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Bubberstation/code/game/objects/items.dm
SkyratBot 14c0d69476 [MIRROR] Refactors shielded hardsuits into a component, fixes kisses consuming shield charges (#4674)
* Refactors shielded hardsuits into a component, fixes kisses consuming shield charges (#57797)

Shielded hardsuits (like the syndie ones) and shielded cult robes, despite functioning very similarly, were actually implemented twice in their own pockets of clothing code. This merges them into one component that lets you block a certain number of attacks while your suit has charges, and have the suit recharge itself after going so long without being hit (optional, cult robes still don't regain lost charges).

This PR also fixes harmless kiss projectiles consuming charges on shielded suits, I'm sure to much disappointment. They'll now pass directly through though, so you can still try your luck to see if love truly conquers all (it probably won't).

One casualty of this is that you can no longer toggle the shield color of syndie hardsuits with a multitool since that it was annoying to componentize, not something that affected gameplay, and probably something noone knew you could do anyway.

Fixes: #57723

* Refactors shielded hardsuits into a component, fixes kisses consuming shield charges

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-04-05 20:22:49 +01:00

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GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/effects/fire.dmi', "fire"))
GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// if true, everyone item when created will have its name changed to be
// more... RPG-like.
GLOBAL_VAR_INIT(stickpocalypse, FALSE) // if true, all non-embeddable items will be able to harmlessly stick to people when thrown
GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to embed in people, takes precedence over stickpocalypse
/// 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
///Forced mob worn layer instead of the standard preferred ssize.
var/alternate_worn_layer
/* !!!!!!!!!!!!!!! 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
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
///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
///Literally does nothing right now
var/gas_transfer_coefficient = 1
/// 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
///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
///Who threw the item
var/mob/thrownby = null
///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
/obj/item/Initialize()
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"
/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 ..()
/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)
obj_destruction(MELEE)
/obj/item/ComponentInitialize()
. = ..()
// this proc says it's for initializing components, but we're initializing elements too because it's you and me against the world >:)
if(!LAZYLEN(embedding))
if(GLOB.embedpocalypse)
embedding = EMBED_POINTY
name = "pointy [name]"
else if(GLOB.stickpocalypse)
embedding = EMBED_HARMLESS
name = "sticky [name]"
updateEmbedding()
if(GLOB.rpg_loot_items)
AddComponent(/datum/component/fantasy)
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/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
loc = null
loc = T
/obj/item/examine(mob/user) //This might be spammy. Remove?
. = ..()
. += "[gender == PLURAL ? "They are" : "It is"] a [weightclass2text(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("<font color='purple'>Research prospects:</font> ")
///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 += ".<br><font color='purple'>Extractable materials:</font> "
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/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 class='notice'>You put out the fire on [src].</span>")
else
to_chat(user, "<span class='warning'>You burn your hand on [src]!</span>")
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 class='notice'>You start picking up [src]...</span>")
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(!user)
return
if(anchored)
return
SEND_SIGNAL(loc, COMSIG_TRY_STORAGE_TAKE, src, user.loc, TRUE)
if(throwing)
throwing.finalize(FALSE)
if(loc == user)
if(!user.temporarilyRemoveItemFromInventory(src))
return
pickup(user)
add_fingerprint(user)
if(!user.put_in_active_hand(src, FALSE, FALSE))
user.dropItemToGround(src)
/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 class='warning'>Your claws aren't capable of such fine manipulation!</span>")
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 GetAllContents() - 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 class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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
/**
* 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)
SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, 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/proc/eyestab(mob/living/carbon/M, mob/living/carbon/user)
var/is_human_victim
var/obj/item/bodypart/affecting = M.get_bodypart(BODY_ZONE_HEAD)
if(ishuman(M))
if(!affecting) //no head!
return
is_human_victim = TRUE
if(M.is_eyes_covered())
// you can't stab someone in the eyes wearing a mask!
to_chat(user, "<span class='warning'>You failed to stab [M.p_their()] eyes, you need to remove [M.p_their()] eye protection first!</span>")
return
if(isalien(M))//Aliens don't have eyes./N slimes also don't have eyes!
to_chat(user, "<span class='warning'>You cannot locate any eyes on this creature!</span>")
return
if(isbrain(M))
to_chat(user, "<span class='warning'>You cannot locate any organic eyes on this brain!</span>")
return
src.add_fingerprint(user)
playsound(loc, src.hitsound, 30, TRUE, -1)
user.do_attack_animation(M)
if(M != user)
M.visible_message("<span class='danger'>[user] stabs [M] in the eye with [src]!</span>", \
"<span class='userdanger'>[user] stabs you in the eye with [src]!</span>")
else
user.visible_message( \
"<span class='danger'>[user] stabs [user.p_them()]self in the eyes with [src]!</span>", \
"<span class='userdanger'>You stab yourself in the eyes with [src]!</span>" \
)
if(is_human_victim)
var/mob/living/carbon/human/U = M
U.apply_damage(7, BRUTE, affecting)
else
M.take_bodypart_damage(7)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "eye_stab", /datum/mood_event/eye_stab)
log_combat(user, M, "attacked", "[src.name]", "(Combat mode: [user.combat_mode ? "On" : "Off"])")
var/obj/item/organ/eyes/eyes = M.getorganslot(ORGAN_SLOT_EYES)
if(!eyes)
return TRUE
M.adjust_blurriness(3)
eyes.applyOrganDamage(rand(2,4))
if(eyes.damage >= 10)
M.adjust_blurriness(15)
if(M.stat != DEAD)
to_chat(M, "<span class='danger'>Your eyes start to bleed profusely!</span>")
if(!(M.is_blind() || HAS_TRAIT(M, TRAIT_NEARSIGHT)))
to_chat(M, "<span class='danger'>You become nearsighted!</span>")
M.become_nearsighted(EYE_DAMAGE)
if(prob(50))
if(M.stat != DEAD)
if(M.drop_all_held_items())
to_chat(M, "<span class='danger'>You drop what you're holding and clutch at your eyes!</span>")
M.adjust_blurriness(10)
M.Unconscious(20)
M.Paralyze(40)
if(prob(eyes.damage - 10 + 1))
M.become_blind(EYE_DAMAGE)
to_chat(M, "<span class='danger'>You go blind!</span>")
return TRUE
/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 = 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
/obj/item/proc/get_belt_overlay() //Returns the icon used for overlaying the object on a belt
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', icon_state)
/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()
///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 class='notice'>[user] lights [A] with [src].</span>"
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/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]<br>[force ? "<b>Force:</b> [force_string]" : ""]",theme = "")
else
openToolTip(user,src,params,title = name,content = "[desc]<br><b>Force:</b> [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.enable_tips)
var/timedelay = usr.client.prefs.tip_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.itemoutline_pref)
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.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)
return owner.dropItemToGround(src)
///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 class='notice'>You set [src] down gently on the ground.</span>")
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 class='warning'>[victim] looks like [victim.p_theyve()] just bit something they shouldn't have!</span>", \
"<span class='boldwarning'>OH GOD! Was that a crunch? That didn't feel good at all!!</span>")
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 class='warning'>[victim] looks like [victim.p_theyve()] just bitten into something hard.</span>", \
"<span class='warning'>Eugh! Did I just bite into something?</span>")
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 class='warning'>You vomit up a [name]! [source_item? "Was that in \the [source_item]?" : ""]</span>")
else
victim.transferItemToLoc(src, victim, TRUE)
victim.losebreath += 2
victim_cavity.cavity_item = src
to_chat(victim, "<span class='warning'>You swallow hard. [source_item? "Something small was in \the [source_item]..." : ""]</span>")
discover_after = FALSE
else
to_chat(victim, "<span class='warning'>[source_item? "Something strange was in the \the [source_item]..." : "I just bit something strange..."] </span>")
return discover_after
#undef MAX_MATS_PER_BITE
// 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()