mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-16 03:56:20 +00:00
12x syringe 10x styptic patch 10x silver sulf patch 4x charcoal bottle 4x epinephrine bottle 4x morphine bottle 4x diphen bottle 3x potassium iodide bottle 5x salglu bottle 3x atropine bottle 6x spaceacillin syringe 10x calomel syringe 10x salbu pill 10x mannitol pill 5x mutadone pill 4x health analyzer 2x crew monitor CONTRABAND: all of the same except with 3 bottles of toxin the two types of wallmed have been combined into one wallmed, which contains all of the above except halved. in instances where the number was odd, the higher of the two numbers was taken. medical closet has been stocked with a lot of new stuff. 2x beakers 2x droppers 1x medical belt 1x syringe box 1x toxin bottle 2x morphine bottles 3x epi bottles 3x charcoal bottles 1x rxglasses box this, of course, 3 new pills and 3 new bottles in code so they could be in the nanomed. gives genetics a bottle of mutadone pills on box and eff3 and puts a public bottle of epinephrine on the medbay desk. adds a single syringe to boxstation's medical storage. medkits now have some new equipment. normal 2x styptic patch 2x sulf patch 1x salicyclic pill 1x health analyzer fire 4x silver sulf patches 1x health analyzer 1x epipen 1x salicyclic pill toxin is unchanged oxygen 4x salbu pills 2x epipen 1x health analyzer all maps and z levels are updated for this. renames styptic patch to brute patch and silver sulf patch to burn patch. renames charcoal bottle to antitoxin bottle adds myself to admins.txt
410 lines
15 KiB
Plaintext
410 lines
15 KiB
Plaintext
/obj/item
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name = "item"
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icon = 'icons/obj/items.dmi'
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var/item_state = null
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var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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var/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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var/hitsound = null
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var/throwhitsound = null
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var/w_class = 3.0
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var/slot_flags = 0 //This is used to determine on which slots an item can fit.
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pass_flags = PASSTABLE
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pressure_resistance = 5
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var/obj/item/master = null
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var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
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var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
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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
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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
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//If this is set, The item will make an action button on the player's HUD when picked up.
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var/action_button_name //It is also the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. If it's not set, there'll be no button.
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var/action_button_is_hands_free = 0 //If 1, bypass the restrained, lying, and stunned checks action buttons normally test for
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//Since any item can now be a piece of clothing, this has to be put here so all items share it.
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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.
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var/item_color = null
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var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
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//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
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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)
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var/permeability_coefficient = 1 // for chemicals/diseases
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var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
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var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
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var/list/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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var/list/allowed = null //suit storage stuff.
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var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
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var/reflect_chance = 0 //This var dictates what % of a time an object will reflect an energy based weapon's shot
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var/strip_delay = 40
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var/put_on_delay = 20
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var/m_amt = 0 // metal
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var/g_amt = 0 // glass
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var/reliability = 100 //Used by SOME devices to determine how reliable they are.
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var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
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var/list/species_exception = list() // even if a species cannot put items in a certain slot, if the species id is in the item's exception list, it will be able to wear that item
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var/suittoggled = 0
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var/hooded = 0
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var/list/can_be_placed_into = list(
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/obj/structure/table,
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/obj/structure/rack,
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/obj/structure/closet,
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/obj/item/weapon/storage,
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/obj/structure/safe,
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/obj/machinery/disposal
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)
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/obj/item/proc/check_allowed_items(atom/target, not_inside)
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if((src in target) || ((!istype(target.loc, /turf)) && (!istype(target, /turf)) && (not_inside)) || is_type_in_list(target, can_be_placed_into))
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return 0
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else
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return 1
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/obj/item/device
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icon = 'icons/obj/device.dmi'
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/obj/item/Destroy()
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if(ismob(loc))
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var/mob/m = loc
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m.unEquip(src, 1)
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return ..()
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/obj/item/blob_act()
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qdel(src)
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/obj/item/ex_act(severity, target)
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if(severity == 1 || target == src)
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qdel(src)
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if(!gc_destroyed)
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contents_explosion(severity, target)
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//user: The mob that is suiciding
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//damagetype: The type of damage the item will inflict on the user
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//BRUTELOSS = 1
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//FIRELOSS = 2
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//TOXLOSS = 4
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//OXYLOSS = 8
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//Output a creative message and then return the damagetype done
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/obj/item/proc/suicide_act(mob/user)
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return
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/obj/item/verb/move_to_top()
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set name = "Move To Top"
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set category = "Object"
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set src in oview(1)
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if(!istype(src.loc, /turf) || usr.stat || usr.restrained() || !usr.canmove)
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return
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var/turf/T = src.loc
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src.loc = null
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src.loc = T
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/obj/item/examine(mob/user) //This might be spammy. Remove?
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..()
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var/size
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switch(src.w_class)
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if(1.0)
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size = "tiny"
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if(2.0)
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size = "small"
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if(3.0)
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size = "normal-sized"
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if(4.0)
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size = "bulky"
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if(5.0)
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size = "huge"
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if(6.0)
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size = "gigantic"
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else
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//if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
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var/pronoun
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if(src.gender == PLURAL)
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pronoun = "They are"
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else
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pronoun = "It is"
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user << "[pronoun] a [size] item." //e.g. They are a small item. or It is a bulky item.
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/obj/item/attack_hand(mob/user as mob)
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if (!user) return
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if (istype(src.loc, /obj/item/weapon/storage))
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//If the item is in a storage item, take it out
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var/obj/item/weapon/storage/S = src.loc
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S.remove_from_storage(src, user.loc)
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src.throwing = 0
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if (loc == user)
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if(!user.unEquip(src))
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return
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else
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if(isliving(loc))
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return
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pickup(user)
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add_fingerprint(user)
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user.put_in_active_hand(src)
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return
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/obj/item/attack_paw(mob/user as mob)
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if (istype(src.loc, /obj/item/weapon/storage))
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for(var/mob/M in range(1, src.loc))
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if (M.s_active == src.loc)
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if (M.client)
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M.client.screen -= src
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src.throwing = 0
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if (src.loc == user)
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if(!user.unEquip(src))
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return
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else
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if(istype(src.loc, /mob/living))
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return
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src.pickup(user)
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user.put_in_active_hand(src)
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return
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/obj/item/attack_alien(mob/user as mob)
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var/mob/living/carbon/alien/A = user
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if(!A.has_fine_manipulation || w_class >= 4)
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if(src in A.contents) // To stop Aliens having items stuck in their pockets
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A.unEquip(src)
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user << "Your claws aren't capable of such fine manipulation."
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return
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attack_paw(A)
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/obj/item/attack_ai(mob/user as mob)
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if (istype(src.loc, /obj/item/weapon/robot_module))
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//If the item is part of a cyborg module, equip it
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if(!isrobot(user)) return
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var/mob/living/silicon/robot/R = user
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R.activate_module(src)
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R.hud_used.update_robot_modules_display()
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// Due to storage type consolidation this should get used more now.
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// I have cleaned it up a little, but it could probably use more. -Sayu
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/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = W
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if(S.use_to_pickup)
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if(S.collection_mode) //Mode is set to collect multiple items on a tile and we clicked on a valid one.
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if(isturf(src.loc))
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var/list/rejections = list()
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var/success = 0
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var/failure = 0
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for(var/obj/item/I in src.loc)
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if(S.collection_mode == 2 && !istype(I,src.type)) // We're only picking up items of the target type
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failure = 1
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continue
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if(I.type in rejections) // To limit bag spamming: any given type only complains once
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continue
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if(!S.can_be_inserted(I)) // Note can_be_inserted still makes noise when the answer is no
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rejections += I.type // therefore full bags are still a little spammy
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failure = 1
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continue
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success = 1
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S.handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
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if(success && !failure)
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user << "<span class='notice'>You put everything [S.preposition] [S].</span>"
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else if(success)
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user << "<span class='notice'>You put some things [S.preposition] [S].</span>"
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else
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user << "<span class='notice'>You fail to pick anything up with [S].</span>"
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else if(S.can_be_inserted(src))
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S.handle_item_insertion(src)
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return
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// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency
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/obj/item/proc/talk_into(mob/M as mob, text)
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return
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/obj/item/proc/dropped(mob/user as mob)
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..()
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// called just as an item is picked up (loc is not yet changed)
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/obj/item/proc/pickup(mob/user)
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return
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// 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.
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/obj/item/proc/on_exit_storage(obj/item/weapon/storage/S as obj)
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return
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// 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.
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/obj/item/proc/on_enter_storage(obj/item/weapon/storage/S as obj)
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return
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// called when "found" in pockets and storage items. Returns 1 if the search should end.
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/obj/item/proc/on_found(mob/finder as mob)
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return
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// called after an item is placed in an equipment slot
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// user is mob that equipped it
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// slot uses the slot_X defines found in setup.dm
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// for items that can be placed in multiple slots
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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(mob/user, slot)
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return
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//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.
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//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.
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//Set disable_warning to 1 if you wish it to not give you outputs.
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/obj/item/proc/mob_can_equip(mob/M, slot, disable_warning = 0)
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if(!M)
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return 0
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return M.can_equip(src, slot, disable_warning)
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/obj/item/verb/verb_pickup()
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set src in oview(1)
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set category = "Object"
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set name = "Pick up"
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if(!usr.canmove || usr.stat || usr.restrained() || !Adjacent(usr))
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return
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if(ishuman(usr) || ismonkey(usr))
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if(usr.get_active_hand() == null)
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usr.UnarmedAttack(src) // Let me know if this has any problems -Giacom | Actually let me know now. -Sayu
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/*
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if(usr.get_active_hand() == null)
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src.attack_hand(usr)
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else
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usr << "\red You already have something in your hand."
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*/
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else
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usr << "<span class='notice'>This mob type can't use this verb.</span>"
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//This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'action_button_name'.
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//The default action is attack_self().
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//Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob.
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/obj/item/proc/ui_action_click()
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if(src in usr)
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attack_self(usr)
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/obj/item/proc/IsShield()
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return 0
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/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
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if(prob(reflect_chance))
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return 1
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/obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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var/mob/living/carbon/human/H = M
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if(istype(H) && ( \
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(H.head && H.head.flags & HEADCOVERSEYES) || \
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(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
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(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
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))
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// you can't stab someone in the eyes wearing a mask!
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user << "<span class='danger'>You're going to need to remove that mask/helmet/glasses first.</span>"
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return
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var/mob/living/carbon/monkey/Mo = M
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if(istype(Mo) && ( \
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(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
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))
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// you can't stab someone in the eyes wearing a mask!
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user << "<span class='danger'>You're going to need to remove that mask/helmet/glasses first.</span>"
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return
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if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/slime))//Aliens don't have eyes./N slimes also don't have eyes!
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user << "<span class='danger'>You cannot locate any eyes on this creature!</span>"
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return
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add_logs(user, M, "attacked", object="[src.name]", addition="(INTENT: [uppertext(user.a_intent)])")
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src.add_fingerprint(user)
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if(M != user)
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M.visible_message("<span class='danger'>[user] has stabbed [M] in the eye with [src]!</span>", \
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"<span class='userdanger'>[user] stabs you in the eye with [src]!</span>")
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else
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user.visible_message( \
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"<span class='danger'>[user] has stabbed themself in the eyes with [src]!</span>", \
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"<span class='userdanger'>You stab yourself in the eyes with [src]!</span>" \
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)
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/U = M
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var/obj/item/organ/limb/affecting = U.get_organ("head")
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if(affecting.take_damage(7))
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U.update_damage_overlays(0)
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else
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M.take_organ_damage(7)
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M.eye_blurry += rand(3,4)
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M.eye_stat += rand(2,4)
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if (M.eye_stat >= 10)
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M.eye_blurry += 15+(0.1*M.eye_blurry)
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M.disabilities |= NEARSIGHT
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if(M.stat != 2)
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M << "<span class='danger'>Your eyes start to bleed profusely!</span>"
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if(prob(50))
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if(M.stat != 2)
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M << "<span class='danger'>You drop what you're holding and clutch at your eyes!</span>"
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M.drop_item()
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M.eye_blurry += 10
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M.Paralyse(1)
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M.Weaken(2)
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if (prob(M.eye_stat - 10 + 1))
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if(M.stat != 2)
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M << "<span class='danger'>You go blind!</span>"
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M.disabilities |= BLIND
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return
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/obj/item/clean_blood()
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. = ..()
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if(.)
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if(initial(icon) && initial(icon_state))
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var/index = blood_splatter_index()
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var/icon/blood_splatter_icon = blood_splatter_icons[index]
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if(blood_splatter_icon)
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overlays -= blood_splatter_icon
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/obj/item/clothing/gloves/clean_blood()
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. = ..()
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if(.)
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transfer_blood = 0
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bloody_hands_mob = null
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/obj/item/singularity_pull(S, current_size)
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spawn(0) //this is needed or multiple items will be thrown sequentially and not simultaneously
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if(current_size >= STAGE_FOUR)
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throw_at(S,14,3)
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else ..()
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/obj/item/acid_act(var/acidpwr, var/toxpwr, var/acid_volume)
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. = 1
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for(var/V in armor)
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if(armor[V] > 0)
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.-- //it survives the acid...
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break
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if(.)
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var/turf/T = get_turf(src)
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if(T)
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T.visible_message("<span class='danger'>[src] melts away!</span>")
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var/obj/effect/decal/cleanable/molten_item/I = new (T)
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I.pixel_x = rand(-16,16)
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I.pixel_y = rand(-16,16)
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I.desc = "Looks like this was \an [src] some time ago."
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qdel(src)
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else
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for(var/armour_value in armor) //but is weakened
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armor[armour_value] = max(armor[armour_value]-acidpwr,0)
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if(!findtext(desc, "it looks slightly melted...")) //it looks slightly melted... it looks slightly melted... it looks slightly melted... etc.
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desc += " it looks slightly melted..." //needs a space at the start, formatting
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