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Bubberstation/code/game/objects/objs.dm
2015-09-10 20:57:30 +09:00

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/obj
languages = HUMAN
var/crit_fail = 0
var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
animate_movement = 2
var/throwforce = 0
var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
var/damtype = "brute"
var/force = 0
var/burn_state = -1 // -1=fireproof | 0=will burn in fires | 1=currently on fire
var/burntime = 10 //How long it takes to burn to ashes, in seconds
var/burn_world_time //What world time the object will burn up completely
/obj/Destroy()
if(!istype(src, /obj/machinery))
SSobj.processing.Remove(src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
return ..()
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
var/datum/gas_mixture/environment = return_air()
var/breath_percentage = BREATH_VOLUME / environment.return_volume()
return remove_air(environment.total_moles() * breath_percentage)
else
return null
/atom/movable/proc/initialize()
return
/obj/proc/updateUsrDialog()
if(in_use)
var/is_in_use = 0
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = 1
src.attack_hand(M)
if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
if (!(usr in nearby))
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.
is_in_use = 1
src.attack_ai(usr)
// check for TK users
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
if(!(usr in nearby))
if(usr.client && usr.machine==src)
if(H.dna.check_mutation(TK))
is_in_use = 1
src.attack_hand(usr)
in_use = is_in_use
/obj/proc/updateDialog()
// Check that people are actually using the machine. If not, don't update anymore.
if(in_use)
var/list/nearby = viewers(1, src)
var/is_in_use = 0
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = 1
src.interact(M)
var/ai_in_use = AutoUpdateAI(src)
if(!ai_in_use && !is_in_use)
in_use = 0
/obj/proc/interact(mob/user)
return
/obj/proc/container_resist()
return
/obj/proc/update_icon()
return
/mob/proc/unset_machine()
src.machine = null
/mob/proc/set_machine(obj/O)
if(src.machine)
unset_machine()
src.machine = O
if(istype(O))
O.in_use = 1
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/alter_health()
return 1
/obj/proc/hide(h)
return
/obj/ex_act(severity, target)
if(severity == 1 || target == src)
qdel(src)
else if(severity == 2)
if(prob(50))
qdel(src)
if(!gc_destroyed)
..()
//If a mob logouts/logins in side of an object you can use this proc
/obj/proc/on_log()
..()
if(isobj(loc))
var/obj/Loc=loc
Loc.on_log()
/obj/singularity_act()
ex_act(1)
if(src && isnull(gc_destroyed))
qdel(src)
return 2
/obj/singularity_pull(S, current_size)
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src,S)
/obj/proc/Deconstruct()
qdel(src)
/obj/get_spans()
return ..() | SPAN_ROBOT
/obj/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
var/turf/T = get_turf(src)
return T.storage_contents_dump_act(src_object, user)
/obj/fire_act(global_overlay=1)
if(!burn_state)
burn_state = 1
SSobj.burning += src
burn_world_time = world.time + burntime*rand(10,20)
if(global_overlay)
overlays += fire_overlay
return 1
/obj/proc/burn()
for(var/obj/item/Item in contents) //Empty out the contents
Item.loc = src.loc
Item.fire_act() //Set them on fire, too
var/obj/effect/decal/cleanable/ash/A = new(src.loc)
A.desc = "Looks like this used to be a [name] some time ago."
SSobj.burning -= src
qdel(src)
/obj/proc/extinguish()
if(burn_state == 1)
burn_state = 0
overlays -= fire_overlay
SSobj.burning -= src