/obj languages = HUMAN //var/datum/module/mod //not used var/crit_fail = 0 var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj. animate_movement = 2 var/throwforce = 0 var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING! var/damtype = "brute" var/force = 0 /obj/Destroy() if(!istype(src, /obj/machinery)) SSobj.processing.Remove(src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists ..() /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 /atom/movable/proc/initialize() return /obj/proc/updateUsrDialog() if(in_use) var/is_in_use = 0 var/list/nearby = viewers(1, src) for(var/mob/M in nearby) if ((M.client && M.machine == src)) is_in_use = 1 src.attack_hand(M) if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot)) 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 = 1 src.attack_ai(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 = 1 src.attack_hand(usr) in_use = is_in_use /obj/proc/updateDialog() // Check that people are actually using the machine. If not, don't update anymore. if(in_use) var/list/nearby = viewers(1, src) var/is_in_use = 0 for(var/mob/M in nearby) if ((M.client && M.machine == src)) is_in_use = 1 src.interact(M) var/ai_in_use = AutoUpdateAI(src) if(!ai_in_use && !is_in_use) in_use = 0 /obj/proc/interact(mob/user) return /obj/proc/container_resist() return /obj/proc/update_icon() return /mob/proc/unset_machine() src.machine = null /mob/proc/set_machine(var/obj/O) if(src.machine) unset_machine() src.machine = O if(istype(O)) O.in_use = 1 /obj/item/proc/updateSelfDialog() var/mob/M = src.loc if(istype(M) && M.client && M.machine == src) src.attack_self(M) /obj/proc/alter_health() return 1 /obj/proc/hide(h) return /obj/ex_act(severity, target) if(severity == 1 || target == src) qdel(src) else if(severity == 2) if(prob(50)) qdel(src) if(!gc_destroyed) ..() //If a mob logouts/logins in side of an object you can use this proc /obj/proc/on_log() ..() if(isobj(loc)) var/obj/Loc=loc Loc.on_log() /obj/singularity_act() ex_act(1.0) if(src && isnull(gc_destroyed)) qdel(src) return 2 /obj/singularity_pull(S, current_size) if(anchored) if(current_size >= STAGE_FIVE) anchored = 0 step_towards(src,S) else step_towards(src,S) /obj/proc/Deconstruct() qdel(src) /obj/get_spans() return ..() | SPAN_ROBOT