/obj //var/datum/module/mod //not used var/origin_tech = null //Used by R&D to determine what research bonuses it grants. animate_movement = 2 var/list/species_exception = null // list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item var/sharp = FALSE // whether this object cuts var/in_use = FALSE // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING! var/damtype = "brute" var/force = 0 // You can define armor as a list in datum definition (e.g. `armor = list("fire" = 80, "brute" = 10)`), // which would be converted to armor datum during initialization. // Setting `armor` to a list on an *existing* object would inevitably runtime. Use `getArmor()` instead. var/datum/armor/armor var/obj_integrity //defaults to max_integrity var/max_integrity = 500 var/integrity_failure = 0 //0 if we have no special broken behavior ///Damage under this value will be completely ignored var/damage_deflection = 0 var/resistance_flags = NONE // INDESTRUCTIBLE var/custom_fire_overlay // Update_fire_overlay will check if a different icon state should be used var/acid_level = 0 //how much acid is on that obj var/can_be_hit = TRUE //can this be bludgeoned by items? var/being_shocked = FALSE var/speed_process = FALSE var/on_blueprints = FALSE //Are we visible on the station blueprints at roundstart? var/force_blueprints = FALSE //forces the obj to be on the blueprints, regardless of when it was created. var/suicidal_hands = FALSE // Does it requires you to hold it to commit suicide with it? /// Is it emagged or not? var/emagged = FALSE // Access-related fields var/list/req_access = null var/req_access_txt = "0" var/list/req_one_access = null var/req_one_access_txt = "0" /obj/New() ..() if(obj_integrity == null) obj_integrity = max_integrity if(on_blueprints && isturf(loc)) var/turf/T = loc if(force_blueprints) T.add_blueprints(src) else T.add_blueprints_preround(src) /obj/Initialize(mapload) . = ..() if(islist(armor)) armor = getArmor(arglist(armor)) else if(!armor) armor = getArmor() else if(!istype(armor, /datum/armor)) stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()") if(sharp) AddComponent(/datum/component/surgery_initiator) /obj/Topic(href, href_list, nowindow = FALSE, datum/ui_state/state = GLOB.default_state) // Calling Topic without a corresponding window open causes runtime errors if(!nowindow && ..()) return TRUE // In the far future no checks are made in an overriding Topic() beyond if(..()) return // Instead any such checks are made in CanUseTopic() if(ui_status(usr, state, href_list) == UI_INTERACTIVE) CouldUseTopic(usr) return FALSE CouldNotUseTopic(usr) return TRUE /obj/proc/CouldUseTopic(mob/user) var/atom/host = ui_host() host.add_fingerprint(user) /obj/proc/CouldNotUseTopic(mob/user) // Nada /obj/Destroy() if(!ismachinery(src)) if(!speed_process) STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists else STOP_PROCESSING(SSfastprocess, src) 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 //SHAME = 16 //OBLITERATION = 32 //Output a creative message and then return the damagetype done /obj/proc/suicide_act(mob/user) return FALSE /obj/assume_air(datum/gas_mixture/giver) if(loc) return loc.assume_air(giver) else return null /obj/remove_air(amount) if(loc) return loc.remove_air(amount) else return null /obj/return_air() RETURN_TYPE(/datum/gas_mixture) if(loc) return loc.return_air() else return null /obj/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) var/datum/gas_mixture/environment = return_air() var/breath_percentage = BREATH_VOLUME / environment.return_volume() return remove_air(environment.total_moles() * breath_percentage) else return null /obj/proc/updateUsrDialog() if(in_use) var/is_in_use = FALSE var/list/nearby = viewers(1, src) for(var/mob/M in nearby) if(M.client && M.machine == src) is_in_use = TRUE src.attack_hand(M) if(isAI(usr) || isrobot(usr)) if(!(usr in nearby)) if(usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh. is_in_use = TRUE src.attack_ai(usr) // check for TK users if(ishuman(usr)) if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/)) if(!(usr in nearby)) if(usr.client && usr.machine == src) is_in_use = TRUE src.attack_hand(usr) in_use = is_in_use /obj/proc/updateDialog() // Check that people are actually using the machine. If not, don't update anymore. if(in_use) var/list/nearby = viewers(1, src) var/is_in_use = FALSE for(var/mob/M in nearby) if(M.client && M.machine == src) is_in_use = TRUE src.interact(M) var/ai_in_use = AutoUpdateAI(src) if(!ai_in_use && !is_in_use) in_use = FALSE /obj/proc/interact(mob/user) return /mob/proc/unset_machine() if(machine) UnregisterSignal(machine, COMSIG_PARENT_QDELETING) machine.on_unset_machine(src) machine = null //called when the user unsets the machine. /atom/movable/proc/on_unset_machine(mob/user) return /mob/proc/set_machine(obj/O) if(src.machine) unset_machine() src.machine = O if(istype(O)) O.in_use = TRUE RegisterSignal(O, COMSIG_PARENT_QDELETING, PROC_REF(unset_machine)) /obj/item/proc/updateSelfDialog() var/mob/M = src.loc if(istype(M) && M.client && M.machine == src) src.attack_self(M) /obj/proc/hide(h) return /obj/proc/hear_talk(mob/M, list/message_pieces) return /obj/proc/hear_message(mob/M, text) return /obj/proc/default_welder_repair(mob/user, obj/item/I) //Returns TRUE if the object was successfully repaired. Fully repairs an object (setting BROKEN to FALSE), default repair time = 40 if(obj_integrity >= max_integrity) to_chat(user, "[src] does not need repairs.") return if(I.tool_behaviour != TOOL_WELDER) return if(!I.tool_use_check(user, 0)) return var/time = max(50 * (1 - obj_integrity / max_integrity), 5) WELDER_ATTEMPT_REPAIR_MESSAGE if(I.use_tool(src, user, time, volume = I.tool_volume)) WELDER_REPAIR_SUCCESS_MESSAGE obj_integrity = max_integrity update_icon() return TRUE /obj/proc/default_unfasten_wrench(mob/user, obj/item/I, time = 20) if(!anchored && !isfloorturf(loc)) user.visible_message("A floor must be present to secure [src]!") return FALSE if(I.tool_behaviour != TOOL_WRENCH) return FALSE if(!I.tool_use_check(user, 0)) return FALSE if(!(flags & NODECONSTRUCT)) to_chat(user, "Now [anchored ? "un" : ""]securing [name].") if(I.use_tool(src, user, time, volume = I.tool_volume)) to_chat(user, "You've [anchored ? "un" : ""]secured [name].") anchored = !anchored return TRUE return FALSE /obj/water_act(volume, temperature, source, method = REAGENT_TOUCH) . = ..() extinguish() acid_level = 0 /obj/singularity_pull(S, current_size) ..() if(!anchored || current_size >= STAGE_FIVE) step_towards(src, S) /obj/proc/container_resist(mob/living) return /obj/proc/on_mob_move(dir, mob/user) return /obj/proc/makeSpeedProcess() if(speed_process) return speed_process = TRUE STOP_PROCESSING(SSobj, src) START_PROCESSING(SSfastprocess, src) /obj/proc/makeNormalProcess() if(!speed_process) return speed_process = FALSE START_PROCESSING(SSobj, src) STOP_PROCESSING(SSfastprocess, src) /obj/vv_get_dropdown() . = ..() .["Delete all of type"] = "?_src_=vars;delall=[UID()]" if(!speed_process) .["Make speed process"] = "?_src_=vars;makespeedy=[UID()]" else .["Make normal process"] = "?_src_=vars;makenormalspeed=[UID()]" .["Modify armor values"] = "?_src_=vars;modifyarmor=[UID()]" /obj/proc/check_uplink_validity() return TRUE /obj/proc/cult_conceal() //Called by cult conceal spell return /obj/proc/cult_reveal() //Called by cult reveal spell and chaplain's bible return /// Set whether the item should be sharp or not /obj/proc/set_sharpness(new_sharp_val) if(sharp == new_sharp_val) return sharp = new_sharp_val SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_SHARPNESS) if(!sharp && new_sharp_val) AddComponent(/datum/component/surgery_initiator) /obj/proc/force_eject_occupant(mob/target) // This proc handles safely removing occupant mobs from the object if they must be teleported out (due to being SSD/AFK, by admin teleport, etc) or transformed. // In the event that the object doesn't have an overriden version of this proc to do it, log a runtime so one can be added. CRASH("Proc force_eject_occupant() is not overridden on a machine containing a mob.") /obj/hit_by_thrown_mob(mob/living/C, datum/thrownthing/throwingdatum, damage, mob_hurt, self_hurt) damage *= 0.75 //Define this probably somewhere, we want objects to hurt less than walls, unless special impact effects. playsound(src, 'sound/weapons/punch1.ogg', 35, 1) if(mob_hurt) //Density check probably not needed, one should only bump into something if it is dense, and blob tiles are not dense, because of course they are not. return C.visible_message("[C] slams into [src]!", "You slam into [src]!") C.take_organ_damage(damage) if(!self_hurt) take_damage(damage, BRUTE) if(issilicon(C)) C.Weaken(3 SECONDS) else C.KnockDown(3 SECONDS)