/obj/item name = "item" icon = 'icons/obj/items.dmi' w_class = ITEMSIZE_NORMAL blocks_emissive = EMISSIVE_BLOCK_GENERIC var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite var/randpixel = 6 var/abstract = 0 var/r_speed = 1.0 var/health = null var/burn_point = null var/burning = null var/hitsound = null var/usesound = null // Like hitsound, but for when used properly and not to kill someone. var/storage_cost = null var/slot_flags = 0 //This is used to determine on which slots an item can fit. var/no_attack_log = 0 //If it's an item we don't want to log attack_logs with, set this to 1 pass_flags = PASSTABLE pressure_resistance = 5 // causeerrorheresoifixthis var/obj/item/master = null var/list/origin_tech = null //Used by R&D to determine what research bonuses it grants. var/list/attack_verb //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]" var/force = 0 var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, 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/max_pressure_protection // Set this variable if the item protects its wearer against high pressures below an upper bound. Keep at null to disable protection. var/min_pressure_protection // Set this variable if the item protects its wearer against low pressures above a lower bound. Keep at null to disable protection. 0 represents protection against hard vacuum. var/datum/action/item_action/action = null 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. var/action_button_is_hands_free = 0 //If 1, bypass the restrained, lying, and stunned checks action buttons normally test for //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. //It should be used purely for appearance. For gameplay effects caused by items covering body parts, use body_parts_covered. var/flags_inv = 0 var/body_parts_covered = 0 //see setup.dm for appropriate bit flags var/item_flags = 0 //Miscellaneous flags pertaining to equippable objects. //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/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N var/list/armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0) var/list/armorsoak = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0) var/list/allowed = null //suit storage stuff. var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers. var/zoomdevicename = null //name used for message when binoculars/scope is used var/zoom = 0 //1 if item is actively being used to zoom. For scoped guns and binoculars. var/embed_chance = -1 //0 won't embed, and 100 will always embed var/icon_override = null //Used to override hardcoded clothing dmis in human clothing proc. //** These specify item/icon overrides for _slots_ var/list/item_state_slots //overrides the default item_state for particular slots. // Used to specify the icon file to be used when the item is worn. If not set the default icon for that slot will be used. // If icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question. // Only slot_l_hand/slot_r_hand are implemented at the moment. Others to be implemented as needed. var/list/item_icons //** These specify item/icon overrides for _species_ /* Species-specific sprites, concept stolen from Paradise//vg/. ex: sprite_sheets = list( SPECIES_TAJ = 'icons/cat/are/bad' ) If index term exists and icon_override is not set, this sprite sheet will be used. */ var/list/sprite_sheets // Species-specific sprite sheets for inventory sprites // Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called. var/list/sprite_sheets_obj var/toolspeed = 1.0 // This is a multipler on how 'fast' a tool works. e.g. setting this to 0.5 will make the tool work twice as fast. var/attackspeed = DEFAULT_ATTACK_COOLDOWN // How long click delay will be when using this, in 1/10ths of a second. Checked in the user's get_attack_speed(). var/reach = 1 // Length of tiles it can reach, 1 is adjacent. var/addblends // Icon overlay for ADD highlights when applicable. var/icon/default_worn_icon //Default on-mob icon var/worn_layer //Default on-mob layer // Pickup/Drop/Equip/Throw Sounds ///Used when thrown into a mob var/mob_throw_hit_sound // Sound used when equipping the items into a valid slot. var/equip_sound // pickup sound - this is the default var/pickup_sound = "generic_pickup" // drop sound - this is the default var/drop_sound = "generic_drop" var/tip_timer // reference to timer id for a tooltip we might open soon /obj/item/Initialize(mapload) . = ..() if(islist(origin_tech)) origin_tech = typelist(NAMEOF(src, origin_tech), origin_tech) if(embed_chance < 0) if(sharp) embed_chance = max(5, round(force/w_class)) else embed_chance = max(5, round(force/(w_class*3))) /obj/item/equipped() ..() var/mob/living/M = loc if(!istype(M)) return M.update_held_icons() /obj/item/Destroy() if(ismob(loc)) var/mob/m = loc m.drop_from_inventory(src) m.update_inv_r_hand() m.update_inv_l_hand() src.loc = null return ..() // Check if target is reasonable for us to operate on. /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 FALSE else return TRUE /obj/item/proc/update_twohanding() update_held_icon() /obj/item/proc/is_held_twohanded(mob/living/M) var/check_hand if(M.l_hand == src && !M.r_hand) check_hand = BP_R_HAND //item in left hand, check right hand else if(M.r_hand == src && !M.l_hand) check_hand = BP_L_HAND //item in right hand, check left hand else return FALSE //would check is_broken() and is_malfunctioning() here too but is_malfunctioning() //is probabilistic so we can't do that and it would be unfair to just check one. if(ishuman(M)) var/mob/living/carbon/human/H = M var/obj/item/organ/external/hand = H.organs_by_name[check_hand] if(istype(hand) && hand.is_usable()) return TRUE return FALSE //Checks if the item is being held by a mob, and if so, updates the held icons /obj/item/proc/update_held_icon() if(isliving(src.loc)) var/mob/living/M = src.loc if(M.l_hand == src) M.update_inv_l_hand() else if(M.r_hand == src) M.update_inv_r_hand() /obj/item/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if (prob(50)) qdel(src) return if(3.0) if (prob(5)) qdel(src) return else return //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() ) return var/turf/T = src.loc src.loc = null src.loc = T // See inventory_sizes.dm for the defines. /obj/item/examine(mob/user) var/size switch(src.w_class) if(ITEMSIZE_TINY) size = "tiny" if(ITEMSIZE_SMALL) size = "small" if(ITEMSIZE_NORMAL) size = "normal-sized" if(ITEMSIZE_LARGE) size = "bulky" if(ITEMSIZE_HUGE) size = "huge" return ..(user, "", "It is a [size] item.") /obj/item/attack_hand(mob/living/user as mob) if (!user) return if(anchored) to_chat(user, span("notice", "\The [src] won't budge, you can't pick it up!")) return if (hasorgans(user)) var/mob/living/carbon/human/H = user var/obj/item/organ/external/temp = H.organs_by_name["r_hand"] if (user.hand) temp = H.organs_by_name["l_hand"] if(temp && !temp.is_usable()) to_chat(user, "You try to move your [temp.name], but cannot!") return if(!temp) to_chat(user, "You try to use your hand, but realize it is no longer attached!") return var/old_loc = src.loc if (istype(src.loc, /obj/item/weapon/storage)) var/obj/item/weapon/storage/S = src.loc if(!S.remove_from_storage(src)) return src.pickup(user) src.throwing = 0 if (src.loc == user) if(!user.unEquip(src)) return else if(isliving(src.loc)) return if(user.put_in_active_hand(src)) if(isturf(old_loc)) var/obj/effect/temporary_effect/item_pickup_ghost/ghost = new(old_loc) ghost.assumeform(src) ghost.animate_towards(user) return /obj/item/attack_ai(mob/user as mob) if (istype(src.loc, /obj/item/weapon/robot_module)) //If the item is part of a cyborg module, equip it if(!isrobot(user)) return var/mob/living/silicon/robot/R = user R.activate_module(src) R.hud_used.update_robot_modules_display() /obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob) . = ..() 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 all items if(isturf(src.loc)) S.gather_all(src.loc, user) else if(S.can_be_inserted(src)) S.handle_item_insertion(src) return /obj/item/proc/talk_into(mob/M as mob, text) return /obj/item/proc/moved(mob/user as mob, old_loc as turf) return /obj/item/proc/get_volume_by_throwforce_and_or_w_class() // This is used for figuring out how loud our sounds are for throwing. if(throwforce && w_class) return CLAMP((throwforce + w_class) * 5, 30, 100)// Add the item's throwforce to its weight class and multiply by 5, then clamp the value between 30 and 100 else if(w_class) return CLAMP(w_class * 8, 20, 100) // Multiply the item's weight class by 8, then clamp the value between 20 and 100 else return 0 /obj/item/throw_impact(atom/hit_atom) ..() if(isliving(hit_atom)) //Living mobs handle hit sounds differently. var/volume = get_volume_by_throwforce_and_or_w_class() if (throwforce > 0) if (mob_throw_hit_sound) playsound(hit_atom, mob_throw_hit_sound, volume, TRUE, -1) else if(hitsound) playsound(hit_atom, hitsound, volume, TRUE, -1) else playsound(hit_atom, 'sound/weapons/genhit.ogg', volume, TRUE, -1) else playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1) else playsound(src, drop_sound, 30, preference = /datum/client_preference/drop_sounds) // apparently called whenever an item is removed from a slot, container, or anything else. /obj/item/proc/dropped(mob/user as mob) if(zoom) zoom() //binoculars, scope, etc appearance_flags &= ~NO_CLIENT_COLOR // called just as an item is picked up (loc is not yet changed) /obj/item/proc/pickup(mob/user) pixel_x = 0 pixel_y = 0 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 as obj) 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 as obj) return // called when "found" in pockets and storage items. Returns 1 if the search should end. /obj/item/proc/on_found(mob/finder as mob) return // called after an item is placed in an equipment slot // 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(var/mob/user, var/slot) hud_layerise() user.position_hud_item(src,slot) if(user.client) user.client.screen |= src if(user.pulling == src) user.stop_pulling() if((slot_flags & slot)) if(equip_sound) playsound(src, equip_sound, 30) else playsound(src, drop_sound, 30) else if(slot == slot_l_hand || slot == slot_r_hand) playsound(src, pickup_sound, 20, preference = /datum/client_preference/pickup_sounds) return // As above but for items being equipped to an active module on a robot. /obj/item/proc/equipped_robot(var/mob/user) return //Defines which slots correspond to which slot flags var/list/global/slot_flags_enumeration = list( "[slot_wear_mask]" = SLOT_MASK, "[slot_back]" = SLOT_BACK, "[slot_wear_suit]" = SLOT_OCLOTHING, "[slot_gloves]" = SLOT_GLOVES, "[slot_shoes]" = SLOT_FEET, "[slot_belt]" = SLOT_BELT, "[slot_glasses]" = SLOT_EYES, "[slot_head]" = SLOT_HEAD, "[slot_l_ear]" = SLOT_EARS|SLOT_TWOEARS, "[slot_r_ear]" = SLOT_EARS|SLOT_TWOEARS, "[slot_w_uniform]" = SLOT_ICLOTHING, "[slot_wear_id]" = SLOT_ID, "[slot_tie]" = SLOT_TIE, ) //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 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. //Should probably move the bulk of this into mob code some time, as most of it is related to the definition of slots and not item-specific /obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = FALSE) if(!slot) return 0 if(!M) return 0 if(!ishuman(M)) return 0 var/mob/living/carbon/human/H = M var/list/mob_equip = list() if(H.species.hud && H.species.hud.equip_slots) mob_equip = H.species.hud.equip_slots if(H.species && !(slot in mob_equip)) return 0 //First check if the item can be equipped to the desired slot. if("[slot]" in slot_flags_enumeration) var/req_flags = slot_flags_enumeration["[slot]"] if(!(req_flags & slot_flags)) return 0 //Next check that the slot is free if(H.get_equipped_item(slot)) return 0 //Next check if the slot is accessible. var/mob/_user = disable_warning? null : H if(!H.slot_is_accessible(slot, src, _user)) return 0 //Lastly, check special rules for the desired slot. switch(slot) if(slot_l_ear, slot_r_ear) var/slot_other_ear = (slot == slot_l_ear)? slot_r_ear : slot_l_ear if( (w_class > ITEMSIZE_TINY) && !(slot_flags & SLOT_EARS) ) return 0 if( (slot_flags & SLOT_TWOEARS) && H.get_equipped_item(slot_other_ear) ) return 0 if(slot_wear_id) if(!H.w_uniform && (slot_w_uniform in mob_equip)) if(!disable_warning) to_chat(H, "You need a jumpsuit before you can attach this [name].") return 0 if(slot_l_store, slot_r_store) if(!H.w_uniform && (slot_w_uniform in mob_equip)) if(!disable_warning) to_chat(H, "You need a jumpsuit before you can attach this [name].") return 0 if(slot_flags & SLOT_DENYPOCKET) return 0 if( w_class > ITEMSIZE_SMALL && !(slot_flags & SLOT_POCKET) ) return 0 if(slot_s_store) if(!H.wear_suit && (slot_wear_suit in mob_equip)) if(!disable_warning) to_chat(H, "You need a suit before you can attach this [name].") return 0 if(!H.wear_suit.allowed) if(!disable_warning) to_chat(usr, "You somehow have a suit with no defined allowed items for suit storage, stop that.") return 0 if( !(istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed)) ) return 0 if(slot_legcuffed) //Going to put this check above the handcuff check because the survival of the universe depends on it. if(!istype(src, /obj/item/weapon/handcuffs/legcuffs)) //Putting it here might actually do nothing. return 0 if(slot_handcuffed) if(!istype(src, /obj/item/weapon/handcuffs) || istype(src, /obj/item/weapon/handcuffs/legcuffs)) //Legcuffs are a child of handcuffs, but we don't want to use legcuffs as handcuffs... return 0 //In theory, this would never happen, but let's just do the legcuff check anyways. if(slot_in_backpack) //used entirely for equipping spawned mobs or at round start var/allow = 0 if(H.back && istype(H.back, /obj/item/weapon/storage/backpack)) var/obj/item/weapon/storage/backpack/B = H.back if(B.can_be_inserted(src,1)) allow = 1 if(!allow) return 0 if(slot_tie) var/allow = 0 for(var/obj/item/clothing/C in H.worn_clothing) //Runs through everything you're wearing, returns if you can't attach the thing if(C.can_attach_accessory(src)) allow = 1 break if(!allow) if(!disable_warning) to_chat(H, "You're not wearing anything you can attach this [name] to.") return 0 return 1 /obj/item/proc/mob_can_unequip(mob/M, slot, disable_warning = 0) if(!M) return 0 if(!canremove) return 0 if(!slot) if(issilicon(M)) return 1 // for stuff in grippers return 0 if(!M.slot_is_accessible(slot, src, disable_warning? null : M)) return 0 return 1 /obj/item/verb/verb_pickup() set src in oview(1) set category = "Object" set name = "Pick up" if(!(usr)) //BS12 EDIT return if(!usr.canmove || usr.stat || usr.restrained() || !Adjacent(usr)) return if((!istype(usr, /mob/living/carbon)) || (istype(usr, /mob/living/carbon/brain)))//Is humanoid, and is not a brain to_chat(usr, "You can't pick things up!") return var/mob/living/carbon/C = usr if( usr.stat || usr.restrained() )//Is not asleep/dead and is not restrained to_chat(usr, "You can't pick things up!") return if(src.anchored) //Object isn't anchored to_chat(usr, "You can't pick that up!") return if(C.get_active_hand()) //Hand is not full to_chat(usr, "Your hand is full.") return if(!istype(src.loc, /turf)) //Object is on a turf to_chat(usr, "You can't pick that up!") return //All checks are done, time to pick it up! usr.UnarmedAttack(src) return //This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'icon_action_button' to the icon_state of the image of the button in screen1_action.dmi //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() attack_self(usr) //RETURN VALUES //handle_shield should return a positive value to indicate that the attack is blocked and should be prevented. //If a negative value is returned, it should be treated as a special return value for bullet_act() and handled appropriately. //For non-projectile attacks this usually means the attack is blocked. //Otherwise should return 0 to indicate that the attack is not affected in any way. /obj/item/proc/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack") return 0 /obj/item/proc/get_loc_turf() var/atom/L = loc while(L && !istype(L, /turf/)) L = L.loc return loc /obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob) var/mob/living/carbon/human/H = M var/mob/living/carbon/human/U = user if(istype(H)) for(var/obj/item/protection in list(H.head, H.wear_mask, H.glasses)) if(protection && (protection.body_parts_covered & EYES)) // you can't stab someone in the eyes wearing a mask! to_chat(user, "You're going to need to remove the eye covering first.") return if(!M.has_eyes()) to_chat(user, "You cannot locate any eyes on [M]!") return //this should absolutely trigger even if not aim-impaired in some way var/hit_zone = get_zone_with_miss_chance(U.zone_sel.selecting, M, U.get_accuracy_penalty(U)) if(!hit_zone) U.do_attack_animation(M) playsound(src, 'sound/weapons/punchmiss.ogg', 25, 1, -1) visible_message(SPAN_DANGER("\The [U] attempts to stab \the [M] in the eyes, but misses!")) return add_attack_logs(user,M,"Attack eyes with [name]") user.setClickCooldown(user.get_attack_speed()) user.do_attack_animation(M) src.add_fingerprint(user) //if((CLUMSY in user.mutations) && prob(50)) // M = user /* to_chat(M, "You stab yourself in the eye.") M.sdisabilities |= BLIND M.weakened += 4 M.adjustBruteLoss(10) */ if(istype(H)) var/obj/item/organ/internal/eyes/eyes = H.internal_organs_by_name[O_EYES] if(H != user) for(var/mob/O in (viewers(M) - user - M)) O.show_message("[M] has been stabbed in the eye with [src] by [user].", 1) to_chat(M, "[user] stabs you in the eye with [src]!") to_chat(user, "You stab [M] in the eye with [src]!") else user.visible_message( \ "[user] has stabbed themself with [src]!", \ "You stab yourself in the eyes with [src]!" \ ) eyes.damage += rand(3,4) if(eyes.damage >= eyes.min_bruised_damage) if(M.stat != 2) if(!(eyes.robotic >= ORGAN_ROBOT)) //robot eyes bleeding might be a bit silly to_chat(M, "Your eyes start to bleed profusely!") if(prob(50)) if(M.stat != 2) to_chat(M, "You drop what you're holding and clutch at your eyes!") M.drop_item() M.eye_blurry += 10 M.Paralyse(1) M.Weaken(4) if (eyes.damage >= eyes.min_broken_damage) if(M.stat != 2) to_chat(M, "You go blind!") var/obj/item/organ/external/affecting = H.get_organ(BP_HEAD) if(affecting.take_damage(7)) M:UpdateDamageIcon() else M.take_organ_damage(7) M.eye_blurry += rand(3,4) return /obj/item/clean_blood() . = ..() if(blood_overlay) overlays.Remove(blood_overlay) /obj/item/reveal_blood() if(was_bloodied && !fluorescent) fluorescent = 1 blood_color = COLOR_LUMINOL blood_overlay.color = COLOR_LUMINOL update_icon() /obj/item/add_blood(mob/living/carbon/human/M as mob) if (!..()) return 0 if(istype(src, /obj/item/weapon/melee/energy)) return //if we haven't made our blood_overlay already if( !blood_overlay ) generate_blood_overlay() //Make the blood_overlay have the proper color then apply it. blood_overlay.color = blood_color add_overlay(blood_overlay) //if this blood isn't already in the list, add it if(istype(M)) if(blood_DNA[M.dna.unique_enzymes]) return 0 //already bloodied with this blood. Cannot add more. blood_DNA[M.dna.unique_enzymes] = M.dna.b_type return 1 //we applied blood to the item GLOBAL_LIST_EMPTY(blood_overlays_by_type) /obj/item/proc/generate_blood_overlay() // Already got one if(blood_overlay) return // Already cached if(GLOB.blood_overlays_by_type[type]) blood_overlay = GLOB.blood_overlays_by_type[type] return // Firsties! var/image/blood = image(icon = 'icons/effects/blood.dmi', icon_state = "itemblood") // Needs to be a new one each time since we're slicing it up with filters. blood.filters += filter(type = "alpha", icon = icon(icon, icon_state)) // Same, this filter is unique for each blood overlay per type GLOB.blood_overlays_by_type[type] = blood // And finally blood_overlay = blood /obj/item/proc/showoff(mob/user) for (var/mob/M in view(user)) M.show_message("[user] holds up [src]. Take a closer look.",1) /mob/living/carbon/verb/showoff() set name = "Show Held Item" set category = "Object" var/obj/item/I = get_active_hand() if(I && !I.abstract) I.showoff(src) /* For zooming with scope or binoculars. This is called from modules/mob/mob_movement.dm if you move you will be zoomed out modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out. */ //Looking through a scope or binoculars should /not/ improve your periphereal vision. Still, increase viewsize a tiny bit so that sniping isn't as restricted to NSEW /obj/item/var/ignore_visor_zoom_restriction = FALSE /obj/item/proc/zoom(var/tileoffset = 14,var/viewsize = 9) //tileoffset is client view offset in the direction the user is facing. viewsize is how far out this thing zooms. 7 is normal view var/devicename if(zoomdevicename) devicename = zoomdevicename else devicename = src.name var/cannotzoom if((usr.stat && !zoom) || !(istype(usr,/mob/living/carbon/human))) to_chat(usr, "You are unable to focus through the [devicename]") cannotzoom = 1 else if(!zoom && (global_hud.darkMask[1] in usr.client.screen)) to_chat(usr, "Your visor gets in the way of looking through the [devicename]") cannotzoom = 1 else if(!zoom && usr.get_active_hand() != src) to_chat(usr, "You are too distracted to look through the [devicename], perhaps if it was in your active hand this might work better") cannotzoom = 1 //We checked above if they are a human and returned already if they weren't. var/mob/living/carbon/human/H = usr if(!zoom && !cannotzoom) if(H.hud_used.hud_shown) H.toggle_zoom_hud() // If the user has already limited their HUD this avoids them having a HUD when they zoom in H.set_viewsize(viewsize) zoom = 1 GLOB.moved_event.register(H, src, .proc/zoom) var/tilesize = 32 var/viewoffset = tilesize * tileoffset switch(H.dir) if (NORTH) H.client.pixel_x = 0 H.client.pixel_y = viewoffset if (SOUTH) H.client.pixel_x = 0 H.client.pixel_y = -viewoffset if (EAST) H.client.pixel_x = viewoffset H.client.pixel_y = 0 if (WEST) H.client.pixel_x = -viewoffset H.client.pixel_y = 0 H.visible_message("[usr] peers through the [zoomdevicename ? "[zoomdevicename] of the [src.name]" : "[src.name]"].") if(!ignore_visor_zoom_restriction) H.looking_elsewhere = TRUE H.handle_vision() else H.set_viewsize() // Reset to default if(!H.hud_used.hud_shown) H.toggle_zoom_hud() zoom = 0 GLOB.moved_event.unregister(H, src, .proc/zoom) H.client.pixel_x = 0 H.client.pixel_y = 0 H.looking_elsewhere = FALSE H.handle_vision() if(!cannotzoom) usr.visible_message("[zoomdevicename ? "[usr] looks up from the [src.name]" : "[usr] lowers the [src.name]"].") return /obj/item/proc/pwr_drain() return 0 // Process Kill // Used for non-adjacent melee attacks with specific weapons capable of reaching more than one tile. // This uses changeling range string A* but for this purpose its also applicable. /obj/item/proc/attack_can_reach(var/atom/us, var/atom/them, var/range) if(us.Adjacent(them)) return TRUE // Already adjacent. if(AStar(get_turf(us), get_turf(them), /turf/proc/AdjacentTurfsRangedSting, /turf/proc/Distance, max_nodes=25, max_node_depth=range)) return TRUE return FALSE // Check if an object should ignite others, like a lit lighter or candle. /obj/item/proc/is_hot() return FALSE // Called when you swap hands away from the item /obj/item/proc/in_inactive_hand(mob/user) return //Used for selecting a random pixel placement, usually on initialize. Checks for pixel_x/y to not interfere with mapped in items. /obj/item/proc/randpixel_xy() if(!pixel_x && !pixel_y) pixel_x = rand(-randpixel, randpixel) pixel_y = rand(-randpixel, randpixel) return TRUE else return FALSE // My best guess as to why this is here would be that it does so little. Still, keep it under all the procs, for sanity's sake. /obj/item/device icon = 'icons/obj/device.dmi' pickup_sound = 'sound/items/pickup/device.ogg' drop_sound = 'sound/items/drop/device.ogg' //Worn icon generation for on-mob sprites /obj/item/proc/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer,var/icon/clip_mask = null) //Get the required information about the base icon var/icon/icon2use = get_worn_icon_file(body_type = body_type, slot_name = slot_name, default_icon = default_icon, inhands = inhands) var/state2use = get_worn_icon_state(slot_name = slot_name) var/layer2use = get_worn_layer(default_layer = default_layer) //Snowflakey inhand icons in a specific slot if(inhands && icon2use == icon_override) switch(slot_name) if(slot_r_hand_str) state2use += "_r" if(slot_l_hand_str) state2use += "_l" // testing("[src] (\ref[src]) - Slot: [slot_name], Inhands: [inhands], Worn Icon:[icon2use], Worn State:[state2use], Worn Layer:[layer2use]") //Generate the base onmob icon var/icon/standing_icon = icon(icon = icon2use, icon_state = state2use) if(!inhands) apply_custom(standing_icon) //Pre-image overridable proc to customize the thing apply_addblends(icon2use,standing_icon) //Some items have ICON_ADD blend shaders var/image/standing = image(standing_icon) standing.alpha = alpha standing.color = color standing.layer = layer2use if(istype(clip_mask)) //VOREStation Edit - For taur bodies/tails clipping off parts of uniforms and suits. standing.filters += filter(type = "alpha", icon = clip_mask) if(istype(clip_mask)) //For taur bodies/tails clipping off parts of uniforms and suits. standing.filters += filter(type = "alpha", icon = clip_mask) //Apply any special features if(!inhands) apply_blood(standing) //Some items show blood when bloodied apply_accessories(standing) //Some items sport accessories like webbing //Apply overlays to our...overlay apply_overlays(standing) //Return our icon return standing //Returns the icon object that should be used for the worn icon /obj/item/proc/get_worn_icon_file(var/body_type,var/slot_name,var/default_icon,var/inhands) //1: icon_override var if(icon_override) return icon_override //2: species-specific sprite sheets (skipped for inhands) if(LAZYLEN(sprite_sheets) && !inhands) var/sheet = sprite_sheets[body_type] if(sheet) return sheet //3: slot-specific sprite sheets if(LAZYLEN(item_icons)) var/sheet = item_icons[slot_name] if(sheet) return sheet //4: item's default icon if(default_worn_icon) return default_worn_icon //5: provided default_icon if(default_icon) return default_icon //6: give up return //Returns the state that should be used for the worn icon /obj/item/proc/get_worn_icon_state(var/slot_name) //1: slot-specific sprite sheets if(LAZYLEN(item_state_slots)) var/state = item_state_slots[slot_name] if(state) return state //2: item_state variable if(item_state) return item_state //3: icon_state variable if(icon_state) return icon_state //Returns the layer that should be used for the worn icon (as a FLOAT_LAYER layer, so negative) /obj/item/proc/get_worn_layer(var/default_layer = 0) //1: worn_layer variable if(!isnull(worn_layer)) //Can be zero, so... return BODY_LAYER+worn_layer //2: your default return BODY_LAYER+default_layer //Apply the addblend blends onto the icon /obj/item/proc/apply_addblends(var/source_icon, var/icon/standing_icon) //If we have addblends, blend them onto the provided icon if(addblends && standing_icon && source_icon) var/addblend_icon = icon("icon" = source_icon, "icon_state" = addblends) standing_icon.Blend(addblend_icon, ICON_ADD) //STUB /obj/item/proc/apply_custom(var/icon/standing_icon) return standing_icon //STUB /obj/item/proc/apply_blood(var/image/standing) return standing //STUB /obj/item/proc/apply_accessories(var/image/standing) return standing /obj/item/proc/apply_overlays(var/image/standing) if(!blocks_emissive) return standing var/mutable_appearance/blocker_overlay = mutable_appearance(standing.icon, standing.icon_state, plane = PLANE_EMISSIVE, appearance_flags = KEEP_APART) blocker_overlay.color = GLOB.em_block_color standing.add_overlay(blocker_overlay) return standing /obj/item/MouseEntered(location,control,params) . = ..() if(usr.is_preference_enabled(/datum/client_preference/inv_tooltips) && ((src in usr) || isstorage(loc))) // If in inventory or in storage we're looking at var/user = usr tip_timer = addtimer(CALLBACK(src, .proc/openTip, location, control, params, user), 5, TIMER_STOPPABLE) /obj/item/MouseExited() . = ..() deltimer(tip_timer) closeToolTip(usr) /obj/item/proc/openTip(location, control, params, user) openToolTip(user, src, params, title = name, content = desc) // These procs are for RPEDs and part ratings. The concept for this was borrowed from /vg/station. // Gets the rating of the item, used in stuff like machine construction. /obj/item/proc/get_rating() return FALSE // Like the above, but used for RPED sorting of parts. /obj/item/proc/rped_rating() return get_rating() /// How are you described if at all when in pockets (or other 'usually not visible' places) /obj/item/proc/pocket_description(mob/haver, mob/examiner) return null // most things are hidden