GLOBAL_DATUM_INIT(fire_overlay, /image, image("icon" = 'icons/goonstation/effects/fire.dmi', "icon_state" = "fire")) GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons/effects/welding_effect.dmi', "welding_sparks", GASFIRE_LAYER, ABOVE_LIGHTING_PLANE)) /obj/item name = "item" icon = 'icons/obj/items.dmi' blocks_emissive = EMISSIVE_BLOCK_GENERIC mouse_drag_pointer = MOUSE_ACTIVE_POINTER max_integrity = 200 can_be_hit = FALSE suicidal_hands = TRUE /// Set in the Initialise depending on the item size. Unless it's overriden by a specific item move_resist = null /** * Species-specific sprites, concept stolen from Paradise//vg/. * * ex: * * sprite_sheets = list("Tajaran" = 'icons/cat/are/bad') * * If index term exists, this sprite sheet will be used. * * This should never have a "Human" inside - use `worn_icon` instead. */ var/list/sprite_sheets /// Used to override inhand items. Use a single .dmi and suffix the icon states inside with _l and _r for each hand. var/list/sprite_sheets_inhand /// Icon file for mob worn overlays. Can be ignored if sprite_sheets/sprite_sheets_inhand is set var/icon/worn_icon /// Icon state for mob worn overlays, if null the `icon_state` value will be used var/worn_icon_state /// Icon state for mob inhand overlays, if null the `icon_state` value will be used var/inhand_icon_state /// Icon file for left hand inhand overlays var/icon/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' /// Icon file for right inhand overlays var/icon/righthand_file = 'icons/mob/inhands/items_righthand.dmi' /// Dimension X of the lefthand_file and righthand_file var /// eg: 32x32 sprite, 64x64 sprite, etc. var/inhand_x_dimension = 32 /// Dimension Y of the lefthand_file and righthand_file var /// eg: 32x32 sprite, 64x64 sprite, etc. var/inhand_y_dimension = 32 /// used in item_attack.dm to make an item not show an attack message to viewers var/discrete = FALSE /// Sound played when you hit something with the item var/hitsound /// Played when the item is used, for example tools var/usesound /// Used when yate into a mob var/mob_throw_hit_sound /// Sound used when equipping the item into a valid slot var/equip_sound /// Sound uses when picking the item up (into your hands) var/pickup_sound /// Sound uses when dropping the item, or when its thrown. var/drop_sound /// Whether or not we use stealthy audio levels for this item's attack sounds var/stealthy_audio = FALSE /// Allows you to override the attack animation with an attack effect var/attack_effect_override /// Used in attackby() to say how something was attacked `"[x] has been [z.attack_verb] by [y] with [z]"` var/list/attack_verb /// Determines how big/small items are to fit in storage containers var/w_class = WEIGHT_CLASS_NORMAL /// This is used to determine on which slots an item can fit. var/slot_flags = 0 /// If set, this determines which slots are considered when using quick equip var/prefered_slot_flags = 0 /// Determines what it can pass over/through. IE. 'PASSTABLE' will allow it to pass over tables pass_flags = PASSTABLE pressure_resistance = 4 should_spread_blood = TRUE var/obj/item/master /// Flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm var/heat_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/cold_protection = 0 /// 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/max_heat_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/min_cold_protection_temperature /// List of /datum/action's that this item has. var/list/actions = list() /// List of paths of action datums to give to the item on New(). var/list/actions_types = list() /// What materials the item yields when broken down. Some methods will not recover everything (autolathes only recover metal and glass, for example). var/list/materials = list() /// Since any item can now be a piece of clothing, this has to be put here so all items share it. /// 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. var/flags_inv /// The associated key to the dye registry GLOB list, used to transform/color this piece of clothing through dyeing var/dyeing_key /// If this item is put into a washing machine to be dyed, can objects of this type be dyed into a different color/icon? var/dyeable = FALSE var/item_color /// What bodyflags does this item cover? See setup.dm for appropriate bit flags var/body_parts_covered = 0 /// For leaking gas from turf to mask and vice-versa. var/gas_transfer_coefficient = 1 /// for chemicals/diseases var/permeability_coefficient = 1 /// for electrical admittance/conductance (electrocution checks and shit) var/siemens_coefficient = 1 /// How much clothing is slowing you down. Negative values speeds you up. var/slowdown = 0 /// Flat armour reduction, occurs after percentage armour penetration. var/armor_penetration_flat = 0 /// Percentage armour reduction, happens before flat armour reduction. var/armor_penetration_percentage = 0 /// For what suits can store. IE. secuirty vest holding stunbatons, disablers, cuffs. var/list/allowed = list() /// All items can have an uplink hidden inside, just remember to add the triggers. var/obj/item/uplink/hidden/hidden_uplink /// Used by security bots to determine if this item is safe for public use. var/needs_permit = FALSE /// How long it takes to remove an item off of somebody. IE. clothing var/strip_delay = DEFAULT_ITEM_STRIP_DELAY /// How long it takes to put an item onto somebody. IE. clothing var/put_on_delay = DEFAULT_ITEM_PUTON_DELAY /// For flags that define what areas an item cover var/flags_cover = 0 /// Used to give a reaction chance on hit that is not a block. If less than 0, will remove the block message, allowing overides. var/hit_reaction_chance = 0 /// What can/cant be worn, and where is valid to be worn by ian/E-N(and corgies), most of the time changing the name and emotes of the pet. // Needs to be in /obj/item because corgis can wear a lot of non-clothing items var/datum/dog_fashion/dog_fashion = null /// UID of a /mob var/thrownby /// So items can have custom embedd values because customisation is king var/embed_chance = EMBED_CHANCE /// The chances of the item falling out of the limb var/embedded_fall_chance = EMBEDDED_ITEM_FALLOUT /// The cances of the item dealing damage to the limb var/embedded_pain_chance = EMBEDDED_PAIN_CHANCE /// The coefficient of multiplication for the damage this item does while embedded (this * w_class) var/embedded_pain_multiplier = EMBEDDED_PAIN_MULTIPLIER /// The coefficient of multiplication for the damage this item does when falling out of a limb (this * w_class) var/embedded_fall_pain_multiplier = EMBEDDED_FALL_PAIN_MULTIPLIER /// The coefficient of multiplication for the damage this item does when first embedded (this * w_class) var/embedded_impact_pain_multiplier = EMBEDDED_IMPACT_PAIN_MULTIPLIER /// The coefficient of multiplication for the damage removing this without surgery causes (this * w_class) var/embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER /// A time in ticks, multiplied by the w_class. var/embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME /// How fast something has to be going to embed var/embedded_ignore_throwspeed_threshold = FALSE /// What kind of tool are we? var/tool_behaviour = NONE /// If we can turn on or off, are we currently active? Mostly for welders and this will normally be TRUE var/tool_enabled = TRUE /// How loud are we when we use our tool? var/tool_volume = 50 /// If this item is a tool, the speed multiplier. Smaller numbers are faster. var/toolspeed = 1 //Tooltip vars /// Is this item equipped into an inventory slot or hand of a mob? var/in_inventory = FALSE var/tip_timer = 0 // Smithing vars /// List of attached tool bits var/list/attached_bits = list() /// Maximum number of bits var/max_bits = 1 /// Failure rate of using this tool. Without a bit, defaults to 0 for no failure chance var/bit_failure_rate = 0 /// Efficiency modifier for tools that use energy or fuel var/bit_efficiency_mod = 1 /// Productivity modifier for tools var/bit_productivity_mod = 1 /////////////////////////// // MARK: item hover FX /////////////////////////// /// Is this item inside a storage object? var/in_storage = FALSE // For assigning a belt overlay icon state in belts.dmi var/belt_icon = null /// Holder var for the item outline filter, null when no outline filter on the item. var/outline_filter /// In tiles, how far this weapon can reach; 1 for adjacent, which is default var/reach = 1 scatter_distance = 5 /obj/item/New() ..() if(!hitsound) if(damtype == "fire") hitsound = 'sound/items/welder.ogg' if(damtype == "brute") hitsound = "swing_hit" LAZYINITLIST(attack_verb) if(!move_resist) determine_move_resist() /obj/item/Initialize(mapload) . = ..() for(var/path in actions_types) new path(src) if(isstorage(loc)) //marks all items in storage as being such in_storage = TRUE /// This proc is used to add text for items with ABSTRACT flag after default examine text. /obj/item/proc/customised_abstract_text(mob/living/carbon/owner) return /obj/item/proc/determine_move_resist() switch(w_class) if(WEIGHT_CLASS_TINY) move_resist = MOVE_FORCE_EXTREMELY_WEAK if(WEIGHT_CLASS_SMALL) move_resist = MOVE_FORCE_VERY_WEAK if(WEIGHT_CLASS_NORMAL) move_resist = MOVE_FORCE_WEAK if(WEIGHT_CLASS_BULKY) move_resist = MOVE_FORCE_NORMAL if(WEIGHT_CLASS_HUGE) move_resist = MOVE_FORCE_NORMAL if(WEIGHT_CLASS_GIGANTIC) move_resist = MOVE_FORCE_NORMAL /obj/item/Destroy() flags &= ~DROPDEL //prevent reqdels QDEL_NULL(hidden_uplink) if(ismob(loc)) var/mob/m = loc m.unequip(src, force = TRUE) QDEL_LIST_CONTENTS(actions) master = null return ..() /obj/item/proc/check_allowed_items(atom/target, not_inside, target_self) if(((src in target) && !target_self) || (!isturf(target.loc) && !isturf(target) && not_inside)) return FALSE else return TRUE /obj/item/blob_act(obj/structure/blob/B) if(B && B.loc == loc) qdel(src) /obj/item/examine(mob/user) var/size switch(src.w_class) if(WEIGHT_CLASS_TINY) size = "tiny" if(WEIGHT_CLASS_SMALL) size = "small" if(WEIGHT_CLASS_NORMAL) size = "normal-sized" if(WEIGHT_CLASS_BULKY) size = "bulky" if(WEIGHT_CLASS_HUGE) size = "huge" if(WEIGHT_CLASS_GIGANTIC) size = "gigantic" . = ..(user, "", "It is a [size] item.") if(user.research_scanner) //Mob has a research scanner active. var/msg = "*--------*
" if(origin_tech) msg += "Testing potentials:
" var/list/techlvls = params2list(origin_tech) for(var/T in techlvls) //This needs to use the better names. msg += "Tech: [GLOB.rnd_tech_id_to_name[T]] | Magnitude: [techlvls[T]]
" else msg += "No tech origins detected.
" if(length(materials)) msg += "Extractable materials:
" for(var/mat in materials) msg += "[CallMaterialName(mat)]
" //Capitize first word, remove the "$" else msg += "No extractable materials detected.
" msg += "*--------*" . += msg if(length(attached_bits)) . += "Has [length(attached_bits)] bits attached." . += "Bits can be removed with Alt-Click." /obj/item/burn() if(!QDELETED(src)) var/turf/T = get_turf(src) new /obj/effect/decal/cleanable/ash(T) ..() /obj/item/acid_melt() if(!QDELETED(src)) var/turf/T = get_turf(src) var/obj/effect/decal/cleanable/molten_object/MO = new(T) MO.pixel_x = rand(-16,16) MO.pixel_y = rand(-16,16) MO.desc = "Looks like this was \an [src] some time ago." ..() /obj/item/attack_hand(mob/user as mob, pickupfireoverride = FALSE) if(!user) return FALSE if(ishuman(user)) var/mob/living/carbon/human/H = user var/obj/item/organ/external/temp = H.bodyparts_by_name["r_hand"] if(user.hand) temp = H.bodyparts_by_name["l_hand"] if(!temp) to_chat(user, "You try to use your hand, but it's missing!") return FALSE if(temp && !temp.is_usable()) to_chat(user, "You try to move your [temp.name], but cannot!") return FALSE if((resistance_flags & ON_FIRE) && !pickupfireoverride) var/mob/living/carbon/human/H = user if(istype(H)) if(H.gloves && (H.gloves.max_heat_protection_temperature > 360)) extinguish() to_chat(user, "You put out the fire on [src].") else to_chat(user, "You burn your hand on [src]!") var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm") if(affecting && affecting.receive_damage(0, 5)) // 5 burn damage H.UpdateDamageIcon() return else extinguish() if(acid_level > 20 && !ismob(loc))// so we can still remove the clothes on us that have acid. var/mob/living/carbon/human/H = user if(istype(H)) if(!H.gloves || (!(H.gloves.resistance_flags & (UNACIDABLE|ACID_PROOF)))) to_chat(user, "The acid on [src] burns your hand!") var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm") if(affecting && affecting.receive_damage(0, 5)) // 5 burn damage H.UpdateDamageIcon() if(..()) return if(throwing) throwing.finalize(FALSE) if(isliving(loc)) if(loc == user) if(HAS_TRAIT(user, TRAIT_I_WANT_BRAINS) || !user.unequip(src)) return FALSE else return FALSE if(flags & ABSTRACT) return FALSE pickup(user) add_fingerprint(user) if(!user.put_in_active_hand(src)) dropped(user, TRUE) return FALSE return TRUE /obj/item/attack_alien(mob/user) var/mob/living/carbon/alien/A = user if(!A.has_fine_manipulation && !HAS_TRAIT(src, TRAIT_XENO_INTERACTABLE)) if(src in A.contents) // To stop Aliens having items stuck in their pockets A.drop_item_to_ground(src) to_chat(user, "Your claws aren't capable of such fine manipulation!") return attack_hand(A) /obj/item/attack_ai(mob/user as mob) if(istype(loc, /obj/item/robot_module)) // If the item is part of a cyborg module, equip it if(!isrobot(user)) return var/mob/living/silicon/robot/R = user if(!R.low_power_mode) // Can't equip modules with an empty cell. R.activate_item(src) R.hud_used.update_robot_modules_display() // Due to storage type consolidation this should get used more now. // I have cleaned it up a little, but it could probably use more. -Sayu /obj/item/attackby__legacy__attackchain(obj/item/I, mob/living/user, params) if(isstorage(I)) var/obj/item/storage/S = I if(S.use_to_pickup) if(S.pickup_all_on_tile) // Mode is set to collect all items on a tile and we clicked on a valid one. if(isturf(loc)) var/list/rejections = list() var/success = 0 var/failure = 0 for(var/obj/item/IT in loc) if(IT.type in rejections) // To limit bag spamming: any given type only complains once continue if(!S.can_be_inserted(IT)) // Note can_be_inserted still makes noise when the answer is no rejections += IT.type // therefore full bags are still a little spammy failure = 1 continue success = 1 S.handle_item_insertion(IT, user, TRUE) // The TRUE stops the "You put the [src] into [S]" insertion message from being displayed. if(success && !failure) to_chat(user, "You put everything in [S].") else if(success) to_chat(user, "You put some things in [S].") else to_chat(user, "You fail to pick anything up with [S].") else if(S.can_be_inserted(src)) S.handle_item_insertion(src, user) else if(istype(I, /obj/item/stack/tape_roll)) if(isstorage(src)) // Don't tape the bag if we can put the duct tape inside it instead var/obj/item/storage/bag = src if(bag.can_be_inserted(I)) return var/obj/item/stack/tape_roll/TR = I var/list/clickparams = params2list(params) var/x_offset = text2num(clickparams["icon-x"]) var/y_offset = text2num(clickparams["icon-y"]) if(GetComponent(/datum/component/ducttape)) to_chat(user, "[src] already has some tape attached!") return if(TR.use(1)) to_chat(user, "You apply some tape to [src].") AddComponent(/datum/component/ducttape, src, user, x_offset, y_offset) anchored = TRUE user.transfer_fingerprints_to(src) else to_chat(user, "You don't have enough tape to do that!") /obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) var/signal_result = (SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, damage, attack_type)) + prob(final_block_chance) if(!signal_result) return FALSE if(hit_reaction_chance >= 0) // Normally used for non blocking hit reactions, but also used for displaying block message on actual blocks owner.visible_message("[owner] blocks [attack_text] with [src]!") return signal_result /// Used to add a bit through a signal /obj/item/proc/add_bit(atom/source, obj/item/smithed_item/tool_bit/bit, mob/user) SIGNAL_HANDLER // COMSIG_BIT_ATTACH if(length(attached_bits) >= max_bits) to_chat(user, "Your tool already has the maximum number of bits!") return if(bit.flags & NODROP || !user.transfer_item_to(bit, src)) to_chat(user, "[bit] is stuck to your hand!") return attached_bits += bit bit.on_attached(src) /// Used to remove a bit through a signal /obj/item/proc/remove_bit(atom/source, mob/user) SIGNAL_HANDLER // COMSIG_CLICK_ALT if(!Adjacent(user)) return if(!length(attached_bits)) to_chat(user, "Your [src] has no tool bits to remove.") return INVOKE_ASYNC(src, PROC_REF(finish_remove_bit), user) /obj/item/proc/finish_remove_bit(mob/user) if(!Adjacent(user)) return var/obj/item/smithed_item/tool_bit/old_bit if(length(attached_bits) == 1) old_bit = attached_bits[1] else old_bit = tgui_input_list(user, "Select a tool bit", src, attached_bits) if(!istype(old_bit, /obj/item/smithed_item/tool_bit)) return old_bit.on_detached() user.put_in_hands(old_bit) /// Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure. /obj/item/proc/use(used) return !used /// Generic refill proc. Transfers something (e.g. fuel, charge) from an atom to our tool. returns TRUE if it was successful, FALSE otherwise /obj/item/proc/refill(mob/user, atom/A, amount) // Not sure if there should be an argument that indicates what exactly is being refilled return FALSE /obj/item/proc/talk_into(mob/M, text, channel=null) return /// Called when a mob drops an item. /obj/item/proc/dropped(mob/user, silent = FALSE) SHOULD_CALL_PARENT(TRUE) for(var/X in actions) var/datum/action/A = X A.Remove(user) if(flags & DROPDEL) qdel(src) if((flags & NODROP) && !(initial(flags) & NODROP)) // Remove NODROP if dropped. Probably from delimbing. flags &= ~NODROP in_inventory = FALSE mouse_opacity = initial(mouse_opacity) remove_outline() SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user) if(!silent) playsound(src, drop_sound, DROP_SOUND_VOLUME, ignore_walls = FALSE) // called just as an item is picked up (loc is not yet changed) /obj/item/proc/pickup(mob/user) SHOULD_CALL_PARENT(TRUE) SEND_SIGNAL(src, COMSIG_ITEM_PICKUP, user) in_inventory = TRUE // 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/storage/S as obj) in_storage = FALSE 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/storage/S as obj) in_storage = TRUE return /** * Called to check if this item can be put into a storage item. * * Return `FALSE` if `src` can't be inserted, and `TRUE` if it can. * Arguments: * * S - The [/obj/item/storage] that `src` is being inserted into. * * user - The mob trying to insert the item. */ /obj/item/proc/can_enter_storage(obj/item/storage/S, mob/user) return TRUE // 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 when the giver gives it to the receiver /obj/item/proc/on_give(mob/living/carbon/giver, mob/living/carbon/receiver) 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 // Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it /obj/item/proc/equipped(mob/user, slot, initial = FALSE) mouse_opacity = MOUSE_OPACITY_OPAQUE SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot) for(var/X in actions) var/datum/action/A = X if(item_action_slot_check(slot, user)) //some items only give their actions buttons when in a specific slot. A.Grant(user) in_inventory = TRUE if(!initial) if(equip_sound && (slot & slot_flags)) playsound(src, equip_sound, EQUIP_SOUND_VOLUME, TRUE, ignore_walls = FALSE) else if(slot & ITEM_SLOT_BOTH_HANDS) playsound(src, pickup_sound, PICKUP_SOUND_VOLUME, ignore_walls = FALSE) /obj/item/proc/item_action_slot_check(slot, mob/user) return TRUE /// returns TRUE if the item is equipped by a mob, 0 otherwise. /obj/item/proc/is_equipped() // This might need some error trapping, not sure if get_equipped_items() is safe for non-human mobs. if(!ismob(loc)) return FALSE var/mob/M = loc if(src in M.get_equipped_items()) return TRUE else return FALSE // the mob(M) is attempting to equip this item into the slot passed through as 'slot'. Return TRUE if it can do this and FALSE 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 FALSE if you wish it to not give you outputs. /obj/item/proc/mob_can_equip(mob/M, slot, disable_warning = FALSE) if(!M) return FALSE return M.can_equip(src, slot, disable_warning) /obj/item/verb/verb_pickup() set src in oview(1) set category = null set name = "Pick up" if(!(usr)) // BS12 EDIT return if(usr.incapacitated() || !Adjacent(usr)) return if(!iscarbon(usr) || isbrain(usr)) // Is humanoid, and is not a brain to_chat(usr, "You can't pick things up!") return if(anchored) // Object isn't anchored to_chat(usr, "You can't pick that up!") return if(!usr.hand && usr.r_hand) // Right hand is not full to_chat(usr, "Your right hand is full.") return if(usr.hand && usr.l_hand) // Left hand is not full to_chat(usr, "Your left hand is full.") return if(!isturf(loc)) // 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) // This proc is executed when someone clicks the on-screen UI button. // 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(mob/user, actiontype) if(new_attack_chain) activate_self(user) else attack_self__legacy__attackchain(user) /obj/item/proc/IsReflect(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 return FALSE /obj/item/proc/get_loc_turf() var/atom/L = loc while(L && !isturf(L)) L = L.loc return loc /obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob) if(force && HAS_TRAIT(user, TRAIT_PACIFISM)) to_chat(user, "You don't want to harm other living beings!") return FALSE var/mob/living/carbon/human/H = M if(istype(H) && ( \ (H.head && H.head.flags_cover & HEADCOVERSEYES) || \ (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || \ (H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES) \ )) // you can't stab someone in the eyes wearing a mask! to_chat(user, "You're going to need to remove that mask/helmet/glasses first!") return if(isalien(M) || isslime(M)) // Aliens don't have eyes, slimes also don't have eyes! to_chat(user, "You cannot locate any eyes on this creature!") return src.add_fingerprint(user) playsound(loc, src.hitsound, 30, TRUE, -1) user.do_attack_animation(M) if(H.check_shields(src, force, "the [name]", MELEE_ATTACK)) return FALSE if(M != user) M.visible_message("[user] has stabbed [M] in the eye with [src]!", \ "[user] stabs you in the eye with [src]!") else user.visible_message( \ "[user] has stabbed [user.p_themselves()] in the eyes with [src]!", \ "You stab yourself in the eyes with [src]!" \ ) add_attack_logs(user, M, "Eye-stabbed with [src] ([uppertext(user.a_intent)])") if(istype(H)) var/obj/item/organ/internal/eyes/eyes = H.get_int_organ(/obj/item/organ/internal/eyes) if(!eyes) // should still get stabbed in the head var/obj/item/organ/external/head/head = H.bodyparts_by_name["head"] if(head) head.receive_damage(force, TRUE) return eyes.receive_damage(rand(3,4), 1) if(eyes.damage >= eyes.min_bruised_damage) if(M.stat != 2) if(!eyes.is_robotic()) // robot eyes bleeding might be a bit silly to_chat(M, "Your eyes start to bleed profusely!") if(prob(50)) if(M.stat != DEAD) to_chat(M, "You drop what you're holding and clutch at your eyes!") M.drop_item() M.AdjustEyeBlurry(20 SECONDS) M.Paralyse(2 SECONDS) M.Weaken(4 SECONDS) 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("head") if(istype(affecting) && affecting.receive_damage(force)) H.UpdateDamageIcon() else M.take_organ_damage(force) M.AdjustEyeBlurry(rand(6 SECONDS, 8 SECONDS)) return /obj/item/singularity_pull(S, current_size) ..() if(current_size >= STAGE_FOUR) throw_at(S, 14, 3, spin = 0) else return /obj/item/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) if(hit_atom && !QDELETED(hit_atom)) SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum) var/itempush = TRUE if(w_class < WEIGHT_CLASS_BULKY) itempush = FALSE // too light to push anything if(isliving(hit_atom)) // Living mobs handle hit sounds differently. if(get_heat()) var/mob/living/L = hit_atom L.IgniteMob() var/volume = get_volume_by_throwforce_and_or_w_class() if(throwforce > 0) if(mob_throw_hit_sound) SSthrowing.playsound_capped(hit_atom, mob_throw_hit_sound, volume, TRUE, -1) else if(hitsound) SSthrowing.playsound_capped(hit_atom, hitsound, volume, TRUE, -1) else SSthrowing.playsound_capped(hit_atom, 'sound/weapons/genhit.ogg', volume, TRUE, -1) else SSthrowing.playsound_capped(hit_atom, 'sound/weapons/throwtap.ogg', volume, TRUE, -1) else SSthrowing.playsound_capped(src, drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE) return hit_atom.hitby(src, 0, itempush, throwingdatum = throwingdatum) /obj/item/throw_at(atom/target, range, speed, mob/thrower, spin = 1, diagonals_first = 0, datum/callback/callback, force, dodgeable) thrownby = thrower?.UID() callback = CALLBACK(src, PROC_REF(after_throw), callback) // replace their callback with our own . = ..(target, range, speed, thrower, spin, diagonals_first, callback, force, dodgeable) /obj/item/proc/after_throw(datum/callback/callback) if(callback) // call the original callback . = callback.Invoke() throw_speed = initial(throw_speed) // explosions change this. in_inventory = FALSE /obj/item/proc/pwr_drain() return FALSE // Process Kill /obj/item/proc/remove_item_from_storage(atom/newLoc) // please use this if you're going to snowflake an item out of a obj/item/storage if(!newLoc) return FALSE if(isstorage(loc)) var/obj/item/storage/S = loc S.remove_from_storage(src,newLoc) return TRUE return FALSE /obj/item/proc/wash(mob/user, atom/source) if(flags & ABSTRACT) // Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand. return to_chat(user, "You start washing [src]...") if(!do_after(user, 40, target = source)) return clean_blood() acid_level = 0 user.visible_message("[user] washes [src] using [source].", \ "You wash [src] using [source].") return TRUE /obj/item/proc/get_crutch_efficiency() // Does an item prop up a human mob and allow them to stand if they are missing a leg/foot? return FALSE /// Return true if you don't want regular throw handling /obj/item/proc/override_throw(mob/user, atom/target) return FALSE /obj/item/proc/is_equivalent(obj/item/I) return I == src /obj/item/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum) return SEND_SIGNAL(src, COMSIG_ATOM_HITBY, AM, skipcatch, hitpush, blocked, throwingdatum) /obj/item/attack_hulk(mob/living/carbon/human/user) return FALSE /obj/item/attack_animal(mob/living/simple_animal/M) if(can_be_hit) return ..() return FALSE /obj/item/mech_melee_attack(obj/mecha/M) return FALSE /obj/item/proc/openTip(location, control, params, user) openToolTip(user, src, params, title = name, content = "[desc]", theme = "") /obj/item/MouseEntered(location, control, params) . = ..() if(in_inventory || in_storage) var/mob/user = usr if(!(user.client.prefs.toggles2 & PREFTOGGLE_2_HIDE_ITEM_TOOLTIPS)) tip_timer = addtimer(CALLBACK(src, PROC_REF(openTip), location, control, params, user), 8, TIMER_STOPPABLE) if(QDELETED(src)) return if(!(user.client.prefs.toggles2 & PREFTOGGLE_2_SEE_ITEM_OUTLINES)) return var/mob/living/L = user if(istype(L) && HAS_TRAIT(L, TRAIT_HANDS_BLOCKED)) apply_outline(L, COLOR_RED_GRAY) // if they're dead or handcuffed, let's show the outline as red to indicate that they can't interact with that right now else apply_outline(L) // if the player's alive and well we send the command with no color set, so it uses the theme's color /obj/item/MouseExited() deltimer(tip_timer) // delete any in-progress timer if the mouse is moved off the item before it finishes closeToolTip(usr) remove_outline() return ..() /obj/item/MouseDrop_T(obj/item/I, mob/user) if(!user || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || src == I || !isliving(user)) return if(loc && I.loc == loc && isstorage(loc) && loc.Adjacent(user)) // Are we trying to swap two items in the storage? var/obj/item/storage/S = loc S.swap_items(src, I, user) remove_outline() return TRUE remove_outline() // get rid of the hover effect in case the mouse exit isn't called if someone drags and drops an item and somthing goes wrong /obj/item/proc/apply_outline(mob/user, outline_color = null) if(!(in_inventory || in_storage) || QDELETED(src) || isobserver(user)) // cancel if the item isn't in an inventory, is being deleted, or if the person hovering is a ghost (so that people spectating you don't randomly make your items glow) return var/theme = lowertext(user.client.prefs.UI_style) if(!outline_color) // if we weren't provided with a color, take the theme's color switch(theme) // yeah it kinda has to be this way if("midnight") outline_color = COLOR_THEME_MIDNIGHT if("plasmafire") outline_color = COLOR_THEME_PLASMAFIRE if("retro") outline_color = COLOR_THEME_RETRO // just as garish as the rest of this theme if("slimecore") outline_color = COLOR_THEME_SLIMECORE if("operative") outline_color = COLOR_THEME_OPERATIVE if("clockwork") outline_color = COLOR_THEME_CLOCKWORK // if you want free gbp go fix the fact that clockwork's tooltip css is glass' if("glass") outline_color = COLOR_THEME_GLASS else // this should never happen, hopefully outline_color = COLOR_WHITE if(color) outline_color = COLOR_WHITE // if the item is recolored then the outline will be too, let's make the outline white so it becomes the same color instead of some ugly mix of the theme and the tint if(outline_filter) filters -= outline_filter outline_filter = filter(type = "outline", size = 1, color = outline_color) filters += outline_filter /obj/item/proc/remove_outline() if(outline_filter) filters -= outline_filter outline_filter = null /// Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the B/RPED /obj/item/proc/get_part_rating() return 0 /obj/item/proc/update_slot_icon() if(!ismob(loc)) return var/mob/owner = loc var/flags = slot_flags if(flags & ITEM_SLOT_OUTER_SUIT) owner.update_inv_wear_suit() if(flags & ITEM_SLOT_JUMPSUIT) owner.update_inv_w_uniform() if(flags & ITEM_SLOT_GLOVES) owner.update_inv_gloves() if(flags & ITEM_SLOT_EYES) owner.update_inv_glasses() if(flags & ITEM_SLOT_BOTH_EARS) owner.update_inv_ears() if(flags & ITEM_SLOT_MASK) owner.update_inv_wear_mask() if(flags & ITEM_SLOT_NECK) owner.update_inv_neck() if(flags & ITEM_SLOT_HEAD) owner.update_inv_head() if(flags & ITEM_SLOT_SHOES) owner.update_inv_shoes() if(flags & ITEM_SLOT_ID) owner.update_inv_wear_id() if(flags & ITEM_SLOT_BELT) owner.update_inv_belt() if(flags & ITEM_SLOT_BACK) owner.update_inv_back() if(flags & ITEM_SLOT_PDA) owner.update_inv_wear_pda() /// Called on cyborg items that need special charging behavior. Override as needed for specific items. /obj/item/proc/cyborg_recharge(coeff = 1, emagged = FALSE) return // Access and Job stuff /// Used in secHUD icon generation /obj/item/proc/get_job_name() var/assignmentName = get_ID_assignment(if_no_id = "Unknown") var/rankName = get_ID_rank(if_no_id = "Unknown") var/job_icons = get_all_job_icons() var/centcom = get_all_centcom_jobs() var/solgov = get_all_solgov_jobs() var/soviet = get_all_soviet_jobs() var/special = get_all_special_jobs() // Return with the NT logo if it is a Centcom job if((assignmentName in centcom) || (rankName in centcom)) return "centcom" // Return with the SolGov logo if it is a SolGov job if((assignmentName in solgov) || (rankName in solgov)) return "solgov" // Return with the U.S.S.P logo if it is a Soviet job if((assignmentName in soviet) || (rankName in soviet)) return "soviet" // For roles that can't be assigned to any category and require custom icon if(assignmentName in special) return assignmentName if(rankName in special) return rankName // Check if the job has a hud icon if(assignmentName in job_icons) return assignmentName if(rankName in job_icons) return rankName // Return unknown hud if none of the above apply return "unknown" /obj/item/proc/get_ID_assignment(if_no_id = "No id") var/obj/item/card/id/id = GetID() if(istype(id)) // Make sure its actually an ID return id.assignment return if_no_id /obj/item/proc/get_ID_rank(if_no_id = "No id") var/obj/item/card/id/id = GetID() if(istype(id)) // Make sure its actually an ID return id.rank return if_no_id /obj/item/proc/GetAccess() return list() /obj/item/proc/GetID() return null /obj/item/proc/add_tape() return /obj/item/proc/remove_tape() return /obj/item/water_act(volume, temperature, source, method) . = ..() if(HAS_TRAIT(src, TRAIT_OIL_SLICKED)) slowdown = initial(slowdown) remove_atom_colour(FIXED_COLOUR_PRIORITY) REMOVE_TRAIT(src, TRAIT_OIL_SLICKED, "potion") if(ishuman(loc)) var/mob/living/carbon/human/H = loc H.regenerate_icons() /obj/item/cleaning_act(mob/user, atom/cleaner, cleanspeed, text_verb, text_description, text_targetname) . = ..() if(HAS_TRAIT(src, TRAIT_OIL_SLICKED)) slowdown = initial(slowdown) remove_atom_colour(FIXED_COLOUR_PRIORITY) REMOVE_TRAIT(src, TRAIT_OIL_SLICKED, "potion") if(ishuman(loc)) var/mob/living/carbon/human/H = loc H.regenerate_icons() /obj/item/proc/get_heat() return /obj/item/proc/run_pointed_on_item(mob/pointer_mob, atom/target_atom) if(!HAS_TRAIT(src, TRAIT_CAN_POINT_WITH) || target_atom == src) return FALSE var/pointed_object = "\the [target_atom]" if(target_atom.loc in pointer_mob) pointed_object += " inside [target_atom.loc]" if(pointer_mob.a_intent == INTENT_HELP || !ismob(target_atom)) pointer_mob.visible_message("[pointer_mob] points to [pointed_object] with [src].") return TRUE target_atom.visible_message("[pointer_mob] points [src] at [pointed_object]!", "[pointer_mob] points [src] at you!") SEND_SOUND(target_atom, sound('sound/weapons/targeton.ogg')) return TRUE /obj/item/proc/canStrip(mob/stripper, mob/owner) SHOULD_BE_PURE(TRUE) return !(flags & NODROP) && !(flags & ABSTRACT) && !HAS_TRAIT(src, TRAIT_NO_STRIP) /obj/item/proc/should_stack_with(obj/item/other) return type == other.type && name == other.name /obj/item/proc/update_action_buttons(update_flags = ALL, force = FALSE) for(var/datum/action/current_action as anything in actions) current_action.build_all_button_icons(update_flags, force) /** * Handles the bulk of cigarette lighting interactions. You must call `light()` to actually light the cigarette. * * Returns: the target's cigarette (or the cigarette itself if attacked directly) if all checks are passed. * If the cigarette is already lit, or is a fancy smokable being lit by anything other than a zippo or match, will return `FALSE`. * Otherwise it will return `null`. * Arguments: * * user - The mob trying to light the cigarette. * * target - The mob with the cigarette. * * direct_attackby_item - Used if the cigarette item is clicked on directly with a lighter instead of a mob wearing a cigarette. */ /obj/item/proc/cigarette_lighter_act(mob/living/user, mob/living/target, obj/item/direct_attackby_item) if(!user || !target) return null var/obj/item/clothing/mask/cigarette/cig = direct_attackby_item ? direct_attackby_item : target.wear_mask if(!istype(cig)) return null if(!direct_attackby_item && (user.zone_selected != "mouth" || user.a_intent != INTENT_HELP)) return null if(cig.lit) to_chat(user, "[cig] is already lit!") return FALSE // Only matches and cigars can light fancy smokables. if(length(cig.fancy_lighters) && !is_type_in_list(src, cig.fancy_lighters)) to_chat(user, "[cig] straight out REFUSES to be lit by such uncivilized means!") return FALSE return cig /// Changes the speech verb when wearing this item if a value is returned /obj/item/proc/change_speech_verb() return /obj/item/proc/set_nodrop(set_value, user) switch(set_value) if(TRUE) flags |= NODROP if(FALSE) flags &= ~NODROP if(NODROP_TOGGLE) flags ^= NODROP if(iscarbon(user)) var/mob/living/carbon/C = user C.update_hands_hud() /obj/item/proc/on_hands_swap(mob/user, in_active_hand) return