Files
Bubberstation/code/game/objects/items.dm
SkyratBot 1b7f17f107 [MIRROR] [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) [MDB IGNORE] (#15801)
* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1)

* Fixes all the conflicts and all of our modular files using core icon files with broken paths

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-08-28 15:11:04 -04:00

1587 lines
62 KiB
Plaintext

GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/effects/fire.dmi', "fire"))
GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons/effects/welding_effect.dmi', "welding_sparks", GASFIRE_LAYER, ABOVE_LIGHTING_PLANE))
/// Anything you can pick up and hold.
/obj/item
name = "item"
icon = 'icons/obj/weapons/items_and_weapons.dmi'
blocks_emissive = EMISSIVE_BLOCK_GENERIC
pass_flags_self = PASSITEM
/* !!!!!!!!!!!!!!! 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/changeling_profile / /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 size.
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/changeling_profile / /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
/// This var exists as a weird proxy "owner" ref
/// It's used in a few places. Stop using it, and optimially replace all uses please
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
/// 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
///This is a bitfield that defines what variations exist for bodyparts like Digi legs. See: code\_DEFINES\inventory.dm
var/supports_variations_flags = NONE
///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)
if(sharpness && force > 5) //give sharp objects butchering functionality, for consistency
AddComponent(/datum/component/butchering, speed = 8 SECONDS * toolspeed)
. = ..()
// Handle adding item associated actions
for(var/path in actions_types)
add_item_action(path)
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 = SFX_SWING_HIT
add_weapon_description()
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_NEW_ITEM, src)
if(LAZYLEN(embedding))
updateEmbedding()
if(mapload && !GLOB.steal_item_handler.generated_items)
add_stealing_item_objective()
/obj/item/Destroy(force)
// This var exists as a weird proxy "owner" ref
// It's used in a few places. Stop using it, and optimially replace all uses please
master = null
if(ismob(loc))
var/mob/m = loc
m.temporarilyRemoveItemFromInventory(src, TRUE)
// Handle cleaning up our actions list
for(var/datum/action/action as anything in actions)
remove_item_action(action)
return ..()
/// Called when an action associated with our item is deleted
/obj/item/proc/on_action_deleted(datum/source)
SIGNAL_HANDLER
if(!(source in actions))
CRASH("An action ([source.type]) was deleted that was associated with an item ([src]), but was not found in the item's actions list.")
LAZYREMOVE(actions, source)
/// Adds an item action to our list of item actions.
/// Item actions are actions linked to our item, that are granted to mobs who equip us.
/// This also ensures that the actions are properly tracked in the actions list and removed if they're deleted.
/// Can be be passed a typepath of an action or an instance of an action.
/obj/item/proc/add_item_action(action_or_action_type)
var/datum/action/action
if(ispath(action_or_action_type, /datum/action))
action = new action_or_action_type(src)
else if(istype(action_or_action_type, /datum/action))
action = action_or_action_type
else
CRASH("item add_item_action got a type or instance of something that wasn't an action.")
LAZYADD(actions, action)
RegisterSignal(action, COMSIG_PARENT_QDELETING, .proc/on_action_deleted)
if(ismob(loc))
// We're being held or are equipped by someone while adding an action?
// Then they should also probably be granted the action, given it's in a correct slot
var/mob/holder = loc
give_item_action(action, holder, holder.get_slot_by_item(src))
return action
/// Removes an instance of an action from our list of item actions.
/obj/item/proc/remove_item_action(datum/action/action)
if(!action)
return
UnregisterSignal(action, COMSIG_PARENT_QDELETING)
LAZYREMOVE(actions, action)
qdel(action)
/// Called if this item is supposed to be a steal objective item objective. Only done at mapload
/obj/item/proc/add_stealing_item_objective()
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)
/**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)
// SKYRAT EDIT ADD START
if(greyscale_config_worn_digi)
worn_icon_digi = SSgreyscale.GetColoredIconByType(greyscale_config_worn_digi, greyscale_colors)
if(greyscale_config_worn_vox)
worn_icon_vox = SSgreyscale.GetColoredIconByType(greyscale_config_worn_vox, greyscale_colors)
if(greyscale_config_worn_better_vox)
worn_icon_better_vox = SSgreyscale.GetColoredIconByType(greyscale_config_worn_better_vox, greyscale_colors)
if(greyscale_config_worn_teshari)
worn_icon_teshari = SSgreyscale.GetColoredIconByType(greyscale_config_worn_teshari, greyscale_colors)
if(greyscale_config_worn_taur_snake)
worn_icon_taur_snake = SSgreyscale.GetColoredIconByType(greyscale_config_worn_taur_snake, greyscale_colors)
if(greyscale_config_worn_taur_paw)
worn_icon_taur_paw = SSgreyscale.GetColoredIconByType(greyscale_config_worn_taur_paw, greyscale_colors)
if(greyscale_config_worn_taur_hoof)
worn_icon_taur_hoof = SSgreyscale.GetColoredIconByType(greyscale_config_worn_taur_hoof, greyscale_colors)
// SKYRAT EDIT ADD END
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."
return
/obj/item/examine_more(mob/user)
. = ..()
if(HAS_TRAIT(user, TRAIT_RESEARCH_SCANNER))
. += research_scan(user)
/obj/item/proc/research_scan(mob/user)
/// 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 += "."
return 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 = tgui_input_list(usr, "Affix to add to [src]", "Enchant [src]", affixes)
if(isnull(picked_affix_name))
return
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
loc.atom_storage?.attempt_remove(src, user.loc, silent = 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
loc.atom_storage?.attempt_remove(src, user.loc, silent = 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)
// Remove any item actions we temporary gave out.
for(var/datum/action/action_item_has as anything in actions)
action_item_has.Remove(user)
if(item_flags & DROPDEL && !QDELETED(src))
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)
// Give out actions our item has to people who equip it.
for(var/datum/action/action as anything in actions)
give_item_action(action, user, slot)
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()
/// Gives one of our item actions to a mob, when equipped to a certain slot
/obj/item/proc/give_item_action(datum/action/action, mob/to_who, slot)
// Some items only give their actions buttons when in a specific slot.
if(!item_action_slot_check(slot, to_who))
// There is a chance we still have our item action currently,
// and are moving it from a "valid slot" to an "invalid slot".
// So call Remove() here regardless, even if excessive.
action.Remove(to_who)
return
action.Grant(to_who)
/// 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)
if(SEND_SIGNAL(src, COMSIG_ITEM_UI_ACTION_CLICK, user, actiontype) & COMPONENT_ACTION_HANDLED)
return
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/on_exit_storage(datum/storage/master_storage)
. = ..()
var/atom/location = master_storage.real_location?.resolve()
do_drop_animation(location)
/obj/item/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(QDELETED(hit_atom))
return
if(SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum) & COMPONENT_MOVABLE_IMPACT_NEVERMIND)
return
if(get_temperature() && isliving(hit_atom))
var/mob/living/L = hit_atom
L.ignite_mob()
var/itempush = 1
if(w_class < 4)
itempush = 0 //too light to push anything
if(isliving(hit_atom)) //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(loc.atom_storage)
return loc.atom_storage.attempt_remove(src, newLoc, silent = 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_worn_oversuit()
if(flags & ITEM_SLOT_ICLOTHING)
owner.update_worn_undersuit()
if(flags & ITEM_SLOT_GLOVES)
owner.update_worn_gloves()
if(flags & ITEM_SLOT_EYES)
owner.update_worn_glasses()
if(flags & ITEM_SLOT_EARS)
owner.update_inv_ears()
if(flags & ITEM_SLOT_MASK)
owner.update_worn_mask()
if(flags & ITEM_SLOT_HEAD)
owner.update_worn_head()
if(flags & ITEM_SLOT_FEET)
owner.update_worn_shoes()
if(flags & ITEM_SLOT_ID)
owner.update_worn_id()
if(flags & ITEM_SLOT_BELT)
owner.update_worn_belt()
if(flags & ITEM_SLOT_BACK)
owner.update_worn_back()
if(flags & ITEM_SLOT_NECK)
owner.update_worn_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
. = SFX_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
/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) || loc?.atom_storage || (item_flags & IN_STORAGE)) && !QDELETED(src)) //nullspace exists.
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_FILTER) //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_FILTER)
/obj/item/proc/apply_outline(outline_color = null)
if(((get(src, /mob) != usr) && !loc?.atom_storage && !(item_flags & IN_STORAGE)) || 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 FALSE
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_FILTER, 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_held_items()
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 && !QDELETED(src))
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 && !QDELETED(src))
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()
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_ITEM_EMBEDDING_UPDATE)
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, SFX_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, SFX_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.UpdateButtons(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
/// Is the obj a glasses icon with swappable item states?
var/is_swappable = FALSE
/// if the item are glasses, this variable stores the item.
var/obj/item/clothing/glasses/reskinned_glasses
if(istype(src, /obj/item/clothing/glasses))
reskinned_glasses = src
if(reskinned_glasses.can_switch_eye)
is_swappable = TRUE
var/list/items = list()
for(var/reskin_option in unique_reskin)
var/image/item_image = image(icon = unique_reskin[reskin_option][RESKIN_ICON] ? unique_reskin[reskin_option][RESKIN_ICON] : icon, icon_state = "[unique_reskin[reskin_option][RESKIN_ICON_STATE]][is_swappable ? "_R" : ""]")
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
if(unique_reskin[pick][RESKIN_ICON])
icon = unique_reskin[pick][RESKIN_ICON]
if(unique_reskin[pick][RESKIN_ICON_STATE])
if(is_swappable)
reskinned_glasses.current_sprite_state = unique_reskin[pick][RESKIN_ICON_STATE]
icon_state = reskinned_glasses.current_sprite_state + "_R"
else
icon_state = unique_reskin[pick][RESKIN_ICON_STATE]
if(unique_reskin[pick][RESKIN_WORN_ICON])
worn_icon = unique_reskin[pick][RESKIN_WORN_ICON]
if(unique_reskin[pick][RESKIN_WORN_ICON_STATE])
if(is_swappable)
reskinned_glasses.current_worn_state = unique_reskin[pick][RESKIN_WORN_ICON_STATE]
worn_icon_state = reskinned_glasses.current_worn_state + "_R"
else
worn_icon_state = unique_reskin[pick][RESKIN_WORN_ICON_STATE]
if(unique_reskin[pick][RESKIN_INHAND_L])
lefthand_file = unique_reskin[pick][RESKIN_INHAND_L]
if(unique_reskin[pick][RESKIN_INHAND_R])
righthand_file = unique_reskin[pick][RESKIN_INHAND_R]
if(unique_reskin[pick][RESKIN_INHAND_STATE])
inhand_icon_state = unique_reskin[pick][RESKIN_INHAND_STATE]
if(unique_reskin[pick][RESKIN_SUPPORTS_VARIATIONS_FLAGS])
supports_variations_flags = unique_reskin[pick][RESKIN_SUPPORTS_VARIATIONS_FLAGS]
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
/// Special stuff you want to do when an outfit equips this item.
/obj/item/proc/on_outfit_equip(mob/living/carbon/human/outfit_wearer, visuals_only, item_slot)
return
/// Whether or not this item can be put into a storage item through attackby
/obj/item/proc/attackby_storage_insert(datum/storage, atom/storage_holder, mob/user)
return TRUE
/obj/item/proc/do_pickup_animation(atom/target)
if(!istype(loc, /turf))
return
var/image/pickup_animation = image(icon = src, loc = loc, layer = layer + 0.1)
pickup_animation.plane = GAME_PLANE
pickup_animation.transform.Scale(0.75)
pickup_animation.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
var/turf/current_turf = get_turf(src)
var/direction = get_dir(current_turf, target)
var/to_x = target.base_pixel_x
var/to_y = target.base_pixel_y
if(direction & NORTH)
to_y += 32
else if(direction & SOUTH)
to_y -= 32
if(direction & EAST)
to_x += 32
else if(direction & WEST)
to_x -= 32
if(!direction)
to_y += 10
pickup_animation.pixel_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move
flick_overlay(pickup_animation, GLOB.clients, 4)
var/matrix/animation_matrix = new(pickup_animation.transform)
animation_matrix.Turn(pick(-30, 30))
animation_matrix.Scale(0.65)
animate(pickup_animation, alpha = 175, pixel_x = to_x, pixel_y = to_y, time = 3, transform = animation_matrix, easing = CUBIC_EASING)
animate(alpha = 0, transform = matrix().Scale(0.7), time = 1)
/obj/item/proc/do_drop_animation(atom/moving_from)
if(!istype(loc, /turf))
return
if(!istype(moving_from))
return
var/turf/current_turf = get_turf(src)
var/direction = get_dir(moving_from, current_turf)
var/from_x = moving_from.base_pixel_x
var/from_y = moving_from.base_pixel_y
if(direction & NORTH)
from_y -= 32
else if(direction & SOUTH)
from_y += 32
if(direction & EAST)
from_x -= 32
else if(direction & WEST)
from_x += 32
if(!direction)
from_y += 10
from_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move
//We're moving from these chords to our current ones
var/old_x = pixel_x
var/old_y = pixel_y
var/old_alpha = alpha
var/matrix/old_transform = transform
var/matrix/animation_matrix = new(old_transform)
animation_matrix.Turn(pick(-30, 30))
animation_matrix.Scale(0.7) // Shrink to start, end up normal sized
pixel_x = from_x
pixel_y = from_y
alpha = 0
transform = animation_matrix
SEND_SIGNAL(src, COMSIG_ATOM_TEMPORARY_ANIMATION_START, 3)
// This is instant on byond's end, but to our clients this looks like a quick drop
animate(src, alpha = old_alpha, pixel_x = old_x, pixel_y = old_y, transform = old_transform, time = 3, easing = CUBIC_EASING)
/atom/movable/proc/do_item_attack_animation(atom/attacked_atom, visual_effect_icon, obj/item/used_item)
var/image/attack_image
if(visual_effect_icon)
attack_image = image('icons/effects/effects.dmi', attacked_atom, visual_effect_icon, attacked_atom.layer + 0.1)
else if(used_item)
attack_image = image(icon = used_item, loc = attacked_atom, layer = attacked_atom.layer + 0.1)
attack_image.plane = attacked_atom.plane + 1
// Scale the icon.
attack_image.transform *= 0.4
// The icon should not rotate.
attack_image.appearance_flags = APPEARANCE_UI
// Set the direction of the icon animation.
var/direction = get_dir(src, attacked_atom)
if(direction & NORTH)
attack_image.pixel_y = -12
else if(direction & SOUTH)
attack_image.pixel_y = 12
if(direction & EAST)
attack_image.pixel_x = -14
else if(direction & WEST)
attack_image.pixel_x = 14
if(!direction) // Attacked self?!
attack_image.pixel_y = 12
attack_image.pixel_x = 5 * (prob(50) ? 1 : -1)
if(!attack_image)
return
flick_overlay(attack_image, GLOB.clients, 10)
var/matrix/copy_transform = new(transform)
// And animate the attack!
animate(attack_image, alpha = 175, transform = copy_transform.Scale(0.75), pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3)
animate(time = 1)
animate(alpha = 0, time = 3, easing = CIRCULAR_EASING|EASE_OUT)
/// Common proc used by painting tools like spraycans and palettes that can access the entire 24 bits color space.
/obj/item/proc/pick_painting_tool_color(mob/user, default_color)
var/chosen_color = input(user,"Pick new color", "[src]", default_color) as color|null
if(!chosen_color || QDELETED(src) || IS_DEAD_OR_INCAP(user) || !user.is_holding(src))
return
set_painting_tool_color(chosen_color)
/obj/item/proc/set_painting_tool_color(chosen_color)
SEND_SIGNAL(src, COMSIG_PAINTING_TOOL_SET_COLOR, chosen_color)
/// Triggered from a silver slime reaction, sends a signal for the listener in component/edible
/obj/item/proc/mark_silver_slime_reaction()
SIGNAL_HANDLER
SEND_SIGNAL(src, COMSIG_FOOD_SILVER_SPAWNED)
/**
* Returns null if this object cannot be used to interact with physical writing mediums such as paper.
* Returns a list of key attributes for this object interacting with paper otherwise.
*/
/obj/item/proc/get_writing_implement_details()
return null