mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-29 02:51:41 +00:00
182 lines
4.9 KiB
Plaintext
182 lines
4.9 KiB
Plaintext
/obj
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languages_spoken = HUMAN
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languages_understood = HUMAN
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var/crit_fail = 0
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animate_movement = 2
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var/throwforce = 0
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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!
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var/damtype = "brute"
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var/force = 0
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var/list/armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
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var/obj_integrity = 500
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var/max_integrity = 500
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var/integrity_failure = 0 //0 if we have no special broken behavior
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var/resistance_flags = 0 // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
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var/acid_level = 0 //how much acid is on that obj
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var/being_shocked = 0
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var/on_blueprints = FALSE //Are we visible on the station blueprints at roundstart?
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var/force_blueprints = FALSE //forces the obj to be on the blueprints, regardless of when it was created.
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var/persistence_replacement = null //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
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var/is_frozen = FALSE
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/obj/New()
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..()
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if(on_blueprints && isturf(loc))
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var/turf/T = loc
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if(force_blueprints)
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T.add_blueprints(src)
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else
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T.add_blueprints_preround(src)
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/obj/Destroy()
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if(!istype(src, /obj/machinery))
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STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
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SStgui.close_uis(src)
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return ..()
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/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0)
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..()
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if(is_frozen)
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visible_message("<span class = 'danger'><b>[src] shatters into a million pieces!</b></span>")
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qdel(src)
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/obj/assume_air(datum/gas_mixture/giver)
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if(loc)
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return loc.assume_air(giver)
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else
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return null
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/obj/remove_air(amount)
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if(loc)
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return loc.remove_air(amount)
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else
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return null
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/obj/return_air()
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if(loc)
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return loc.return_air()
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else
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return null
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/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request>0)
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var/datum/gas_mixture/environment = return_air()
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var/breath_percentage = BREATH_VOLUME / environment.return_volume()
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return remove_air(environment.total_moles() * breath_percentage)
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else
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return null
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/obj/proc/updateUsrDialog()
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if(in_use)
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var/is_in_use = 0
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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is_in_use = 1
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src.attack_hand(M)
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if(isAI(usr) || iscyborg(usr) || IsAdminGhost(usr))
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if (!(usr in nearby))
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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.
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is_in_use = 1
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src.attack_ai(usr)
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// check for TK users
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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if(!(usr in nearby))
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if(usr.client && usr.machine==src)
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if(H.dna.check_mutation(TK))
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is_in_use = 1
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src.attack_hand(usr)
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in_use = is_in_use
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/obj/proc/updateDialog()
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// Check that people are actually using the machine. If not, don't update anymore.
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if(in_use)
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var/list/nearby = viewers(1, src)
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var/is_in_use = 0
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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is_in_use = 1
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src.interact(M)
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var/ai_in_use = AutoUpdateAI(src)
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if(!ai_in_use && !is_in_use)
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in_use = 0
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/obj/attack_ghost(mob/user)
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if(ui_interact(user) != -1)
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return
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..()
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/obj/proc/container_resist()
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return
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/obj/proc/update_icon()
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return
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/mob/proc/unset_machine()
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if(machine)
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machine.on_unset_machine(src)
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machine = null
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//called when the user unsets the machine.
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/atom/movable/proc/on_unset_machine(mob/user)
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return
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/mob/proc/set_machine(obj/O)
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if(src.machine)
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unset_machine()
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src.machine = O
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if(istype(O))
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O.in_use = 1
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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if(istype(M) && M.client && M.machine == src)
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src.attack_self(M)
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/obj/proc/hide(h)
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return
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//If a mob logouts/logins in side of an object you can use this proc
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/obj/proc/on_log()
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..()
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if(isobj(loc))
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var/obj/Loc=loc
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Loc.on_log()
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/obj/singularity_pull(S, current_size)
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if(!anchored || current_size >= STAGE_FIVE)
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step_towards(src,S)
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/obj/get_spans()
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return ..() | SPAN_ROBOT
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/obj/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
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var/turf/T = get_turf(src)
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return T.storage_contents_dump_act(src_object, user)
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/obj/proc/CanAStarPass()
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. = !density
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/obj/proc/check_uplink_validity()
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return 1
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