Files
CHOMPStation2/code/defines/atom.dm
mport2004@gmail.com e95d16da16 Lawyer now has a purple suit and the job has two slots.
Lowered the number of spare jumpsuits in most of the lockers from 6 to 3.
The old arrival message is now back in.
Finished the Ion Rifle and added one to the armory.  Might need to change it up a bit depending on how well it works.
Bullet_act worked on a bit, EMP effects should work now.
Cyborgs are stunned by EMPs.
Raised the changelings required genome number for multichan at the request of Urist. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2175 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-11 11:39:44 +00:00

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/atom
layer = 2
var/level = 2
var/flags = FPRINT
var/fingerprints = null
var/list/fingerprintshidden = new/list()
var/fingerprintslast = null
var/blood_DNA = null
var/blood_type = null
var/last_bumped = 0
var/pass_flags = 0
///Chemistry.
var/datum/reagents/reagents = null
//var/chem_is_open_container = 0
// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
///Chemistry.
proc/assume_air(datum/air_group/giver)
del(giver)
return null
proc/remove_air(amount)
return null
proc/return_air()
return null
// Convenience proc to see if a container is open for chemistry handling
// returns true if open
// false if closed
proc/is_open_container()
return flags & OPENCONTAINER
/*//Convenience proc to see whether a container can be accessed in a certain way.
proc/can_subract_container()
return flags & EXTRACT_CONTAINER
proc/can_add_container()
return flags & INSERT_CONTAINER
*/
obj
assume_air(datum/air_group/giver)
if(loc)
return loc.assume_air(giver)
else
return null
remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
return_air()
if(loc)
return loc.return_air()
else
return null
/atom/proc/meteorhit(obj/meteor as obj)
return
/atom/proc/allow_drop()
return 1
/atom/proc/CheckExit()
return 1
/atom/proc/HasEntered(atom/movable/AM as mob|obj)
return
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
return
/atom/proc/emp_act(var/severity)
return
/atom/proc/bullet_act(var/obj/item/projectile/Proj)
if(Proj.effects["emp"])
var/emppulse = Proj.effects["emp"]
if(prob(Proj.effectprob["emp"]))
empulse(src, emppulse, emppulse)
else
empulse(src, 0, emppulse)
// if(istype(Proj ,/obj/item/projectile/beam/pulse))
// src.ex_act(2)
return
/atom/proc/in_contents_of(container)//can take class or object instance as argument
if(ispath(container))
if(istype(src.loc, container))
return 1
else if(src in container)
return 1
return
/atom/movable/overlay/attackby(a, b)
if (src.master)
return src.master.attackby(a, b)
return
/atom/movable/overlay/attack_paw(a, b, c)
if (src.master)
return src.master.attack_paw(a, b, c)
return
/atom/movable/overlay/attack_hand(a, b, c)
if (src.master)
return src.master.attack_hand(a, b, c)
return
/atom/movable/overlay/New()
for(var/x in src.verbs)
src.verbs -= x
return
/atom/movable
layer = 3
var/last_move = null
var/anchored = 0
// var/elevation = 2 - not used anywhere
var/move_speed = 10
var/l_move_time = 1
var/m_flag = 1
var/throwing = 0
var/throw_speed = 2
var/throw_range = 7
var/moved_recently = 0
/atom/movable/overlay
var/atom/master = null
anchored = 1
/atom/movable/Move()
var/atom/A = src.loc
. = ..()
src.move_speed = world.timeofday - src.l_move_time
src.l_move_time = world.timeofday
src.m_flag = 1
if ((A != src.loc && A && A.z == src.z))
src.last_move = get_dir(A, src.loc)
src.moved_recently = 1
return
/*
Beam code by Gunbuddy
Beam() proc will only allow one beam to come from a source at a time. Attempting to call it more than
once at a time per source will cause graphical errors.
Also, the icon used for the beam will have to be vertical and 32x32.
The math involved assumes that the icon is vertical to begin with so unless you want to adjust the math,
its easier to just keep the beam vertical.
*/
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='beam.dmi',time=50, maxdistance=10)
//BeamTarget represents the target for the beam, basically just means the other end.
//Time is the duration to draw the beam
//Icon is obviously which icon to use for the beam, default is beam.dmi
//Icon_state is what icon state is used. Default is b_beam which is a blue beam.
//Maxdistance is the longest range the beam will persist before it gives up.
var/EndTime=world.time+time
while(BeamTarget&&world.time<EndTime&&get_dist(src,BeamTarget)<maxdistance&&z==BeamTarget.z)
//If the BeamTarget gets deleted, the time expires, or the BeamTarget gets out
//of range or to another z-level, then the beam will stop. Otherwise it will
//continue to draw.
dir=get_dir(src,BeamTarget) //Causes the source of the beam to rotate to continuosly face the BeamTarget.
for(var/obj/overlay/beam/O in orange(10,src)) //This section erases the previously drawn beam because I found it was easier to
if(O.BeamSource==src) //just draw another instance of the beam instead of trying to manipulate all the
del O //pieces to a new orientation.
var/Angle=round(Get_Angle(src,BeamTarget))
var/icon/I=new(icon,icon_state)
I.Turn(Angle)
var/DX=(32*BeamTarget.x+BeamTarget.pixel_x)-(32*x+pixel_x)
var/DY=(32*BeamTarget.y+BeamTarget.pixel_y)-(32*y+pixel_y)
var/N=0
var/length=round(sqrt((DX)**2+(DY)**2))
for(N,N<length,N+=32)
var/obj/overlay/beam/X=new(loc)
X.BeamSource=src
if(N+32>length)
var/icon/II=new(icon,icon_state)
II.DrawBox(null,1,(length-N),32,32)
II.Turn(Angle)
X.icon=II
else X.icon=I
var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
if(DX==0) Pixel_x=0
if(DY==0) Pixel_y=0
if(Pixel_x>32)
for(var/a=0, a<=Pixel_x,a+=32)
X.x++
Pixel_x-=32
if(Pixel_x<-32)
for(var/a=0, a>=Pixel_x,a-=32)
X.x--
Pixel_x+=32
if(Pixel_y>32)
for(var/a=0, a<=Pixel_y,a+=32)
X.y++
Pixel_y-=32
if(Pixel_y<-32)
for(var/a=0, a>=Pixel_y,a-=32)
X.y--
Pixel_y+=32
X.pixel_x=Pixel_x
X.pixel_y=Pixel_y
sleep(3) //Changing this to a lower value will cause the beam to follow more smoothly with movement, but it will also be more laggy.
//I've found that 3 ticks provided a nice balance for my use.
for(var/obj/overlay/beam/O in orange(10,src)) if(O.BeamSource==src) del O