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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request I'm "cooking" the materials system a bit, specifically the code responsible for applying and removing effects. My goal is to move most of the code to the objects-side, split it in smaller procs that can be more easily overriden or called for object-specific modifiers and effects, while also revamping things all around to better support items made from multiple materials (the cleric mace will most likely be one in this PR, with the handle and tip made of different materials). PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO MATERIALS. ## Why It's Good For The Game One of the nastiest flaws with the materials system is that it's just unfeasable to have items made of multiple mats (with effects enabled) right now, as they easily tend to override each other, where some of the modifiers and effects should only be applied the main material. Beside, the system's starting to show signs of its time, from the several type checks used to apply different effects, the one letter variables to the the material flags that are still being passed down as arguments when you can access them from the atom/source arg anyway. It would be disonhest of me if I went ahead and coded material fishing rods or whatever fish fuckery with materials without ensuring it won't further the technical debt the feature currently has. ## Changelog 🆑 refactor: Refactored materials code. report any issue. add: Cleric maces (The autolathe-printable weapon design from outer space) can now be made of two different materials. balance: Buffed cleric maces a little. fix: toolboxes' stats are now affected by materials again. /🆑 --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
319 lines
11 KiB
Plaintext
319 lines
11 KiB
Plaintext
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/obj
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animate_movement = SLIDE_STEPS
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speech_span = SPAN_ROBOT
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var/obj_flags = CAN_BE_HIT
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/// Extra examine line to describe controls, such as right-clicking, left-clicking, etc.
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var/desc_controls
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/// The context returned when an attack against this object doesn't deal any traditional damage to the object.
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var/no_damage_feedback = "without leaving a mark"
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/// Icon to use as a 32x32 preview in crafting menus and such
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var/icon_preview
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var/icon_state_preview
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/// The vertical pixel_z offset applied when the object is anchored on a tile with table
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/// Ignored when set to 0 - to avoid shifting directional wall-mounted objects above tables
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var/anchored_tabletop_offset = 0
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var/damtype = BRUTE
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var/force = 0
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/// How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.
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var/wound_bonus = 0
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/// If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh
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var/bare_wound_bonus = 0
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/// A multiplier to an object's force when used against a structure, vehicle, machine, or robot.
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var/demolition_mod = 1
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/// Custom fire overlay icon, will just use the default overlay if this is null
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var/custom_fire_overlay
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/// Particles this obj uses when burning, if any
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var/burning_particles
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var/drag_slowdown // Amount of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster.
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/// Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard.
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/// Next pr after the network fix will have me refactor door interactions, so help me god.
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var/id_tag = null
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uses_integrity = TRUE
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/obj/vv_edit_var(vname, vval)
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if(vname == NAMEOF(src, obj_flags))
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if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
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return FALSE
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return ..()
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/// A list of all /obj by their id_tag
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GLOBAL_LIST_EMPTY(objects_by_id_tag)
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/obj/Initialize(mapload)
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. = ..()
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check_on_table()
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if (id_tag)
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GLOB.objects_by_id_tag[id_tag] = src
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/obj/Destroy(force)
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if(!ismachinery(src))
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STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
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SStgui.close_uis(src)
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GLOB.objects_by_id_tag -= id_tag
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. = ..()
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/obj/attacked_by(obj/item/attacking_item, mob/living/user)
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if(!attacking_item.force)
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return
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var/total_force = (attacking_item.force * attacking_item.demolition_mod)
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var/damage = take_damage(total_force, attacking_item.damtype, MELEE, 1, get_dir(src, user))
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var/damage_verb = "hit"
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if(attacking_item.demolition_mod > 1 && damage)
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damage_verb = "pulverise"
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if(attacking_item.demolition_mod < 1)
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damage_verb = "ineffectively pierce"
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user.visible_message(span_danger("[user] [damage_verb][plural_s(damage_verb)] [src] with [attacking_item][damage ? "." : ", [no_damage_feedback]!"]"), \
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span_danger("You [damage_verb] [src] with [attacking_item][damage ? "." : ", [no_damage_feedback]!"]"), null, COMBAT_MESSAGE_RANGE)
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log_combat(user, src, "attacked", attacking_item)
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/obj/assume_air(datum/gas_mixture/giver)
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if(loc)
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return loc.assume_air(giver)
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else
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return null
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/obj/remove_air(amount)
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if(loc)
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return loc.remove_air(amount)
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else
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return null
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/obj/return_air()
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if(loc)
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return loc.return_air()
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else
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return null
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/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request>0)
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var/datum/gas_mixture/environment = return_air()
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var/breath_percentage = BREATH_VOLUME / environment.return_volume()
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return remove_air(environment.total_moles() * breath_percentage)
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else
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return null
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/obj/attack_ghost(mob/user)
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. = ..()
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if(.)
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return
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SEND_SIGNAL(src, COMSIG_ATOM_UI_INTERACT, user)
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ui_interact(user)
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/obj/singularity_pull(S, current_size)
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..()
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if(move_resist == INFINITY)
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return
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if(!anchored || current_size >= STAGE_FIVE)
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step_towards(src,S)
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/obj/get_dumping_location()
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return get_turf(src)
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/obj/vv_get_dropdown()
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. = ..()
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VV_DROPDOWN_OPTION("", "---")
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VV_DROPDOWN_OPTION(VV_HK_MASS_DEL_TYPE, "Delete all of type")
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VV_DROPDOWN_OPTION(VV_HK_OSAY, "Object Say")
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/obj/vv_do_topic(list/href_list)
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. = ..()
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if(!.)
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return
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if(href_list[VV_HK_OSAY])
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return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/object_say, src)
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if(href_list[VV_HK_MASS_DEL_TYPE])
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if(!check_rights(R_DEBUG|R_SERVER))
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return
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var/action_type = tgui_alert(usr, "Strict type ([type]) or type and all subtypes?",,list("Strict type","Type and subtypes","Cancel"))
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if(action_type == "Cancel" || !action_type)
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return
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if(tgui_alert(usr, "Are you really sure you want to delete all objects of type [type]?",,list("Yes","No")) != "Yes")
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return
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if(tgui_alert(usr, "Second confirmation required. Delete?",,list("Yes","No")) != "Yes")
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return
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var/O_type = type
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switch(action_type)
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if("Strict type")
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var/i = 0
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for(var/obj/Obj in world)
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if(Obj.type == O_type)
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i++
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qdel(Obj)
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CHECK_TICK
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if(!i)
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to_chat(usr, "No objects of this type exist")
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return
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log_admin("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ")
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message_admins(span_notice("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) "))
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if("Type and subtypes")
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var/i = 0
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for(var/obj/Obj in world)
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if(istype(Obj,O_type))
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i++
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qdel(Obj)
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CHECK_TICK
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if(!i)
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to_chat(usr, "No objects of this type exist")
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return
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log_admin("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")
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message_admins(span_notice("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) "))
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/obj/examine(mob/user)
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. = ..()
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if(desc_controls)
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. += span_notice(desc_controls)
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/obj/examine_tags(mob/user)
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. = ..()
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if(obj_flags & UNIQUE_RENAME)
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.["renameable"] = "Use a pen on it to rename it or change its description."
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/obj/analyzer_act(mob/living/user, obj/item/analyzer/tool)
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if(atmos_scan(user=user, target=src, silent=FALSE))
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return TRUE
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return ..()
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/obj/proc/plunger_act(obj/item/plunger/attacking_plunger, mob/living/user, reinforced)
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return SEND_SIGNAL(src, COMSIG_PLUNGER_ACT, attacking_plunger, user, reinforced)
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// Should move all contained objects to its location.
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/obj/proc/dump_contents()
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SHOULD_CALL_PARENT(FALSE)
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CRASH("Unimplemented.")
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/obj/handle_ricochet(obj/projectile/P)
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. = ..()
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if(. && receive_ricochet_damage_coeff)
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take_damage(P.damage * receive_ricochet_damage_coeff, P.damage_type, P.armor_flag, 0, REVERSE_DIR(P.dir), P.armour_penetration) // pass along receive_ricochet_damage_coeff damage to the structure for the ricochet
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/// Handles exposing an object to reagents.
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/obj/expose_reagents(list/reagents, datum/reagents/source, methods=TOUCH, volume_modifier=1, show_message=TRUE)
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. = ..()
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if(. & COMPONENT_NO_EXPOSE_REAGENTS)
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return
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SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_OBJ, src, reagents, methods, volume_modifier, show_message)
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for(var/reagent in reagents)
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var/datum/reagent/R = reagent
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. |= R.expose_obj(src, reagents[R])
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/// Attempt to freeze this obj if possible. returns TRUE if it succeeded, FALSE otherwise.
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/obj/proc/freeze()
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if(HAS_TRAIT(src, TRAIT_FROZEN))
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return FALSE
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if(resistance_flags & FREEZE_PROOF)
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return FALSE
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AddElement(/datum/element/frozen)
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return TRUE
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/// Unfreezes this obj if its frozen
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/obj/proc/unfreeze()
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SEND_SIGNAL(src, COMSIG_OBJ_UNFREEZE)
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/// If we can unwrench this object; returns SUCCESSFUL_UNFASTEN and FAILED_UNFASTEN, which are both TRUE, or CANT_UNFASTEN, which isn't.
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/obj/proc/can_be_unfasten_wrench(mob/user, silent)
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if(!(isfloorturf(loc) || isindestructiblefloor(loc)) && !anchored)
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to_chat(user, span_warning("[src] needs to be on the floor to be secured!"))
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return FAILED_UNFASTEN
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return SUCCESSFUL_UNFASTEN
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/// Try to unwrench an object in a WONDERFUL DYNAMIC WAY
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/obj/proc/default_unfasten_wrench(mob/user, obj/item/wrench, time = 20)
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if(wrench.tool_behaviour != TOOL_WRENCH)
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return CANT_UNFASTEN
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var/turf/ground = get_turf(src)
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if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src))
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to_chat(user, span_notice("You fail to secure [src]."))
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return CANT_UNFASTEN
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var/can_be_unfasten = can_be_unfasten_wrench(user)
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if(!can_be_unfasten || can_be_unfasten == FAILED_UNFASTEN)
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return can_be_unfasten
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if(time)
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to_chat(user, span_notice("You begin [anchored ? "un" : ""]securing [src]..."))
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wrench.play_tool_sound(src, 50)
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var/prev_anchored = anchored
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//as long as we're the same anchored state and we're either on a floor or are anchored, toggle our anchored state
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if(!wrench.use_tool(src, user, time, extra_checks = CALLBACK(src, PROC_REF(unfasten_wrench_check), prev_anchored, user)))
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return FAILED_UNFASTEN
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if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src))
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to_chat(user, span_notice("You fail to secure [src]."))
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return CANT_UNFASTEN
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to_chat(user, span_notice("You [anchored ? "un" : ""]secure [src]."))
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set_anchored(!anchored)
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check_on_table()
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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SEND_SIGNAL(src, COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH, anchored)
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return SUCCESSFUL_UNFASTEN
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/// For the do_after, this checks if unfastening conditions are still valid
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/obj/proc/unfasten_wrench_check(prev_anchored, mob/user)
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if(anchored != prev_anchored)
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return FALSE
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if(can_be_unfasten_wrench(user, TRUE) != SUCCESSFUL_UNFASTEN) //if we aren't explicitly successful, cancel the fuck out
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return FALSE
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return TRUE
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/// Adjusts the vertical pixel_z offset when the object is anchored on a tile with table
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/obj/proc/check_on_table()
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if(anchored_tabletop_offset == 0)
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return
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if(istype(src, /obj/structure/table))
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return
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if(anchored && locate(/obj/structure/table) in loc)
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pixel_z = anchored_tabletop_offset
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else
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pixel_z = initial(pixel_z)
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/obj/apply_single_mat_effect(datum/material/material, mat_amount, multiplier)
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. = ..()
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if(!(material_flags & MATERIAL_AFFECT_STATISTICS))
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return
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var/integrity_mod = GET_MATERIAL_MODIFIER(material.integrity_modifier, multiplier)
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modify_max_integrity(ceil(max_integrity * integrity_mod))
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var/strength_mod = GET_MATERIAL_MODIFIER(material.strength_modifier, multiplier)
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force *= strength_mod
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throwforce *= strength_mod
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var/list/armor_mods = material.get_armor_modifiers(multiplier)
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set_armor(get_armor().generate_new_with_multipliers(armor_mods))
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///This proc is called when the material is removed from an object specifically.
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/obj/remove_single_mat_effect(datum/material/material, mat_amount, multiplier)
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. = ..()
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if(!(material_flags & MATERIAL_AFFECT_STATISTICS))
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return
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var/integrity_mod = GET_MATERIAL_MODIFIER(material.integrity_modifier, multiplier)
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modify_max_integrity(floor(max_integrity / integrity_mod))
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var/strength_mod = GET_MATERIAL_MODIFIER(material.strength_modifier, multiplier)
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force /= strength_mod
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throwforce /= strength_mod
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var/list/armor_mods = material.get_armor_modifiers(1 / multiplier)
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set_armor(get_armor().generate_new_with_multipliers(armor_mods))
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