Files
CHOMPStation2/code/defines/obj.dm
n3ophyt3@gmail.com 7391fac4e9 Another stack of runtime errors dealt with.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@260 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-10 05:36:31 +00:00

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/obj
//var/datum/module/mod //not used
var/m_amt = 0 // metal
var/g_amt = 0 // glass
var/w_amt = 0 // waster amounts
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
/obj/shieldgen
name = "shield generator"
desc = "Used to seal minor hull breaches."
icon = 'objects.dmi'
icon_state = "shieldoff"
var/active = 0
var/health = 100
var/malfunction = 0
density = 1
opacity = 0
anchored = 0
pressure_resistance = 2*ONE_ATMOSPHERE
/obj/shieldwallgen
name = "shieldwall thing"
desc = "dont know"
icon = 'wizard.dmi'
icon_state = "dontknow"
var/active = 0
var/range = 1
density = 0
opacity = 0
anchored = 0
pressure_resistance = 2*ONE_ATMOSPHERE
/obj/shield
name = "shield"
desc = "An energy shield."
icon = 'effects.dmi'
icon_state = "shieldsparkles"
density = 1
opacity = 0
anchored = 1
/obj/shieldwall
name = "shield"
desc = "An energy shield."
icon = 'effects.dmi'
icon_state = "test"
density = 1
opacity = 0
anchored = 1
/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
density = 0
anchored = 1
var/datum/effects/system/harmless_smoke_spread/smoke
/obj/beam
name = "beam"
/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
/obj/bullet
name = "bullet"
icon = 'projectiles.dmi'
icon_state = "bullet"
density = 1
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/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
/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/hud
name = "hud"
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/landmark
name = "landmark"
icon = 'screen1.dmi'
icon_state = "x2"
anchored = 1.0
/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 = 2.5
// 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"
/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"
/obj/portal
name = "portal"
icon = 'stationobjs.dmi'
icon_state = "portal"
density = 1
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
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
/obj/stool/chair
name = "chair"
icon_state = "chair"
var/status = 0.0
anchored = 1.0
/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
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/falsewall
name = "wall"
icon = 'walls.dmi'
icon_state = ""
density = 1
opacity = 1
anchored = 1