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 move_resist = null // Set in the Initialise depending on the item size. Unless it's overriden by a specific item var/discrete = 0 // used in item_attack.dm to make an item not show an attack message to viewers /// The icon state used to display the item in your inventory. If null then the icon_state value itself will be used var/item_state = null var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' var/righthand_file = 'icons/mob/inhands/items_righthand.dmi' //Dimensions of the lefthand_file and righthand_file vars //eg: 32x32 sprite, 64x64 sprite, etc. var/inhand_x_dimension = 32 var/inhand_y_dimension = 32 max_integrity = 200 can_be_hit = FALSE suicidal_hands = TRUE ///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 var/list/attack_verb //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]" var/w_class = WEIGHT_CLASS_NORMAL var/slot_flags = 0 //This is used to determine on which slots an item can fit. pass_flags = PASSTABLE pressure_resistance = 4 // causeerrorheresoifixthis var/obj/item/master = null 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/list/actions = list() //list of /datum/action's that this item has. var/list/actions_types = list() //list of paths of action datums to give to the item on New(). var/list/action_icon = list() //list of icons-sheets for a given action to override the icon. var/list/action_icon_state = list() //list of icon states for a given action to override the icon_state. 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. var/flags_inv //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/item_color = null var/body_parts_covered = 0 //see setup.dm for appropriate bit flags //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 /// Flat armour reduction, occurs after percentage armour penetration. var/armour_penetration_flat = 0 /// Percentage armour reduction, happens before flat armour reduction. var/armour_penetration_percentage = 0 var/list/allowed = null //suit storage stuff. var/obj/item/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers. var/needs_permit = FALSE //Used by security bots to determine if this item is safe for public use. var/strip_delay = DEFAULT_ITEM_STRIP_DELAY var/put_on_delay = DEFAULT_ITEM_PUTON_DELAY var/breakouttime = 0 var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES /// 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 // 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 var/embedded_fall_chance = EMBEDDED_ITEM_FALLOUT var/embedded_pain_chance = EMBEDDED_PAIN_CHANCE var/embedded_pain_multiplier = EMBEDDED_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does while embedded (this*w_class) var/embedded_fall_pain_multiplier = EMBEDDED_FALL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does when falling out of a limb (this*w_class) var/embedded_impact_pain_multiplier = EMBEDDED_IMPACT_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does when first embedded (this*w_class) var/embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage removing this without surgery causes (this*w_class) var/embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME //A time in ticks, multiplied by the w_class. var/embedded_ignore_throwspeed_threshold = FALSE var/tool_behaviour = NONE //What kind of tool are we? var/tool_enabled = TRUE //If we can turn on or off, are we currently active? Mostly for welders and this will normally be TRUE var/tool_volume = 50 //How loud are we when we use our tool? var/toolspeed = 1 // If this item is a tool, the speed multiplier /* Species-specific sprites, concept stolen from Paradise//vg/. ex: sprite_sheets = list( "Tajaran" = 'icons/cat/are/bad' ) If index term exists and icon_override is not set, this sprite sheet will be used. */ var/list/sprite_sheets = null var/list/sprite_sheets_inhand = null //Used to override inhand items. Use a single .dmi and suffix the icon states inside with _l and _r for each hand. var/icon_override = null //Used to override hardcoded clothing dmis in human clothing proc. var/sprite_sheets_obj = null //Used to override hardcoded clothing inventory object dmis in human clothing proc. //Tooltip vars var/in_inventory = FALSE //is this item equipped into an inventory slot or hand of a mob? var/tip_timer = 0 // 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 /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, action_icon[path], action_icon_state[path]) if(isstorage(loc)) //marks all items in storage as being such in_storage = TRUE /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, 1) QDEL_LIST_CONTENTS(actions) master = null return ..() /obj/item/proc/alert_admins_on_destroy() SIGNAL_HANDLER message_admins("[src] has been destroyed at [ADMIN_COORDJMP(src)].") log_game("[src] has been destroyed at ([x],[y],[z]) in the location [loc].") /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/verb/move_to_top() set name = "Move To Top" set category = null set src in oview(1) if(!isturf(src.loc) || usr.stat || usr.restrained() ) return var/turf/T = src.loc src.loc = null src.loc = T /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: [CallTechName(T)] | Magnitude: [techlvls[T]]
" else msg += "No tech origins detected.
" if(materials.len) 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(HAS_TRAIT(src, TRAIT_BUTCHERS_HUMANS)) . += "Can be used to butcher dead people into meat while on harm intent." /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/afterattack(atom/target, mob/user, proximity, params) SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target, user, proximity, params) ..() /obj/item/attack_hand(mob/user as mob, pickupfireoverride = FALSE) if(!user) return 0 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 0 if(temp && !temp.is_usable()) to_chat(user, "You try to move your [temp.name], but cannot!") return 0 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(isstorage(src.loc)) //If the item is in a storage item, take it out var/obj/item/storage/S = src.loc S.remove_from_storage(src) if(throwing) throwing.finalize(FALSE) if(loc == user) if(!user.unEquip(src, silent = TRUE)) return 0 if(flags & ABSTRACT) return 0 else if(isliving(loc)) return 0 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) if(src in A.contents) // To stop Aliens having items stuck in their pockets A.unEquip(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(src.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_module(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(obj/item/I, mob/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, 1) //The 1 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) 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!") else return ..() /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 != 0) 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 return FALSE // 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 //Not sure if there should be an argument that indicates what exactly is being refilled /obj/item/proc/refill(mob/user, atom/A, amount) 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 is dropped flags &= ~NODROP in_inventory = FALSE 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) 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_bitfield_to_slot(slot_flags)) playsound(src, equip_sound, EQUIP_SOUND_VOLUME, TRUE, ignore_walls = FALSE) else if(slot == slot_l_hand || slot == slot_r_hand) playsound(src, pickup_sound, PICKUP_SOUND_VOLUME, ignore_walls = FALSE) /obj/item/proc/item_action_slot_check(slot, mob/user) return 1 //returns 1 if the item is equipped by a mob, 0 otherwise. //This might need some error trapping, not sure if get_equipped_items() is safe for non-human mobs. /obj/item/proc/is_equipped() if(!ismob(loc)) return 0 var/mob/M = loc if(src in M.get_equipped_items()) return 1 else return 0 //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. /obj/item/proc/mob_can_equip(mob/M, slot, disable_warning = 0) if(!M) return 0 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) attack_self(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 0 /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) 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./N slimes also don't have eyes! to_chat(user, "You cannot locate any eyes on this creature!") return if(!iscarbon(user)) M.LAssailant = null else M.LAssailant = user src.add_fingerprint(user) playsound(loc, src.hitsound, 30, 1, -1) user.do_attack_animation(M) 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(rand(10, 14), 1) 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(7)) H.UpdateDamageIcon() else M.take_organ_damage(7) 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(is_hot(src)) 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) 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', volume, TRUE, -1) else playsound(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 0 // 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 0 if(isstorage(loc)) var/obj/item/storage/S = loc S.remove_from_storage(src,newLoc) return 1 return 0 /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 1 /obj/item/proc/is_crutch() //Does an item prop up a human mob and allow them to stand if they are missing a leg/foot? return 0 // 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 0 /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() /obj/item/MouseDrop_T(obj/item/I, mob/user) if(!user || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || src == I) 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 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 & SLOT_OCLOTHING) owner.update_inv_wear_suit() if(flags & SLOT_ICLOTHING) owner.update_inv_w_uniform() if(flags & SLOT_GLOVES) owner.update_inv_gloves() if(flags & SLOT_EYES) owner.update_inv_glasses() if(flags & SLOT_EARS) owner.update_inv_ears() if(flags & SLOT_MASK) owner.update_inv_wear_mask() if(flags & SLOT_HEAD) owner.update_inv_head() if(flags & SLOT_FEET) owner.update_inv_shoes() if(flags & SLOT_ID) owner.update_inv_wear_id() if(flags & SLOT_BELT) owner.update_inv_belt() if(flags & SLOT_BACK) owner.update_inv_back() if(flags & 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 /obj/item/proc/get_job_name() //Used in secHUD icon generation 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() if((assignmentName in centcom) || (rankName in centcom)) //Return with the NT logo if it is a Centcom job return "Centcom" if((assignmentName in solgov) || (rankName in solgov)) //Return with the SolGov logo if it is a SolGov job return "solgov" if((assignmentName in soviet) || (rankName in soviet)) //Return with the U.S.S.P logo if it is a Soviet job return "soviet" if(assignmentName in job_icons) //Check if the job has a hud icon return assignmentName if(rankName in job_icons) return rankName return "Unknown" //Return unknown if none of the above apply /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