnull(embedding["pain_chance"]) ? embedding["pain_chance"] : EMBEDDED_PAIN_CHANCE),\ pain_mult = (!isnull(embedding["pain_mult"]) ? embedding["pain_mult"] : EMBEDDED_PAIN_MULTIPLIER),\ remove_pain_mult = (!isnull(embedding["remove_pain_mult"]) ? embedding["remove_pain_mult"] : EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER),\ rip_time = (!isnull(embedding["rip_time"]) ? embedding["rip_time"] : EMBEDDED_UNSAFE_REMOVAL_TIME),\ ignore_throwspeed_threshold = (!isnull(embedding["ignore_throwspeed_threshold"]) ? embedding["ignore_throwspeed_threshold"] : FALSE),\ impact_pain_mult = (!isnull(embedding["impact_pain_mult"]) ? embedding["impact_pain_mult"] : EMBEDDED_IMPACT_PAIN_MULTIPLIER),\ jostle_chance = (!isnull(embedding["jostle_chance"]) ? embedding["jostle_chance"] : EMBEDDED_JOSTLE_CHANCE),\ jostle_pain_mult = (!isnull(embedding["jostle_pain_mult"]) ? embedding["jostle_pain_mult"] : EMBEDDED_JOSTLE_PAIN_MULTIPLIER),\ pain_stam_pct = (!isnull(embedding["pain_stam_pct"]) ? embedding["pain_stam_pct"] : EMBEDDED_PAIN_STAM_PCT)) return TRUE /// 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 similarily 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, /mob.proc/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(tryEmbed(victim.get_bodypart(BODY_ZONE_CHEST), TRUE, TRUE)) //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) else if(custom_materials?.len) //if we've got materials, lets see whats 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, "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, "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?")) else if(w_class == WEIGHT_CLASS_TINY) //small items like soap or toys that don't have mat datums /// 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(5, FALSE, FALSE, distance = 0) forceMove(drop_location()) to_chat(victim, span_warning("You vomit up a [name]! [source_item? "Was that in \the [source_item]?" : ""]")) else 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]..." : ""]")) discover_after = FALSE else to_chat(victim, span_warning("[source_item? "Something strange was in the \the [source_item]..." : "I just bit something strange..."] ")) return discover_after #undef MAX_MATS_PER_BITE /** * Updates all action buttons associated with this item * * Arguments: * * status_only - Update only current availability status of the buttons to show if they are ready or not to use * * force - Force buttons update even if the given button icon state has not changed */ /obj/item/proc/update_action_buttons(status_only = FALSE, force = FALSE) for(var/datum/action/current_action as anything in actions) current_action.UpdateButtonIcon(status_only, 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.regenerate_icons() /// 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, proximity_flag, click_parameters) 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 */ /obj/item/proc/on_offered(mob/living/carbon/offerer) 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 var/list/items = list() for(var/reskin_option in unique_reskin) var/image/item_image = image(icon = unique_reskin[reskin_option][RESKIN_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/check_reskin_menu, M), radius = 38, require_near = TRUE) if(!pick) return if(!unique_reskin[pick]) return current_skin = pick icon = unique_reskin[pick][RESKIN_ICON] icon_state = unique_reskin[pick][RESKIN_ICON_STATE] 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_MUTANT_VARIANTS]) mutant_variants = unique_reskin[pick][RESKIN_MUTANT_VARIANTS] 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].'") /// SKYRAT EDIT ADDITION END