/obj animate_movement = SLIDE_STEPS speech_span = SPAN_ROBOT var/obj_flags = CAN_BE_HIT /// Extra examine line to describe controls, such as right-clicking, left-clicking, etc. var/desc_controls /// The context returned when an attack against this object doesn't deal any traditional damage to the object. var/no_damage_feedback = "without leaving a mark" /// Icon to use as a 32x32 preview in crafting menus and such var/icon_preview var/icon_state_preview /// The vertical pixel_z offset applied when the object is anchored on a tile with table /// Ignored when set to 0 - to avoid shifting directional wall-mounted objects above tables var/anchored_tabletop_offset = 0 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 /// A multiplier to an object's force when used against a structure, vehicle, machine, or robot. var/demolition_mod = 1 /// Custom fire overlay icon, will just use the default overlay if this is null var/custom_fire_overlay /// Particles this obj uses when burning, if any var/burning_particles var/drag_slowdown // Amount of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster. /// Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard. /// Next pr after the network fix will have me refactor door interactions, so help me god. var/id_tag = null uses_integrity = TRUE /obj/vv_edit_var(vname, vval) if(vname == NAMEOF(src, obj_flags)) if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION)) return FALSE return ..() /// A list of all /obj by their id_tag GLOBAL_LIST_EMPTY(objects_by_id_tag) /obj/Initialize(mapload) . = ..() check_on_table() if (id_tag) GLOB.objects_by_id_tag[id_tag] = src /obj/Destroy(force) 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) GLOB.objects_by_id_tag -= id_tag . = ..() /obj/attacked_by(obj/item/attacking_item, mob/living/user) if(!attacking_item.force) return var/total_force = (attacking_item.force * attacking_item.demolition_mod) var/damage = take_damage(total_force, attacking_item.damtype, MELEE, 1, get_dir(src, user)) var/damage_verb = "hit" if(attacking_item.demolition_mod > 1 && damage) damage_verb = "pulverise" if(attacking_item.demolition_mod < 1) damage_verb = "ineffectively pierce" user.visible_message(span_danger("[user] [damage_verb][plural_s(damage_verb)] [src] with [attacking_item][damage ? "." : ", [no_damage_feedback]!"]"), \ span_danger("You [damage_verb] [src] with [attacking_item][damage ? "." : ", [no_damage_feedback]!"]"), null, COMBAT_MESSAGE_RANGE) log_combat(user, src, "attacked", attacking_item) /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/attack_ghost(mob/user) . = ..() if(.) return SEND_SIGNAL(src, COMSIG_ATOM_UI_INTERACT, user) ui_interact(user) /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() return get_turf(src) /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") /obj/vv_do_topic(list/href_list) . = ..() if(!.) return if(href_list[VV_HK_OSAY]) return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/object_say, src) if(href_list[VV_HK_MASS_DEL_TYPE]) if(!check_rights(R_DEBUG|R_SERVER)) return var/action_type = tgui_alert(usr, "Strict type ([type]) or type and all subtypes?",,list("Strict type","Type and subtypes","Cancel")) if(action_type == "Cancel" || !action_type) return if(tgui_alert(usr, "Are you really sure you want to delete all objects of type [type]?",,list("Yes","No")) != "Yes") return if(tgui_alert(usr, "Second confirmation required. Delete?",,list("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(span_notice("[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(span_notice("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")) /obj/examine(mob/user) . = ..() if(desc_controls) . += span_notice(desc_controls) /obj/examine_tags(mob/user) . = ..() if(obj_flags & UNIQUE_RENAME) .["renameable"] = "Use a pen on it to rename it or change its description." /obj/analyzer_act(mob/living/user, obj/item/analyzer/tool) if(atmos_scan(user=user, target=src, silent=FALSE)) return TRUE return ..() /obj/proc/plunger_act(obj/item/plunger/attacking_plunger, mob/living/user, reinforced) return SEND_SIGNAL(src, COMSIG_PLUNGER_ACT, attacking_plunger, user, reinforced) // Should move all contained objects to its location. /obj/proc/dump_contents() SHOULD_CALL_PARENT(FALSE) 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.armor_flag, 0, REVERSE_DIR(P.dir), P.armour_penetration) // pass along receive_ricochet_damage_coeff damage to the structure for the ricochet /// 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 SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_OBJ, src, reagents, methods, volume_modifier, show_message) for(var/reagent in reagents) var/datum/reagent/R = reagent . |= R.expose_obj(src, reagents[R]) /// Attempt to freeze this obj if possible. returns TRUE if it succeeded, FALSE otherwise. /obj/proc/freeze() if(HAS_TRAIT(src, TRAIT_FROZEN)) return FALSE if(resistance_flags & FREEZE_PROOF) return FALSE AddElement(/datum/element/frozen) return TRUE /// Unfreezes this obj if its frozen /obj/proc/unfreeze() SEND_SIGNAL(src, COMSIG_OBJ_UNFREEZE) /// If we can unwrench this object; returns SUCCESSFUL_UNFASTEN and FAILED_UNFASTEN, which are both TRUE, or CANT_UNFASTEN, which isn't. /obj/proc/can_be_unfasten_wrench(mob/user, silent) if(!(isfloorturf(loc) || isindestructiblefloor(loc)) && !anchored) to_chat(user, span_warning("[src] needs to be on the floor to be secured!")) return FAILED_UNFASTEN return SUCCESSFUL_UNFASTEN /// Try to unwrench an object in a WONDERFUL DYNAMIC WAY /obj/proc/default_unfasten_wrench(mob/user, obj/item/wrench, time = 20) if(wrench.tool_behaviour != TOOL_WRENCH) return CANT_UNFASTEN var/turf/ground = get_turf(src) if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src)) to_chat(user, span_notice("You fail to secure [src].")) return CANT_UNFASTEN var/can_be_unfasten = can_be_unfasten_wrench(user) if(!can_be_unfasten || can_be_unfasten == FAILED_UNFASTEN) return can_be_unfasten if(time) to_chat(user, span_notice("You begin [anchored ? "un" : ""]securing [src]...")) wrench.play_tool_sound(src, 50) var/prev_anchored = anchored //as long as we're the same anchored state and we're either on a floor or are anchored, toggle our anchored state if(!wrench.use_tool(src, user, time, extra_checks = CALLBACK(src, PROC_REF(unfasten_wrench_check), prev_anchored, user))) return FAILED_UNFASTEN if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src)) to_chat(user, span_notice("You fail to secure [src].")) return CANT_UNFASTEN to_chat(user, span_notice("You [anchored ? "un" : ""]secure [src].")) set_anchored(!anchored) check_on_table() playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE) SEND_SIGNAL(src, COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH, anchored) return SUCCESSFUL_UNFASTEN /// For the do_after, this checks if unfastening conditions are still valid /obj/proc/unfasten_wrench_check(prev_anchored, mob/user) if(anchored != prev_anchored) return FALSE if(can_be_unfasten_wrench(user, TRUE) != SUCCESSFUL_UNFASTEN) //if we aren't explicitly successful, cancel the fuck out return FALSE return TRUE /// Adjusts the vertical pixel_z offset when the object is anchored on a tile with table /obj/proc/check_on_table() if(anchored_tabletop_offset == 0) return if(istype(src, /obj/structure/table)) return if(anchored && locate(/obj/structure/table) in loc) pixel_z = anchored_tabletop_offset else pixel_z = initial(pixel_z) /obj/apply_single_mat_effect(datum/material/material, mat_amount, multiplier) . = ..() if(!(material_flags & MATERIAL_AFFECT_STATISTICS)) return var/integrity_mod = GET_MATERIAL_MODIFIER(material.integrity_modifier, multiplier) modify_max_integrity(ceil(max_integrity * integrity_mod)) var/strength_mod = GET_MATERIAL_MODIFIER(material.strength_modifier, multiplier) force *= strength_mod throwforce *= strength_mod var/list/armor_mods = material.get_armor_modifiers(multiplier) set_armor(get_armor().generate_new_with_multipliers(armor_mods)) ///This proc is called when the material is removed from an object specifically. /obj/remove_single_mat_effect(datum/material/material, mat_amount, multiplier) . = ..() if(!(material_flags & MATERIAL_AFFECT_STATISTICS)) return var/integrity_mod = GET_MATERIAL_MODIFIER(material.integrity_modifier, multiplier) modify_max_integrity(floor(max_integrity / integrity_mod)) var/strength_mod = GET_MATERIAL_MODIFIER(material.strength_modifier, multiplier) force /= strength_mod throwforce /= strength_mod var/list/armor_mods = material.get_armor_modifiers(1 / multiplier) set_armor(get_armor().generate_new_with_multipliers(armor_mods))