Files
Bubberstation/code/game/objects/items.dm
phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00

599 lines
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Plaintext

var/global/image/fire_overlay = image("icon" = 'icons/effects/fire.dmi', "icon_state" = "fire")
/obj/item
name = "item"
icon = 'icons/obj/items.dmi'
var/item_state = null
var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
var/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
//Dimensions of the icon file used when this item is worn, eg: hats.dmi
//eg: 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
var/worn_y_dimension = 32
//Same as above but for inhands, uses the lefthand_ and righthand_ file vars
var/inhand_x_dimension = 32
var/inhand_y_dimension = 32
//Not on /clothing because for some reason any /obj/item can technically be "worn" with enough fuckery.
var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events
var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default
obj_integrity = 150
max_integrity = 150
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
var/hitsound = null
var/throwhitsound = null
var/w_class = 3
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
pass_flags = PASSTABLE
pressure_resistance = 4
var/obj/item/master = null
var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
var/max_heat_protection_temperature //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/min_cold_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/list/actions = list() //list of /datum/action's that this item has.
var/list/actions_types = list() //list of paths of action datums to give to the item on New().
//Since any item can now be a piece of clothing, this has to be put here so all items share it.
var/flags_inv //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/item_color = null //this needs deprecating, soonish
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
var/permeability_coefficient = 1 // for chemicals/diseases
var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
var/armour_penetration = 0 //percentage of armour effectiveness to remove
var/list/allowed = null //suit storage stuff.
var/obj/item/device/uplink/hidden_uplink = null
var/strip_delay = 40
var/put_on_delay = 20
var/breakouttime = 0
var/list/materials = list()
var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/needs_permit = 0 //Used by security bots to determine if this item is safe for public use.
var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
var/list/species_exception = null // 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/suittoggled = 0
var/hooded = 0
var/mob/thrownby = null
/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER //the icon to indicate this object is being dragged
//So items can have custom embedd values
//Because customisation is king
var/embed_chance = EMBED_CHANCE
var/embedded_fall_chance = EMBEDDED_ITEM_FALLOUT
var/embedded_pain_chance = EMBEDDED_PAIN_CHANCE
var/embedded_pain_multiplier = EMBEDDED_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does while embedded (this*w_class)
var/embedded_fall_pain_multiplier = EMBEDDED_FALL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does when falling out of a limb (this*w_class)
var/embedded_impact_pain_multiplier = EMBEDDED_IMPACT_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does when first embedded (this*w_class)
var/embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage removing this without surgery causes (this*w_class)
var/embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME //A time in ticks, multiplied by the w_class.
var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
var/heat = 0
var/sharpness = IS_BLUNT
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
//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.
var/list/slot_equipment_priority = null // for default list, see /mob/proc/equip_to_appropriate_slot()
// Needs to be in /obj/item because corgis can wear a lot of
// non-clothing items
var/datum/dog_fashion/dog_fashion = null
/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self)
if(((src in target) && !target_self) || (!istype(target.loc, /turf) && !istype(target, /turf) && not_inside))
return 0
else
return 1
/obj/item/device
icon = 'icons/obj/device.dmi'
/obj/item/New()
..()
for(var/path in actions_types)
new path(src)
/obj/item/Destroy()
if(ismob(loc))
var/mob/m = loc
m.unEquip(src, 1)
for(var/X in actions)
qdel(X)
return ..()
/obj/item/blob_act(obj/structure/blob/B)
if(B && B.loc == loc)
qdel(src)
//user: The mob that is suiciding
//damagetype: The type of damage the item will inflict on the user
//BRUTELOSS = 1
//FIRELOSS = 2
//TOXLOSS = 4
//OXYLOSS = 8
//Output a creative message and then return the damagetype done
/obj/item/proc/suicide_act(mob/user)
return
/obj/item/verb/move_to_top()
set name = "Move To Top"
set category = "Object"
set src in oview(1)
if(!istype(src.loc, /turf) || usr.stat || usr.restrained() || !usr.canmove)
return
var/turf/T = src.loc
src.loc = null
src.loc = T
/obj/item/examine(mob/user) //This might be spammy. Remove?
..()
var/size
switch(src.w_class)
if(1)
size = "tiny"
if(2)
size = "small"
if(3)
size = "normal-sized"
if(4)
size = "bulky"
if(5)
size = "huge"
if(6)
size = "gigantic"
else
//if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
var/pronoun
if(src.gender == PLURAL)
pronoun = "They are"
else
pronoun = "It is"
user << "[pronoun] a [size] item." //e.g. They are a small item. or It is a bulky item.
if(user.research_scanner) //Mob has a research scanner active.
var/msg = "*--------* <BR>"
if(origin_tech)
msg += "<span class='notice'>Testing potentials:</span><BR>"
var/list/techlvls = params2list(origin_tech)
for(var/T in techlvls) //This needs to use the better names.
msg += "Tech: [CallTechName(T)] | magnitude: [techlvls[T]] <BR>"
else
msg += "<span class='danger'>No tech origins detected.</span><BR>"
if(materials.len)
msg += "<span class='notice'>Extractable materials:<BR>"
for(var/mat in materials)
msg += "[CallMaterialName(mat)]<BR>" //Capitize first word, remove the "$"
else
msg += "<span class='danger'>No extractable materials detected.</span><BR>"
msg += "*--------*"
user << msg
/obj/item/attack_self(mob/user)
interact(user)
/obj/item/interact(mob/user)
add_fingerprint(user)
if(hidden_uplink && hidden_uplink.active)
hidden_uplink.interact(user)
return 1
ui_interact(user)
/obj/item/ui_act(action, params)
add_fingerprint(usr)
return ..()
/obj/item/attack_hand(mob/user)
if(!user)
return
if(anchored)
return
if(resistance_flags & ON_FIRE)
var/mob/living/carbon/C = user
if(istype(C))
if(C.gloves && (C.gloves.max_heat_protection_temperature > 360))
extinguish()
user << "<span class='notice'>You put out the fire on [src].</span>"
else
user << "<span class='warning'>You burn your hand on [src]!</span>"
var/obj/item/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
C.update_damage_overlays()
return
else
extinguish()
if(acid_level > 20 && !ismob(loc))// so we can still remove the clothes on us that have acid.
var/mob/living/carbon/C = user
if(istype(C))
if(!C.gloves || (!(C.gloves.resistance_flags & (UNACIDABLE|ACID_PROOF))))
user << "<span class='warning'>The acid on [src] burns your hand!</span>"
var/obj/item/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
C.update_damage_overlays()
if(istype(loc, /obj/item/weapon/storage))
//If the item is in a storage item, take it out
var/obj/item/weapon/storage/S = loc
S.remove_from_storage(src, user.loc)
throwing = 0
if(loc == user)
if(!user.unEquip(src))
return
pickup(user)
add_fingerprint(user)
if(!user.put_in_active_hand(src))
dropped(user)
/obj/item/attack_paw(mob/user)
if(!user)
return
if(anchored)
return
if(istype(loc, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = loc
S.remove_from_storage(src, user.loc)
throwing = 0
if(loc == user)
if(!user.unEquip(src))
return
pickup(user)
add_fingerprint(user)
if(!user.put_in_active_hand(src))
dropped(user)
/obj/item/attack_alien(mob/user)
var/mob/living/carbon/alien/A = user
if(!A.has_fine_manipulation)
if(src in A.contents) // To stop Aliens having items stuck in their pockets
A.unEquip(src)
user << "<span class='warning'>Your claws aren't capable of such fine manipulation!</span>"
return
attack_paw(A)
/obj/item/attack_ai(mob/user)
if(istype(src.loc, /obj/item/weapon/robot_module))
//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()
// Due to storage type consolidation this should get used more now.
// I have cleaned it up a little, but it could probably use more. -Sayu
/obj/item/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W,/obj/item/weapon/storage))
var/obj/item/weapon/storage/S = W
if(S.use_to_pickup)
if(S.collection_mode) //Mode is set to collect multiple items on a tile and we clicked on a valid one.
if(isturf(src.loc))
var/list/rejections = list()
var/success = 0
var/failure = 0
for(var/obj/item/I in src.loc)
if(S.collection_mode == 2 && !istype(I,src.type)) // We're only picking up items of the target type
failure = 1
continue
if(I.type in rejections) // To limit bag spamming: any given type only complains once
continue
if(!S.can_be_inserted(I)) // Note can_be_inserted still makes noise when the answer is no
rejections += I.type // therefore full bags are still a little spammy
failure = 1
continue
success = 1
S.handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
if(success && !failure)
user << "<span class='notice'>You put everything [S.preposition] [S].</span>"
else if(success)
user << "<span class='notice'>You put some things [S.preposition] [S].</span>"
else
user << "<span class='warning'>You fail to pick anything up with [S]!</span>"
else if(S.can_be_inserted(src))
S.handle_item_insertion(src)
// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency
/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(prob(final_block_chance))
owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
return 1
return 0
/obj/item/proc/talk_into(mob/M, input, channel, spans)
return
/obj/item/proc/dropped(mob/user)
for(var/X in actions)
var/datum/action/A = X
A.Remove(user)
if(DROPDEL & flags)
//Prevents infinite loops where Destroy() calls an objects dropped() function
flags &= ~DROPDEL
qdel(src)
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
return
// called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.
/obj/item/proc/on_exit_storage(obj/item/weapon/storage/S)
return
// called when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item.
/obj/item/proc/on_enter_storage(obj/item/weapon/storage/S)
return
// called when "found" in pockets and storage items. Returns 1 if the search should end.
/obj/item/proc/on_found(mob/finder)
return
// called after an item is placed in an equipment slot //NOPE, for example, if you put a helmet in slot_head, it is NOT in user's head variable yet, how stupid.
// 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
// note this isn't called during the initial dressing of a player
/obj/item/proc/equipped(mob/user, slot)
for(var/X in actions)
var/datum/action/A = X
if(item_action_slot_check(slot, user)) //some items only give their actions buttons when in a specific slot.
A.Grant(user)
//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)
return 1
//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.
//Set disable_warning to 1 if you wish it to not give you outputs.
/obj/item/proc/mob_can_equip(mob/M, mob/equipper, slot, disable_warning = 0)
if(!M)
return 0
return M.can_equip(src, slot, disable_warning)
/obj/item/verb/verb_pickup()
set src in oview(1)
set category = "Object"
set name = "Pick up"
if(usr.incapacitated() || !Adjacent(usr) || usr.lying)
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, paralyzed, asleep, resting, laying, item is on the mob.
/obj/item/proc/ui_action_click(mob/user, actiontype)
attack_self(user)
/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
return 0
/obj/item/proc/eyestab(mob/living/carbon/M, mob/living/carbon/user)
var/is_human_victim = 0
var/obj/item/bodypart/affecting = M.get_bodypart("head")
if(ishuman(M))
if(!affecting) //no head!
return
is_human_victim = 1
var/mob/living/carbon/human/H = M
if((H.head && H.head.flags_cover & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES))
// you can't stab someone in the eyes wearing a mask!
user << "<span class='danger'>You're going to need to remove that mask/helmet/glasses first!</span>"
return
if(ismonkey(M))
var/mob/living/carbon/monkey/Mo = M
if(Mo.wear_mask && Mo.wear_mask.flags_cover & MASKCOVERSEYES)
// you can't stab someone in the eyes wearing a mask!
user << "<span class='danger'>You're going to need to remove that mask/helmet/glasses first!</span>"
return
if(isalien(M))//Aliens don't have eyes./N slimes also don't have eyes!
user << "<span class='warning'>You cannot locate any eyes on this creature!</span>"
return
if(isbrain(M))
user << "<span class='danger'>You cannot locate any organic eyes on this brain!</span>"
return
src.add_fingerprint(user)
playsound(loc, src.hitsound, 30, 1, -1)
if(M != user)
M.visible_message("<span class='danger'>[user] has stabbed [M] in the eye with [src]!</span>", \
"<span class='userdanger'>[user] stabs you in the eye with [src]!</span>")
user.do_attack_animation(M)
else
user.visible_message( \
"<span class='danger'>[user] has stabbed themself in the eyes with [src]!</span>", \
"<span class='userdanger'>You stab yourself in the eyes with [src]!</span>" \
)
if(is_human_victim)
var/mob/living/carbon/human/U = M
U.apply_damage(7, BRUTE, affecting)
else
M.take_bodypart_damage(7)
add_logs(user, M, "attacked", "[src.name]", "(INTENT: [uppertext(user.a_intent)])")
M.adjust_blurriness(3)
M.adjust_eye_damage(rand(2,4))
if(M.eye_damage >= 10)
M.adjust_blurriness(15)
if(M.stat != DEAD)
M << "<span class='danger'>Your eyes start to bleed profusely!</span>"
if(!(M.disabilities & (NEARSIGHT | BLIND)))
if(M.become_nearsighted())
M << "<span class='danger'>You become nearsighted!</span>"
if(prob(50))
if(M.stat != DEAD)
if(M.drop_item())
M << "<span class='danger'>You drop what you're holding and clutch at your eyes!</span>"
M.adjust_blurriness(10)
M.Paralyse(1)
M.Weaken(2)
if (prob(M.eye_damage - 10 + 1))
if(M.become_blind())
M << "<span class='danger'>You go blind!</span>"
/obj/item/clean_blood()
. = ..()
if(.)
if(initial(icon) && initial(icon_state))
var/index = blood_splatter_index()
var/icon/blood_splatter_icon = blood_splatter_icons[index]
if(blood_splatter_icon)
overlays -= blood_splatter_icon
/obj/item/clothing/gloves/clean_blood()
. = ..()
if(.)
transfer_blood = 0
/obj/item/singularity_pull(S, current_size)
if(current_size >= STAGE_FOUR)
throw_at_fast(S,14,3, spin=0)
else ..()
/obj/item/throw_impact(atom/A)
var/itempush = 1
if(w_class < 4)
itempush = 0 //too light to push anything
return A.hitby(src, 0, itempush)
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0)
thrownby = thrower
. = ..()
throw_speed = initial(throw_speed) //explosions change this.
/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/weapon/storage
if(!newLoc)
return 0
if(istype(loc,/obj/item/weapon/storage))
var/obj/item/weapon/storage/S = loc
S.remove_from_storage(src,newLoc)
return 1
return 0
/obj/item/proc/is_hot()
return heat
/obj/item/proc/is_sharp()
return sharpness
/obj/item/proc/get_dismemberment_chance(obj/item/bodypart/affecting)
if(affecting.can_dismember(src))
if((sharpness || damtype == BURN) && w_class >= 3)
. = force*(w_class-1)
/obj/item/proc/get_dismember_sound()
if(damtype == BURN)
. = 'sound/weapons/sear.ogg'
else
. = pick('sound/misc/desceration-01.ogg', 'sound/misc/desceration-02.ogg', 'sound/misc/desceration-03.ogg')
/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(slot_wear_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(is_hot())
. = "<span class='notice'>[user] lights [A] with [src].</span>"
else
. = ""
//when an item modify our speech spans when in our active hand. Override this to modify speech spans.
/obj/item/proc/get_held_item_speechspans(mob/living/carbon/user)
return
/obj/item/hitby(atom/movable/AM)
return
/obj/item/attack_hulk(mob/living/carbon/human/user)
return 0
/obj/item/attack_animal(mob/living/simple_animal/M)
return 0
/obj/item/mech_melee_attack(obj/mecha/M)
return 0
/obj/item/burn()
if(!qdeleted(src))
var/turf/T = get_turf(src)
var/obj/effect/decal/cleanable/ash/A = new()
A.desc = "Looks like this used to be a [name] some time ago."
A.forceMove(T) //so the ash decal is deleted if on top of lava.
..()
/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."
..()