/obj //var/datum/module/mod //not used var/m_amt = 0 // metal var/g_amt = 0 // glass var/w_amt = 0 // waster amounts var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj. animate_movement = 2 var/throwforce = 0 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) return remove_air(breath_request) else return null initialize() /obj/blob name = "magma" icon = 'blob.dmi' icon_state = "bloba0" var/health = 40 density = 1 opacity = 0 anchored = 1 /obj/blob/idle name = "magma" desc = "it looks... tasty" icon_state = "blobidle0" /obj/mark var/mark = "" icon = 'mark.dmi' icon_state = "blank" anchored = 1 layer = 99 mouse_opacity = 0 unacidable = 1//Just to be sure. /obj/admins name = "admins" var/rank = null var/owner = null var/state = 1 //state = 1 for playing : default //state = 2 for observing /obj/bhole name = "black hole" icon = 'objects.dmi' desc = "FUCK FUCK FUCK AAAHHH" icon_state = "bhole2" opacity = 0 unacidable = 1 density = 0 anchored = 1 var/datum/effects/system/harmless_smoke_spread/smoke /obj/beam name = "beam" unacidable = 1//Just to be sure. /obj/beam/a_laser name = "a laser" icon = 'projectiles.dmi' icon_state = "laser" density = 1 var/yo = null var/xo = null var/current = null var/life = 50.0 anchored = 1.0 flags = TABLEPASS /obj/beam/i_beam name = "i beam" icon = 'projectiles.dmi' icon_state = "ibeam" var/obj/beam/i_beam/next = null var/obj/item/device/infra/master = null var/limit = null var/visible = 0.0 var/left = null anchored = 1.0 flags = TABLEPASS /obj/bedsheetbin name = "linen bin" desc = "A bin for containing bedsheets." icon = 'items.dmi' icon_state = "bedbin" var/amount = 23.0 anchored = 1.0 /obj/begin name = "begin" icon = 'stationobjs.dmi' icon_state = "begin" anchored = 1.0 unacidable = 1 /obj/bullet name = "bullet" icon = 'projectiles.dmi' icon_state = "bullet" density = 1 unacidable = 1//Just to be sure. var/yo = null var/xo = null var/current = null anchored = 1.0 flags = TABLEPASS /obj/bullet/weakbullet /obj/bullet/electrode name = "electrode" icon_state = "spark" /obj/bullet/teleshot name = "teleshot" icon_state = "spark" var/failchance = 5 var/obj/item/target = null /obj/bullet/cbbolt name = "crossbow bolt" icon_state = "cbbolt" /obj/bullet/neurodart name = "acid" icon_state = "toxin" /obj/datacore name = "datacore" var/list/medical = list( ) var/list/general = list( ) var/list/security = list( ) /obj/equip_e name = "equip e" var/mob/source = null var/s_loc = null var/t_loc = null var/obj/item/item = null var/place = null /obj/equip_e/human name = "human" var/mob/living/carbon/human/target = null /obj/equip_e/monkey name = "monkey" var/mob/living/carbon/monkey/target = null /obj/grille desc = "A piece of metal with evenly spaced gridlike holes in it. Blocks large object but lets small items, gas, or energy beams through." name = "grille" icon = 'structures.dmi' icon_state = "grille" density = 1 var/health = 10.0 var/destroyed = 0.0 anchored = 1.0 flags = FPRINT | CONDUCT pressure_resistance = 5*ONE_ATMOSPHERE layer = 2.9 /obj/securearea desc = "A warning sign which reads 'SECURE AREA'" name = "SECURE AREA" icon = 'decals.dmi' icon_state = "securearea" anchored = 1.0 opacity = 0 density = 0 /obj/sign/biohazard desc = "A warning sign which reads 'BIOHAZARD'" name = "BIOHAZARD" icon = 'decals.dmi' icon_state = "bio" anchored = 1.0 opacity = 0 density = 0 /obj/sign/electricshock desc = "A warning sign which reads 'HIGH VOLTAGE'" name = "HIGH VOLTAGE" icon = 'decals.dmi' icon_state = "shock" anchored = 1.0 opacity = 0 density = 0 /obj/sign/vacuum desc = "A warning sign which reads 'HARD VACUUM AHEAD'" name = "HARD VACUUM AHEAD" icon = 'decals.dmi' icon_state = "space" anchored = 1.0 opacity = 0 density = 0 pixel_x = -1 pixel_y = -1 /obj/sign/fire desc = "A warning sign which reads 'HOT! HOT! AAAH! I'M BURNING!'" name = "HOT! HOT! AAAH! I'M BURNING!" icon = 'decals.dmi' icon_state = "fire" anchored = 1.0 opacity = 0 density = 0 /obj/sign/nosmoking_1 desc = "A warning sign which reads 'NO SMOKING'" name = "NO SMOKING" icon = 'decals.dmi' icon_state = "nosmoking" anchored = 1.0 opacity = 0 density = 0 /obj/sign/nosmoking_2 desc = "A warning sign which reads 'NO SMOKING'" name = "NO SMOKING" icon = 'decals.dmi' icon_state = "nosmoking2" anchored = 1.0 opacity = 0 density = 0 /obj/sign/redcross desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here.'" name = "Med-Bay" icon = 'decals.dmi' icon_state = "redcross" anchored = 1.0 opacity = 0 density = 0 /obj/hud name = "hud" unacidable = 1 var/mob/mymob = null var/list/adding = null var/list/other = null var/list/intents = null var/list/mov_int = null var/list/mon_blo = null var/list/m_ints = null var/obj/screen/druggy = null var/vimpaired = null var/obj/screen/alien_view = null var/obj/screen/g_dither = null var/obj/screen/blurry = null var/list/darkMask = null var/obj/screen/station_explosion = null var/h_type = /obj/screen /obj/item name = "item" icon = 'items.dmi' var/icon_old = null var/abstract = 0.0 var/force = null var/item_state = null var/damtype = "brute" var/r_speed = 1.0 var/health = null var/burn_point = null var/burning = null var/hitsound = null var/w_class = 3.0 flags = FPRINT | TABLEPASS pressure_resistance = 50 var/obj/item/master = null /obj/item/device icon = 'device.dmi' /obj/item/device/detective_scanner name = "Scanner" desc = "Used to scan objects for DNA and fingerprints" icon_state = "forensic0" var/amount = 20.0 var/printing = 0.0 w_class = 3.0 item_state = "electronic" flags = FPRINT | TABLEPASS | ONBELT | CONDUCT | USEDELAY /obj/item/device/flash name = "flash" icon_state = "flash" var/l_time = 1.0 var/shots = 5.0 throwforce = 5 w_class = 1.0 throw_speed = 4 throw_range = 10 flags = FPRINT | TABLEPASS| CONDUCT item_state = "electronic" var/status = 1 /obj/item/device/flashlight name = "flashlight" desc = "A hand-held emergency light." icon_state = "flight0" var/on = 0 w_class = 2 item_state = "flight" flags = FPRINT | ONBELT | TABLEPASS | CONDUCT m_amt = 50 g_amt = 20 /obj/item/device/healthanalyzer name = "Health Analyzer" icon_state = "health" item_state = "analyzer" desc = "A hand-held body scanner able to distinguish vital signs of the subject." flags = FPRINT | ONBELT | TABLEPASS | CONDUCT throwforce = 3 w_class = 1.0 throw_speed = 5 throw_range = 10 m_amt = 200 /obj/item/device/igniter name = "igniter" desc = "A small electronic device able to ignite combustable substances." icon_state = "igniter" var/status = 1.0 flags = FPRINT | TABLEPASS| CONDUCT item_state = "electronic" m_amt = 100 throwforce = 5 w_class = 1.0 throw_speed = 3 throw_range = 10 /obj/item/device/infra name = "Infrared Beam (Security)" desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted." icon_state = "infrared0" var/obj/beam/i_beam/first = null var/state = 0.0 var/visible = 0.0 flags = FPRINT | TABLEPASS| CONDUCT w_class = 2.0 item_state = "electronic" m_amt = 150 /obj/item/device/infra_sensor name = "Infrared Sensor" desc = "Scans for infrared beams in the vicinity." icon_state = "infra_sensor" var/passive = 1.0 flags = FPRINT | TABLEPASS| CONDUCT item_state = "electronic" m_amt = 150 /obj/item/device/t_scanner name = "T-ray scanner" desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." icon_state = "t-ray0" var/on = 0 flags = FPRINT|ONBELT|TABLEPASS w_class = 2 item_state = "electronic" m_amt = 150 /obj/item/device/multitool name = "multitool" icon_state = "multitool" flags = FPRINT | TABLEPASS| CONDUCT force = 5.0 w_class = 2.0 throwforce = 5.0 throw_range = 15 throw_speed = 3 desc = "You can use this on airlocks or APCs to try to hack them without cutting wires." m_amt = 50 g_amt = 20 /obj/item/device/prox_sensor name = "Proximity Sensor" icon_state = "motion0" var/state = 0.0 var/timing = 0.0 var/time = null flags = FPRINT | TABLEPASS| CONDUCT w_class = 2.0 item_state = "electronic" m_amt = 300 /obj/item/device/shield name = "shield" icon_state = "shield0" var/active = 0.0 flags = FPRINT | TABLEPASS| CONDUCT item_state = "electronic" throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = 2.0 /obj/item/device/timer name = "timer" icon_state = "timer0" item_state = "electronic" var/timing = 0.0 var/time = null flags = FPRINT | TABLEPASS| CONDUCT w_class = 2.0 m_amt = 100 /obj/item/blueprints name = "station blueprints" desc = "Blueprints of the station. There's stamp \"Classified\" and several coffee stains on it." icon = 'items.dmi' icon_state = "blueprints" /obj/item/apc_frame name = "APC frame" desc = "Used for repairing or building APCs" icon = 'apc_repair.dmi' icon_state = "apc_frame" flags = FPRINT | TABLEPASS| CONDUCT /obj/landmark name = "landmark" icon = 'screen1.dmi' icon_state = "x2" anchored = 1.0 unacidable = 1 /obj/landmark/alterations name = "alterations" /obj/laser name = "laser" icon = 'projectiles.dmi' var/damage = 0.0 var/range = 10.0 /obj/lattice desc = "A lightweight support lattice." name = "lattice" icon = 'structures.dmi' icon_state = "lattice" density = 0 anchored = 1.0 layer = 2.3 //under pipes // flags = 64.0 /obj/list_container name = "list container" /obj/list_container/mobl name = "mobl" var/master = null var/list/container = list( ) /obj/m_tray name = "morgue tray" icon = 'stationobjs.dmi' icon_state = "morguet" density = 1 layer = 2.0 var/obj/morgue/connected = null anchored = 1.0 /obj/c_tray name = "crematorium tray" icon = 'stationobjs.dmi' icon_state = "cremat" density = 1 layer = 2.0 var/obj/crematorium/connected = null anchored = 1.0 /obj/cable level = 1 anchored =1 var/netnum = 0 name = "power cable" desc = "A flexible superconducting cable for heavy-duty power transfer." icon = 'power_cond.dmi' icon_state = "0-1" var/d1 = 0 var/d2 = 1 layer = 2.5 /obj/manifest name = "manifest" icon = 'screen1.dmi' icon_state = "x" unacidable = 1//Just to be sure. /obj/morgue name = "morgue" icon = 'stationobjs.dmi' icon_state = "morgue1" density = 1 var/obj/m_tray/connected = null anchored = 1.0 /obj/crematorium name = "crematorium" desc = "A human incinerator." icon = 'stationobjs.dmi' icon_state = "crema1" density = 1 var/obj/c_tray/connected = null anchored = 1.0 var/cremating = 0 var/id = 1 var/locked = 0 /obj/mine name = "Mine" desc = "I Better stay away from that thing." density = 1 anchored = 1 layer = 3 icon = 'weapons.dmi' icon_state = "uglymine" var/triggerproc = "explode" //name of the proc thats called when the mine is triggered var/triggered = 0 /obj/mine/dnascramble name = "Radiation Mine" icon_state = "uglymine" triggerproc = "triggerrad" /obj/mine/plasma name = "Plasma Mine" icon_state = "uglymine" triggerproc = "triggerplasma" /obj/mine/kick name = "Kick Mine" icon_state = "uglymine" triggerproc = "triggerkick" /obj/mine/n2o name = "N2O Mine" icon_state = "uglymine" triggerproc = "triggern2o" /obj/mine/stun name = "Stun Mine" icon_state = "uglymine" triggerproc = "triggerstun" /obj/overlay name = "overlay" unacidable = 1 /obj/portal name = "portal" icon = 'stationobjs.dmi' icon_state = "portal" density = 1 unacidable = 1//Can't destroy energy portals. var/failchance = 5 var/obj/item/target = null var/creator = null anchored = 1.0 /obj/projection name = "Projection" anchored = 1.0 /obj/rack name = "rack" icon = 'objects.dmi' icon_state = "rack" density = 1 flags = FPRINT anchored = 1.0 /obj/screen name = "screen" icon = 'screen1.dmi' layer = 20.0 unacidable = 1 var/id = 0.0 var/obj/master /obj/screen/close name = "close" master = null /obj/screen/grab name = "grab" master = null /obj/screen/storage name = "storage" master = null /obj/screen/zone_sel name = "Damage Zone" icon = 'zone_sel.dmi' icon_state = "blank" var/selecting = "chest" screen_loc = "EAST+1,NORTH" /obj/shut_controller name = "shut controller" var/moving = null var/list/parts = list( ) /obj/landmark/start name = "start" icon = 'screen1.dmi' icon_state = "x" anchored = 1.0 /obj/stool name = "stool" icon = 'objects.dmi' icon_state = "stool" flags = FPRINT pressure_resistance = 3*ONE_ATMOSPHERE /obj/stool/bed name = "bed" icon_state = "bed" anchored = 1.0 var/list/buckled_mobs = list( ) /obj/stool/chair name = "chair" icon_state = "chair" var/status = 0.0 anchored = 1.0 var/list/buckled_mobs = list( ) /obj/stool/chair/e_chair name = "electrified chair" icon_state = "e_chair0" var/atom/movable/overlay/overl = null var/on = 0.0 var/obj/item/assembly/shock_kit/part1 = null var/last_time = 1.0 /obj/table name = "table" icon = 'structures.dmi' icon_state = "table" density = 1 anchored = 1.0 /obj/table/reinforced name = "reinforced table" icon_state = "reinf_table" var/status = 2 /obj/table/woodentable name = "wooden table" icon_state = "woodentable" /obj/mopbucket desc = "Fill it with water, but don't forget a mop!" name = "mop bucket" icon = 'janitor.dmi' icon_state = "mopbucket" density = 1 flags = FPRINT pressure_resistance = ONE_ATMOSPHERE flags = FPRINT | TABLEPASS | OPENCONTAINER /obj/kitchenspike name = "a meat spike" icon = 'kitchen.dmi' icon_state = "spike" desc = "A spike for collecting meat from animals" density = 1 anchored = 1 var/meat = 0 var/occupied = 0 var/meattype = 0 // 0 - Nothing, 1 - Monkey, 2 - Xeno /obj/displaycase name = "Display Case" icon = 'stationobjs.dmi' icon_state = "glassbox1" desc = "A display case for prized possessions." density = 1 anchored = 1 unacidable = 1//Dissolving the case would also delete the gun. var/health = 30 var/occupied = 1 var/destroyed = 0 obj/item/brain name = "brain" icon = 'surgery.dmi' icon_state = "brain2" flags = TABLEPASS force = 1.0 w_class = 1.0 throwforce = 1.0 throw_speed = 3 throw_range = 5 var/mob/living/carbon/human/owner = null /obj/item/brain/New() ..() spawn(5) if(src.owner) src.name = "[src.owner]'s brain" /obj/noticeboard name = "Notice Board" icon = 'stationobjs.dmi' icon_state = "nboard00" flags = FPRINT desc = "A board for pinning important notices upon." density = 0 anchored = 1 var/notices = 0 /obj/deskclutter name = "desk clutter" icon = 'items.dmi' icon_state = "deskclutter" desc = "Some clutter the detective has accumalated over the years..." anchored = 1 /obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER // TODO: robust mixology system! (and merge with beakers, maybe) /obj/item/weapon/glass name = "empty glass" icon = 'kitchen.dmi' icon_state = "glass_empty" item_state = "beaker" flags = FPRINT | TABLEPASS | OPENCONTAINER var/datum/substance/inside = null throwforce = 5 g_amt = 100 New() ..() src.pixel_x = rand(-5, 5) src.pixel_y = rand(-5, 5) /obj/item/weapon/storage/glassbox name = "Glassware Box" icon_state = "beakerbox" item_state = "syringe_kit" New() ..() new /obj/item/weapon/glass( src ) new /obj/item/weapon/glass( src ) new /obj/item/weapon/glass( src ) new /obj/item/weapon/glass( src ) new /obj/item/weapon/glass( src ) new /obj/item/weapon/glass( src ) new /obj/item/weapon/glass( src ) /obj/item/weapon/storage/cupbox name = "Paper-cup Box" icon_state = "box" item_state = "syringe_kit" New() ..() new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src ) /obj/falsewall name = "wall" icon = 'walls.dmi' icon_state = "" density = 1 opacity = 1 anchored = 1 /obj/falserwall name = "r wall" icon = 'walls.dmi' icon_state = "r_wall" density = 1 opacity = 1 anchored = 1 /obj/item/stack var/singular_name var/amount = 1.0 var/max_amount //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount /obj/item/stack/rods name = "metal rods" singular_name = "metal rod" icon_state = "rods" flags = FPRINT | TABLEPASS| CONDUCT w_class = 3.0 force = 9.0 throwforce = 15.0 throw_speed = 5 throw_range = 20 m_amt = 1875 max_amount = 60 /obj/item/stack/sheet name = "sheet" // var/const/length = 2.5 //2.5*1.5*0.01*100000 == 3750 == m_amt // var/const/width = 1.5 // var/const/height = 0.01 flags = FPRINT | TABLEPASS w_class = 3.0 max_amount = 50 /obj/item/stack/sheet/glass name = "glass" singular_name = "glass sheet" icon_state = "sheet-glass" force = 5.0 g_amt = 3750 throwforce = 5 throw_speed = 3 throw_range = 3 /obj/item/stack/sheet/rglass name = "reinforced glass" singular_name = "reinforced glass sheet" icon_state = "sheet-rglass" force = 6.0 g_amt = 3750 m_amt = 1875 throwforce = 5 throw_speed = 3 throw_range = 3 /obj/item/stack/sheet/metal name = "metal" singular_name = "metal sheet" desc = "A heavy sheet of metal." icon_state = "sheet-metal" force = 5.0 m_amt = 3750 throwforce = 14.0 throw_speed = 1 throw_range = 4 flags = FPRINT | TABLEPASS | CONDUCT /obj/item/stack/sheet/r_metal name = "reinforced metal" singular_name = "reinforced metal sheet" desc = "A very heavy sheet of metal." icon_state = "sheet-r_metal" item_state = "sheet-metal" force = 5.0 m_amt = 7500 throwforce = 15.0 throw_speed = 1 throw_range = 4 flags = FPRINT | TABLEPASS | CONDUCT /obj/item/stack/tile name = "steel floor tile" singular_name = "steel floor tile" desc = "Those could work as a pretty decent throwing weapon" icon_state = "tile" w_class = 3.0 force = 6.0 m_amt = 937.5 throwforce = 15.0 throw_speed = 5 throw_range = 20 flags = FPRINT | TABLEPASS | CONDUCT max_amount = 10