mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-14 10:53:42 +00:00
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big. If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self. Pass flags: Pass flags handling now uses an atom variable named pass_flags_self. If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default. This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why. LETPASSTHROW is now on pass_flags_self Projectiles: Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future). I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP. Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful. scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it. scan_moved_turf() (WIP) will be used for handling moving onto a turf. permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around. A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things. Movement types UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping. Why It's Good For The Game Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general. Fixes penetrating projectiles like sniper penetrators This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
371 lines
12 KiB
Plaintext
371 lines
12 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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var/set_obj_flags // ONLY FOR MAPPING: Sets flags from a string list, handled in Initialize. Usage: set_obj_flags = "EMAGGED;!CAN_BE_HIT" to set EMAGGED and clear CAN_BE_HIT.
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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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var/datum/armor/armor
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var/obj_integrity //defaults to max_integrity
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var/max_integrity = 500
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var/integrity_failure = 0 //0 if we have no special broken behavior, otherwise is a percentage of at what point the obj breaks. 0.5 being 50%
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///Damage under this value will be completely ignored
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var/damage_deflection = 0
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var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
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var/current_skin //Has the item been reskinned?
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var/list/unique_reskin //List of options to reskin.
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// Access levels, used in modules\jobs\access.dm
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var/list/req_access
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var/req_access_txt = "0"
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var/list/req_one_access
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var/req_one_access_txt = "0"
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/// Custom fire overlay icon
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var/custom_fire_overlay
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var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object
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var/drag_slowdown // Amont of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster.
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vis_flags = VIS_INHERIT_PLANE //when this be added to vis_contents of something it inherit something.plane, important for visualisation of obj in openspace.
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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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/obj/Initialize()
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if (islist(armor))
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armor = getArmor(arglist(armor))
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else if (!armor)
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armor = getArmor()
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else if (!istype(armor, /datum/armor))
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stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
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if(obj_integrity == null)
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obj_integrity = max_integrity
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. = ..() //Do this after, else mat datums is mad.
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if (set_obj_flags)
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var/flagslist = splittext(set_obj_flags,";")
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var/list/string_to_objflag = GLOB.bitfields["obj_flags"]
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for (var/flag in flagslist)
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if(flag[1] == "!")
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flag = copytext(flag, length(flag[1]) + 1) // Get all but the initial !
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obj_flags &= ~string_to_objflag[flag]
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else
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obj_flags |= string_to_objflag[flag]
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if((obj_flags & ON_BLUEPRINTS) && isturf(loc))
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var/turf/T = loc
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T.add_blueprints_preround(src)
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/obj/Destroy(force=FALSE)
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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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. = ..()
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/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE)
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..()
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if(obj_flags & FROZEN)
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visible_message("<span class='danger'>[src] shatters into a million pieces!</span>")
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qdel(src)
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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/proc/updateUsrDialog()
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if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI))
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var/is_in_use = FALSE
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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is_in_use = TRUE
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ui_interact(M)
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if(issilicon(usr) || isAdminGhostAI(usr))
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if (!(usr in nearby))
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if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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is_in_use = TRUE
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ui_interact(usr)
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// check for TK users
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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if(!(usr in nearby))
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if(usr.client && usr.machine==src)
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if(H.dna.check_mutation(TK))
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is_in_use = TRUE
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ui_interact(usr)
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if (is_in_use)
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obj_flags |= IN_USE
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else
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obj_flags &= ~IN_USE
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/obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE)
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// Check that people are actually using the machine. If not, don't update anymore.
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if(obj_flags & IN_USE)
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var/is_in_use = FALSE
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if(update_viewers)
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for(var/mob/M in viewers(1, src))
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if ((M.client && M.machine == src))
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is_in_use = TRUE
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src.interact(M)
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var/ai_in_use = FALSE
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if(update_ais)
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ai_in_use = AutoUpdateAI(src)
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if(update_viewers && update_ais) //State change is sure only if we check both
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if(!ai_in_use && !is_in_use)
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obj_flags &= ~IN_USE
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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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ui_interact(user)
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/mob/proc/unset_machine()
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if(machine)
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machine.on_unset_machine(src)
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machine = null
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//called when the user unsets the machine.
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/atom/movable/proc/on_unset_machine(mob/user)
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return
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/mob/proc/set_machine(obj/O)
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if(src.machine)
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unset_machine()
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src.machine = O
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if(istype(O))
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O.obj_flags |= IN_USE
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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if(istype(M) && M.client && M.machine == src)
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src.attack_self(M)
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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(datum/component/storage/source,mob/user)
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return get_turf(src)
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/obj/proc/CanAStarPass(ID, dir, caller)
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if(ismovable(caller))
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var/atom/movable/AM = caller
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if(AM.pass_flags & pass_flags_self)
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return TRUE
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. = !density
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/obj/proc/check_uplink_validity()
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return 1
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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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VV_DROPDOWN_OPTION(VV_HK_ARMOR_MOD, "Modify armor values")
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/obj/vv_do_topic(list/href_list)
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if(!(. = ..()))
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return
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if(href_list[VV_HK_OSAY])
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if(check_rights(R_FUN, FALSE))
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usr.client.object_say(src)
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if(href_list[VV_HK_ARMOR_MOD])
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var/list/pickerlist = list()
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var/list/armorlist = armor.getList()
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for (var/i in armorlist)
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pickerlist += list(list("value" = armorlist[i], "name" = i))
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var/list/result = presentpicker(usr, "Modify armor", "Modify armor: [src]", Button1="Save", Button2 = "Cancel", Timeout=FALSE, inputtype = "text", values = pickerlist)
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if (islist(result))
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if (result["button"] != 2) // If the user pressed the cancel button
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// text2num conveniently returns a null on invalid values
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armor = armor.setRating(melee = text2num(result["values"][MELEE]),\
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bullet = text2num(result["values"][BULLET]),\
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laser = text2num(result["values"][LASER]),\
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energy = text2num(result["values"][ENERGY]),\
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bomb = text2num(result["values"][BOMB]),\
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bio = text2num(result["values"][BIO]),\
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rad = text2num(result["values"][RAD]),\
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fire = text2num(result["values"][FIRE]),\
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acid = text2num(result["values"][ACID]))
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log_admin("[key_name(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]")
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message_admins("<span class='notice'>[key_name_admin(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]</span>")
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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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var/action_type = alert("Strict type ([type]) or type and all subtypes?",,"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(alert("Are you really sure you want to delete all objects of type [type]?",,"Yes","No") != "Yes")
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return
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if(alert("Second confirmation required. Delete?",,"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 class='notice'>[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) </span>")
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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 class='notice'>[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) </span>")
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/obj/examine(mob/user)
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. = ..()
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if(obj_flags & UNIQUE_RENAME)
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. += "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
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if(unique_reskin && !current_skin)
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. += "<span class='notice'>Alt-click it to reskin it.</span>"
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/obj/AltClick(mob/user)
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. = ..()
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if(unique_reskin && !current_skin && user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY))
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reskin_obj(user)
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/**
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* Reskins object based on a user's choice
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*
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* Arguments:
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* * M The mob choosing a reskin option
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*/
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/obj/proc/reskin_obj(mob/M)
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if(!LAZYLEN(unique_reskin))
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return
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var/list/items = list()
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for(var/reskin_option in unique_reskin)
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var/image/item_image = image(icon = src.icon, icon_state = unique_reskin[reskin_option])
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items += list("[reskin_option]" = item_image)
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sortList(items)
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var/pick = show_radial_menu(M, src, items, custom_check = CALLBACK(src, .proc/check_reskin_menu, M), radius = 38, require_near = TRUE)
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if(!pick)
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return
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if(!unique_reskin[pick])
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return
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current_skin = pick
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icon_state = unique_reskin[pick]
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to_chat(M, "[src] is now skinned as '[pick].'")
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/**
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* Checks if we are allowed to interact with a radial menu for reskins
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*
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* Arguments:
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* * user The mob interacting with the menu
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*/
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/obj/proc/check_reskin_menu(mob/user)
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if(QDELETED(src))
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return FALSE
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if(current_skin)
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return FALSE
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if(!istype(user))
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return FALSE
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if(user.incapacitated())
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return FALSE
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return TRUE
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/obj/analyzer_act(mob/living/user, obj/item/I)
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if(atmosanalyzer_scan(user, src))
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return TRUE
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return ..()
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/obj/proc/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
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return
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// Should move all contained objects to it's location.
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/obj/proc/dump_contents()
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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.flag, 0, turn(P.dir, 180), P.armour_penetration) // pass along receive_ricochet_damage_coeff damage to the structure for the ricochet
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/obj/update_overlays()
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. = ..()
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if(resistance_flags & ON_FIRE)
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. += custom_fire_overlay ? custom_fire_overlay : GLOB.fire_overlay
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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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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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