mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-21 06:25:59 +00:00
The blood on the recycler is now scannable by a forensic scanner. Fingerprints will now properly show up on the recycler. The status effect procs will now properly update the can_move() Admins can now possess the recycler to properly get it to gib people that it moves into. The mineral stacker in disposals will now release stacks of 10.
357 lines
11 KiB
Plaintext
357 lines
11 KiB
Plaintext
/atom
|
|
layer = 2
|
|
var/level = 2
|
|
var/flags = null
|
|
var/list/fingerprints
|
|
var/list/fingerprintshidden
|
|
var/fingerprintslast = null
|
|
var/list/blood_DNA
|
|
var/last_bumped = 0
|
|
var/pass_flags = 0
|
|
var/throwpass = 0
|
|
|
|
///Chemistry.
|
|
var/datum/reagents/reagents = null
|
|
|
|
//var/chem_is_open_container = 0
|
|
// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
|
|
///Chemistry.
|
|
|
|
/atom/proc/throw_impact(atom/hit_atom)
|
|
if(istype(hit_atom,/mob/living))
|
|
var/mob/living/M = hit_atom
|
|
M.hitby(src)
|
|
|
|
else if(isobj(hit_atom))
|
|
var/obj/O = hit_atom
|
|
if(!O.anchored)
|
|
step(O, src.dir)
|
|
O.hitby(src)
|
|
|
|
else if(isturf(hit_atom))
|
|
var/turf/T = hit_atom
|
|
if(T.density)
|
|
spawn(2)
|
|
step(src, turn(src.dir, 180))
|
|
if(istype(src,/mob/living))
|
|
var/mob/living/M = src
|
|
M.take_organ_damage(20)
|
|
|
|
|
|
|
|
/atom/proc/assume_air(datum/gas_mixture/giver)
|
|
del(giver)
|
|
return null
|
|
|
|
/atom/proc/remove_air(amount)
|
|
return null
|
|
|
|
/atom/proc/return_air()
|
|
if(loc)
|
|
return loc.return_air()
|
|
else
|
|
return null
|
|
|
|
/atom/proc/check_eye(user as mob)
|
|
if (istype(user, /mob/living/silicon/ai)) // WHYYYY
|
|
return 1
|
|
return
|
|
|
|
/atom/proc/on_reagent_change()
|
|
return
|
|
|
|
/atom/proc/Bumped(AM as mob|obj)
|
|
return
|
|
|
|
// Convenience proc to see if a container is open for chemistry handling
|
|
// returns true if open
|
|
// false if closed
|
|
/atom/proc/is_open_container()
|
|
return flags & OPENCONTAINER
|
|
|
|
/*//Convenience proc to see whether a container can be accessed in a certain way.
|
|
|
|
proc/can_subract_container()
|
|
return flags & EXTRACT_CONTAINER
|
|
|
|
proc/can_add_container()
|
|
return flags & INSERT_CONTAINER
|
|
*/
|
|
|
|
|
|
/atom/proc/meteorhit(obj/meteor as obj)
|
|
return
|
|
|
|
/atom/proc/allow_drop()
|
|
return 1
|
|
|
|
/atom/proc/CheckExit()
|
|
return 1
|
|
|
|
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
|
|
return
|
|
|
|
/atom/proc/emp_act(var/severity)
|
|
return
|
|
|
|
/atom/proc/bullet_act(obj/item/projectile/P, def_zone)
|
|
P.on_hit(src, 0, def_zone)
|
|
. = 0
|
|
|
|
/atom/proc/in_contents_of(container)//can take class or object instance as argument
|
|
if(ispath(container))
|
|
if(istype(src.loc, container))
|
|
return 1
|
|
else if(src in container)
|
|
return 1
|
|
return
|
|
|
|
/*
|
|
* atom/proc/search_contents_for(path,list/filter_path=null)
|
|
* Recursevly searches all atom contens (including contents contents and so on).
|
|
*
|
|
* ARGS: path - search atom contents for atoms of this type
|
|
* list/filter_path - if set, contents of atoms not of types in this list are excluded from search.
|
|
*
|
|
* RETURNS: list of found atoms
|
|
*/
|
|
|
|
/atom/proc/search_contents_for(path,list/filter_path=null)
|
|
var/list/found = list()
|
|
for(var/atom/A in src)
|
|
if(istype(A, path))
|
|
found += A
|
|
if(filter_path)
|
|
var/pass = 0
|
|
for(var/type in filter_path)
|
|
pass |= istype(A, type)
|
|
if(!pass)
|
|
continue
|
|
if(A.contents.len)
|
|
found += A.search_contents_for(path,filter_path)
|
|
return found
|
|
|
|
|
|
|
|
|
|
/*
|
|
Beam code by Gunbuddy
|
|
|
|
Beam() proc will only allow one beam to come from a source at a time. Attempting to call it more than
|
|
once at a time per source will cause graphical errors.
|
|
Also, the icon used for the beam will have to be vertical and 32x32.
|
|
The math involved assumes that the icon is vertical to begin with so unless you want to adjust the math,
|
|
its easier to just keep the beam vertical.
|
|
*/
|
|
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10)
|
|
//BeamTarget represents the target for the beam, basically just means the other end.
|
|
//Time is the duration to draw the beam
|
|
//Icon is obviously which icon to use for the beam, default is beam.dmi
|
|
//Icon_state is what icon state is used. Default is b_beam which is a blue beam.
|
|
//Maxdistance is the longest range the beam will persist before it gives up.
|
|
var/EndTime=world.time+time
|
|
while(BeamTarget&&world.time<EndTime&&get_dist(src,BeamTarget)<maxdistance&&z==BeamTarget.z)
|
|
//If the BeamTarget gets deleted, the time expires, or the BeamTarget gets out
|
|
//of range or to another z-level, then the beam will stop. Otherwise it will
|
|
//continue to draw.
|
|
|
|
dir=get_dir(src,BeamTarget) //Causes the source of the beam to rotate to continuosly face the BeamTarget.
|
|
|
|
for(var/obj/effect/overlay/beam/O in orange(10,src)) //This section erases the previously drawn beam because I found it was easier to
|
|
if(O.BeamSource==src) //just draw another instance of the beam instead of trying to manipulate all the
|
|
del O //pieces to a new orientation.
|
|
var/Angle=round(Get_Angle(src,BeamTarget))
|
|
var/icon/I=new(icon,icon_state)
|
|
I.Turn(Angle)
|
|
var/DX=(32*BeamTarget.x+BeamTarget.pixel_x)-(32*x+pixel_x)
|
|
var/DY=(32*BeamTarget.y+BeamTarget.pixel_y)-(32*y+pixel_y)
|
|
var/N=0
|
|
var/length=round(sqrt((DX)**2+(DY)**2))
|
|
for(N,N<length,N+=32)
|
|
var/obj/effect/overlay/beam/X=new(loc)
|
|
X.BeamSource=src
|
|
if(N+32>length)
|
|
var/icon/II=new(icon,icon_state)
|
|
II.DrawBox(null,1,(length-N),32,32)
|
|
II.Turn(Angle)
|
|
X.icon=II
|
|
else X.icon=I
|
|
var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
|
|
var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
|
|
if(DX==0) Pixel_x=0
|
|
if(DY==0) Pixel_y=0
|
|
if(Pixel_x>32)
|
|
for(var/a=0, a<=Pixel_x,a+=32)
|
|
X.x++
|
|
Pixel_x-=32
|
|
if(Pixel_x<-32)
|
|
for(var/a=0, a>=Pixel_x,a-=32)
|
|
X.x--
|
|
Pixel_x+=32
|
|
if(Pixel_y>32)
|
|
for(var/a=0, a<=Pixel_y,a+=32)
|
|
X.y++
|
|
Pixel_y-=32
|
|
if(Pixel_y<-32)
|
|
for(var/a=0, a>=Pixel_y,a-=32)
|
|
X.y--
|
|
Pixel_y+=32
|
|
X.pixel_x=Pixel_x
|
|
X.pixel_y=Pixel_y
|
|
sleep(3) //Changing this to a lower value will cause the beam to follow more smoothly with movement, but it will also be more laggy.
|
|
//I've found that 3 ticks provided a nice balance for my use.
|
|
for(var/obj/effect/overlay/beam/O in orange(10,src)) if(O.BeamSource==src) del O
|
|
|
|
|
|
//All atoms
|
|
/atom/verb/examine()
|
|
set name = "Examine"
|
|
set category = "IC"
|
|
set src in oview(12) //make it work from farther away
|
|
|
|
if (!( usr ))
|
|
return
|
|
usr << "\icon[src]That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn
|
|
if(desc)
|
|
usr << desc
|
|
// *****RM
|
|
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
|
|
return
|
|
|
|
/atom/proc/relaymove()
|
|
return
|
|
|
|
/atom/proc/ex_act()
|
|
return
|
|
|
|
/atom/proc/blob_act()
|
|
return
|
|
|
|
/atom/proc/fire_act()
|
|
return
|
|
|
|
/atom/proc/hitby(atom/movable/AM as mob|obj)
|
|
return
|
|
|
|
|
|
var/list/blood_splatter_icons = list()
|
|
|
|
/atom/proc/blood_splatter_index()
|
|
return "\ref[initial(icon)]-[initial(icon_state)]"
|
|
|
|
/atom/proc/add_blood_list(mob/living/carbon/M)
|
|
// Returns 1 if we had blood already
|
|
if(!istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
|
|
blood_DNA = list()
|
|
//if this blood isn't already in the list, add it
|
|
if(blood_DNA[M.dna.unique_enzymes])
|
|
return 0 //already bloodied with this blood. Cannot add more.
|
|
blood_DNA[M.dna.unique_enzymes] = M.dna.blood_type
|
|
return 1
|
|
|
|
//returns 1 if made bloody, returns 0 otherwise
|
|
/atom/proc/add_blood(mob/living/carbon/M)
|
|
if(rejects_blood())
|
|
return 0
|
|
if(!istype(M))
|
|
return 0
|
|
if(!check_dna_integrity(M)) //check dna is valid and create/setup if necessary
|
|
return 0 //no dna!
|
|
return
|
|
|
|
/obj/add_blood(mob/living/carbon/M)
|
|
if(..() == 0) return 0
|
|
return add_blood_list(M)
|
|
|
|
/obj/item/add_blood(mob/living/carbon/M)
|
|
var/blood_count = blood_DNA == null ? 0 : blood_DNA.len
|
|
if(..() == 0) return 0
|
|
//apply the blood-splatter overlay if it isn't already in there
|
|
if(!blood_count && initial(icon) && initial(icon_state))
|
|
//try to find a pre-processed blood-splatter. otherwise, make a new one
|
|
var/index = blood_splatter_index()
|
|
var/icon/blood_splatter_icon = blood_splatter_icons[index]
|
|
if(!blood_splatter_icon )
|
|
blood_splatter_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
|
|
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
|
|
blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
|
|
blood_splatter_icon = fcopy_rsc(blood_splatter_icon)
|
|
blood_splatter_icons[index] = blood_splatter_icon
|
|
overlays += blood_splatter_icon
|
|
return 1 //we applied blood to the item
|
|
|
|
/turf/simulated/add_blood(mob/living/carbon/M)
|
|
if(..() == 0) return 0
|
|
|
|
var/obj/effect/decal/cleanable/blood/B = locate() in contents //check for existing blood splatter
|
|
if(!B) B = new /obj/effect/decal/cleanable/blood(src) //make a bloood splatter if we couldn't find one
|
|
B.add_blood_list(M)
|
|
return 1 //we bloodied the floor
|
|
|
|
/mob/living/carbon/human/add_blood(mob/living/carbon/M)
|
|
if(..() == 0) return 0
|
|
add_blood_list(M)
|
|
update_inv_gloves() //handles bloody hands overlays and updating
|
|
return 1 //we applied blood to the item
|
|
|
|
/atom/proc/rejects_blood()
|
|
return 0
|
|
|
|
/atom/proc/add_vomit_floor(mob/living/carbon/M as mob, var/toxvomit = 0)
|
|
if( istype(src, /turf/simulated) )
|
|
var/obj/effect/decal/cleanable/vomit/this = new /obj/effect/decal/cleanable/vomit(src)
|
|
|
|
// Make toxins vomit look different
|
|
if(toxvomit)
|
|
this.icon_state = "vomittox_[pick(1,4)]"
|
|
|
|
/*for(var/datum/disease/D in M.viruses)
|
|
var/datum/disease/newDisease = D.Copy(1)
|
|
this.viruses += newDisease
|
|
newDisease.holder = this*/
|
|
|
|
// Only adds blood on the floor -- Skie
|
|
/atom/proc/add_blood_floor(mob/living/carbon/M as mob)
|
|
if(istype(src, /turf/simulated))
|
|
if(check_dna_integrity(M)) //mobs with dna = (monkeys + humans at time of writing)
|
|
var/obj/effect/decal/cleanable/blood/B = locate() in contents
|
|
if(!B) B = new(src)
|
|
B.blood_DNA[M.dna.unique_enzymes] = M.dna.blood_type
|
|
else if(istype(M, /mob/living/carbon/alien))
|
|
var/obj/effect/decal/cleanable/xenoblood/B = locate() in contents
|
|
if(!B) B = new(src)
|
|
B.blood_DNA["UNKNOWN BLOOD"] = "X*"
|
|
else if(istype(M, /mob/living/silicon/robot))
|
|
var/obj/effect/decal/cleanable/oil/B = locate() in contents
|
|
if(!B) B = new(src)
|
|
|
|
/atom/proc/clean_blood()
|
|
if(istype(blood_DNA, /list))
|
|
blood_DNA = null
|
|
return 1
|
|
|
|
|
|
/atom/proc/get_global_map_pos()
|
|
if(!islist(global_map) || isemptylist(global_map)) return
|
|
var/cur_x = null
|
|
var/cur_y = null
|
|
var/list/y_arr = null
|
|
for(cur_x=1,cur_x<=global_map.len,cur_x++)
|
|
y_arr = global_map[cur_x]
|
|
cur_y = y_arr.Find(src.z)
|
|
if(cur_y)
|
|
break
|
|
// world << "X = [cur_x]; Y = [cur_y]"
|
|
if(cur_x && cur_y)
|
|
return list("x"=cur_x,"y"=cur_y)
|
|
else
|
|
return 0
|
|
|
|
/atom/proc/checkpass(passflag)
|
|
return pass_flags&passflag
|
|
|
|
/atom/proc/isinspace()
|
|
if(istype(get_turf(src), /turf/space))
|
|
return 1
|
|
else
|
|
return 0 |