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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
242 lines
8.7 KiB
Plaintext
242 lines
8.7 KiB
Plaintext
/*
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* +++++++++++++++++++++++++++++++++++++++++ ABOUT THIS FILE +++++++++++++++++++++++++++++++++++++++++++++
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* Not everything here necessarily has the name pattern of [x]_act()
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* This is a file for various atom procs that simply get called when something is happening to that atom.
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* If you're adding something here, you likely want a signal and SHOULD_CALL_PARENT(TRUE)
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* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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*/
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/**
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* Respond to fire being used on our atom
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*
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* Default behaviour is to send [COMSIG_ATOM_FIRE_ACT] and return
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*/
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/atom/proc/fire_act(exposed_temperature, exposed_volume)
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SEND_SIGNAL(src, COMSIG_ATOM_FIRE_ACT, exposed_temperature, exposed_volume)
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return FALSE
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/**
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* Sends [COMSIG_ATOM_EXTINGUISH] signal, which properly removes burning component if it is present.
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*
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* Default behaviour is to send [COMSIG_ATOM_ACID_ACT] and return
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*/
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/atom/proc/extinguish()
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SHOULD_CALL_PARENT(TRUE)
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return SEND_SIGNAL(src, COMSIG_ATOM_EXTINGUISH)
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/**
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* React to being hit by an explosion
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*
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* Should be called through the [EX_ACT] wrapper macro.
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* The wrapper takes care of the [COMSIG_ATOM_EX_ACT] signal.
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* as well as calling [/atom/proc/contents_explosion].
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*
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* Returns TRUE by default, and behavior should be implemented on children procs on a per-atom basis. Should only return FALSE if we resist the explosion for any reason.
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* We assume that the default is TRUE because all atoms should be considered destructible in some manner unless they explicitly opt out (in our current framework).
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* However, the return value itself doesn't have any external consumers, it's only so children procs can listen to the value from their parent procs (due to the nature of the [EX_ACT] macro).
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* Thus, the return value only matters on overrides of this proc, and the only thing that truly matters is the code that is executed (applying damage, calling damage procs, etc.)
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*
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*/
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/atom/proc/ex_act(severity, target)
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set waitfor = FALSE
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return TRUE
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/// Handle what happens when your contents are exploded by a bomb
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/atom/proc/contents_explosion(severity, target)
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return //For handling the effects of explosions on contents that would not normally be effected
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/**
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* React to a hit by a blob objecd
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*
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* default behaviour is to send the [COMSIG_ATOM_BLOB_ACT] signal
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*/
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/atom/proc/blob_act(obj/structure/blob/attacking_blob)
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var/blob_act_result = SEND_SIGNAL(src, COMSIG_ATOM_BLOB_ACT, attacking_blob)
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if (blob_act_result & COMPONENT_CANCEL_BLOB_ACT)
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return FALSE
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return TRUE
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/**
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* React to an EMP of the given severity
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*
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* Default behaviour is to send the [COMSIG_ATOM_PRE_EMP_ACT] and [COMSIG_ATOM_EMP_ACT] signal
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*
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* If the pre-signal does not return protection, and there are attached wires then we call
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* [emp_pulse][/datum/wires/proc/emp_pulse] on the wires
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*
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* We then return the protection value
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*/
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/atom/proc/emp_act(severity)
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// SKYRAT EDIT - REMOVAL
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//SHOULD_CALL_PARENT(TRUE)
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var/protection = SEND_SIGNAL(src, COMSIG_ATOM_PRE_EMP_ACT, severity)
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if(!(protection & EMP_PROTECT_WIRES) && istype(wires))
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wires.emp_pulse()
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SEND_SIGNAL(src, COMSIG_ATOM_EMP_ACT, severity, protection)
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return protection // Pass the protection value collected here upwards
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/**
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* React to a hit by a projectile object
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*
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* @params
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* * hitting_projectile - projectile
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* * def_zone - zone hit
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* * piercing_hit - is this hit piercing or normal?
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*/
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/atom/proc/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit = FALSE)
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SHOULD_CALL_PARENT(TRUE)
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var/sigreturn = SEND_SIGNAL(src, COMSIG_ATOM_PRE_BULLET_ACT, hitting_projectile, def_zone)
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if(sigreturn & COMPONENT_BULLET_PIERCED)
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return BULLET_ACT_FORCE_PIERCE
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if(sigreturn & COMPONENT_BULLET_BLOCKED)
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return BULLET_ACT_BLOCK
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if(sigreturn & COMPONENT_BULLET_ACTED)
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return BULLET_ACT_HIT
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SEND_SIGNAL(src, COMSIG_ATOM_BULLET_ACT, hitting_projectile, def_zone)
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if(QDELETED(hitting_projectile)) // Signal deleted it?
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return BULLET_ACT_BLOCK
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return hitting_projectile.on_hit(
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target = src,
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// This armor check only matters for the visuals and messages in on_hit(), it's not actually used to reduce damage since
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// only living mobs use armor to reduce damage, but on_hit() is going to need the value no matter what is shot.
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blocked = check_projectile_armor(def_zone, hitting_projectile),
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pierce_hit = piercing_hit,
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)
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/**
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* React to being hit by a thrown object
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*
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* Default behaviour is to call [hitby_react][/atom/proc/hitby_react] on ourselves after 2 seconds if we are dense
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* and under normal gravity.
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*
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* Im not sure why this the case, maybe to prevent lots of hitby's if the thrown object is
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* deleted shortly after hitting something (during explosions or other massive events that
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* throw lots of items around - singularity being a notable example)
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*
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* Worth of note: If hitby returns TRUE, it means the object has been blocked or catched by src.
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* So far, this is only possible for living mobs and carbons, who can hold shields and catch thrown items.
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*/
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/atom/proc/hitby(atom/movable/hitting_atom, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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SEND_SIGNAL(src, COMSIG_ATOM_HITBY, hitting_atom, skipcatch, hitpush, blocked, throwingdatum)
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if(density && !has_gravity(hitting_atom)) //thrown stuff bounces off dense stuff in no grav, unless the thrown stuff ends up inside what it hit(embedding, bola, etc...).
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addtimer(CALLBACK(src, PROC_REF(hitby_react), hitting_atom), 0.2 SECONDS)
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return FALSE
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/**
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* We have have actually hit the passed in atom
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*
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* Default behaviour is to move back from the item that hit us
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*/
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/atom/proc/hitby_react(atom/movable/harmed_atom)
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if(harmed_atom && isturf(harmed_atom.loc))
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step(harmed_atom, REVERSE_DIR(harmed_atom.dir))
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///Handle the atom being slipped over
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/atom/proc/handle_slip(mob/living/carbon/slipped_carbon, knockdown_amount, obj/slipping_object, lube, paralyze, force_drop)
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return
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///Used for making a sound when a mob involuntarily falls into the ground.
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/atom/proc/handle_fall(mob/faller)
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return
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///Respond to the singularity eating this atom
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/atom/proc/singularity_act()
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return
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/**
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* Respond to the singularity pulling on us
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*
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* Default behaviour is to send [COMSIG_ATOM_SING_PULL] and return
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*/
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/atom/proc/singularity_pull(obj/singularity/singularity, current_size)
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SEND_SIGNAL(src, COMSIG_ATOM_SING_PULL, singularity, current_size)
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/**
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* Respond to acid being used on our atom
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*
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* Default behaviour is to send [COMSIG_ATOM_ACID_ACT] and return
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*/
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/atom/proc/acid_act(acidpwr, acid_volume)
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SEND_SIGNAL(src, COMSIG_ATOM_ACID_ACT, acidpwr, acid_volume)
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return FALSE
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/**
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* Respond to an emag being used on our atom
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*
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* Args:
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* * mob/user: The mob that used the emag. Nullable.
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* * obj/item/card/emag/emag_card: The emag that was used. Nullable.
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*
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* Returns:
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* TRUE if the emag had any effect, falsey otherwise.
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*/
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/atom/proc/emag_act(mob/user, obj/item/card/emag/emag_card)
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return (SEND_SIGNAL(src, COMSIG_ATOM_EMAG_ACT, user, emag_card))
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/**
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* Respond to narsie eating our atom
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*
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* Default behaviour is to send [COMSIG_ATOM_NARSIE_ACT] and return
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*/
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/atom/proc/narsie_act()
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SEND_SIGNAL(src, COMSIG_ATOM_NARSIE_ACT)
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/**
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* Respond to an electric bolt action on our item
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*
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* Default behaviour is to return, we define here to allow for cleaner code later on
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*/
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/atom/proc/zap_act(power, zap_flags)
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return
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/**
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* Called when the atom log's in or out
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*
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* Default behaviour is to call on_log on the location this atom is in
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*/
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/atom/proc/on_log(login)
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if(loc)
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loc.on_log(login)
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/**
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* Causes effects when the atom gets hit by a rust effect from heretics
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*
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* Override this if you want custom behaviour in whatever gets hit by the rust
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* /turf/rust_turf should be used instead for overriding rust on turfs
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*/
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/atom/proc/rust_heretic_act()
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return
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///wrapper proc that passes our mob's rust_strength to the target we are rusting
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/mob/living/proc/do_rust_heretic_act(atom/target)
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var/datum/antagonist/heretic/heretic_data = GET_HERETIC(src)
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target.rust_heretic_act(heretic_data?.rust_strength)
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/mob/living/basic/heretic_summon/rust_walker/do_rust_heretic_act(atom/target)
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target.rust_heretic_act(4)
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///Called when something resists while this atom is its loc
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/atom/proc/container_resist_act(mob/living/user)
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return
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/**
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* Respond to an RCD acting on our item
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*
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* Default behaviour is to send [COMSIG_ATOM_RCD_ACT] and return FALSE
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*/
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/atom/proc/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
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SEND_SIGNAL(src, COMSIG_ATOM_RCD_ACT, user, the_rcd, rcd_data["[RCD_DESIGN_MODE]"])
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return FALSE
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///Return the values you get when an RCD eats you?
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/atom/proc/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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return FALSE
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///This atom has been hit by a hulkified mob in hulk mode (user)
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/atom/proc/attack_hulk(mob/living/carbon/human/user)
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SEND_SIGNAL(src, COMSIG_ATOM_HULK_ATTACK, user)
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