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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><link rel="stylesheet" href="dmdoc.css"><title>/obj - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a><a href="obj.html#var">Var Details</a> - <a href="obj.html#proc">Proc Details</a></header><main><h1>obj <aside>/<a href="obj.html">obj</a></aside><aside> inherits /<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L1"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 1"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="obj.html#var/acid_level">acid_level</a></th><td>How much acid is on this object?</td></tr><tr><th><a href="obj.html#var/being_shocked">being_shocked</a></th><td>Is this object currently being zapped by lightning?</td></tr><tr><th><a href="obj.html#var/can_be_hit">can_be_hit</a></th><td>Can this object be attacked in melee?</td></tr><tr><th><a href="obj.html#var/custom_fire_overlay">custom_fire_overlay</a></th><td>If provided, a custom overlay representing being the object being on fire.</td></tr><tr><th><a href="obj.html#var/damage_deflection">damage_deflection</a></th><td>Damage under this value will be completely ignored.</td></tr><tr><th><a href="obj.html#var/damtype">damtype</a></th><td>What type of damage does this object deal?</td></tr><tr><th><a href="obj.html#var/emagged">emagged</a></th><td>Is this object emagged?</td></tr><tr><th><a href="obj.html#var/force">force</a></th><td>How much damage this object does in melee.</td></tr><tr><th><a href="obj.html#var/force_blueprints">force_blueprints</a></th><td>Forces the object to be on the blueprints, regardless of when it was created.</td></tr><tr><th><a href="obj.html#var/in_use">in_use</a></th><td>If we have a user using us, this will become <code>TRUE</code>. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!</td></tr><tr><th><a href="obj.html#var/integrity_failure">integrity_failure</a></th><td>Health threshold below which the object will break. Defaults to 0 for no special broken behavior.</td></tr><tr><th><a href="obj.html#var/max_integrity">max_integrity</a></th><td>Maximum health of the object, and default value of <code>obj_integrity</code>.</td></tr><tr><th><a href="obj.html#var/obj_integrity">obj_integrity</a></th><td>Health of the object. If unspecified, defaults to <code>max_integrity</code>.</td></tr><tr><th><a href="obj.html#var/on_blueprints">on_blueprints</a></th><td>Are we visible on the station blueprints at roundstart?</td></tr><tr><th><a href="obj.html#var/origin_tech">origin_tech</a></th><td>Used by R&amp;D to determine what research bonuses it grants.</td></tr><tr><th><a href="obj.html#var/req_access">req_access</a></th><td>A list of accesses as defined by <code>code/__DEFINES/access_defines.dm</code>. All accesses are required when checking.</td></tr><tr><th><a href="obj.html#var/req_one_access">req_one_access</a></th><td>A list of accesses as defined by <code>code/__DEFINES/access_defines.dm</code>. At least one access is required when checking.</td></tr><tr><th><a href="obj.html#var/resistance_flags">resistance_flags</a></th><td>Flags that make this object harder to destroy, e.g. [ACID_PROOF], [FIRE_PROOF], [INDESTRUCTIBLE].</td></tr><tr><th><a href="obj.html#var/sharp">sharp</a></th><td>Can this object cut?</td></tr><tr><th><a href="obj.html#var/species_exception">species_exception</a></th><td>A list of otherwise restricted /datum/species type paths that are permitted to wear this item.</td></tr><tr><th><a href="obj.html#var/speed_process">speed_process</a></th><td>Should this object speed process? Greatly increases the frequency of process events (5 times more frequent).</td></tr><tr><th><a href="obj.html#var/suicidal_hands">suicidal_hands</a></th><td>Does this object require you to hold it to commit suicide with it?</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="obj.html#proc/GetExplosionBlock">GetExplosionBlock</a></th><td>returns how much the object blocks an explosion. Used by subtypes.</td></tr><tr><th><a href="obj.html#proc/acid_act">acid_act</a></th><td>the obj's reaction when touched by acid</td></tr><tr><th><a href="obj.html#proc/acid_melt">acid_melt</a></th><td>called when the obj is destroyed by acid.</td></tr><tr><th><a href="obj.html#proc/acid_processing">acid_processing</a></th><td>the proc called by the acid subsystem to process the acid that's on the obj</td></tr><tr><th><a href="obj.html#proc/bitmask_smooth">bitmask_smooth</a></th><td>Object override to prevent unanchored objects from smoothing</td></tr><tr><th><a href="obj.html#proc/burn">burn</a></th><td>called when the obj is destroyed by fire</td></tr><tr><th><a href="obj.html#proc/calculate_oneshot_damage">calculate_oneshot_damage</a></th><td>returns the amount of damage required to destroy this object in a single hit.</td></tr><tr><th><a href="obj.html#proc/default_unfasten_wrench">default_unfasten_wrench</a></th><td>Handles (un)anchoring. Returns <code>TRUE</code> if successful, otherwise returns <code>FALSE</code>.</td></tr><tr><th><a href="obj.html#proc/default_welder_repair">default_welder_repair</a></th><td>Returns <code>TRUE</code> if the object was successfully repaired. Fully repairs an object (setting <code>BROKEN</code> to <code>FALSE</code>), default repair time = 40.</td></tr><tr><th><a href="obj.html#proc/extinguish">extinguish</a></th><td>Called when the obj is no longer on fire.</td></tr><tr><th><a href="obj.html#proc/fire_act">fire_act</a></th><td>FIRE</td></tr><tr><th><a href="obj.html#proc/force_eject_occupant">force_eject_occupant</a></th><td>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.</td></tr><tr><th><a href="obj.html#proc/gender_reveal">gender_reveal</a></th><td>Creates an animation of the item slowly lifting up from the floor with a colored outline, then slowly drifting back down.
Arguments:</td></tr><tr><th><a href="obj.html#proc/get_integrity_percentage">get_integrity_percentage</a></th><td>Retrieves the objects's current damage as a percentage where <code>100%</code> is <code>100</code>.</td></tr><tr><th><a href="obj.html#proc/hulk_damage">hulk_damage</a></th><td>Called to get the damage that hulks will deal to the obj.</td></tr><tr><th><a href="obj.html#proc/modify_max_integrity">modify_max_integrity</a></th><td>changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.</td></tr><tr><th><a href="obj.html#proc/obj_destruction">obj_destruction</a></th><td>what happens when the obj's integrity reaches zero.</td></tr><tr><th><a href="obj.html#proc/play_attack_sound">play_attack_sound</a></th><td>the sound played when the obj is damaged.</td></tr><tr><th><a href="obj.html#proc/remove_gender_reveal_fx">remove_gender_reveal_fx</a></th><td>Removes the non-animate effects from above proc</td></tr><tr><th><a href="obj.html#proc/run_obj_armor">run_obj_armor</a></th><td>returns the damage value of the attack after processing the obj's various armor protections</td></tr><tr><th><a href="obj.html#proc/set_sharpness">set_sharpness</a></th><td>Set whether the item should be sharp or not</td></tr><tr><th><a href="obj.html#proc/suicide_act">suicide_act</a></th><td>Override this to enable special self-termination interactions on an object when using the suicide command.</td></tr><tr><th><a href="obj.html#proc/try_flock_convert">try_flock_convert</a></th><td>Attempt to convert an object. Default behavior is to do nothing.</td></tr><tr><th><a href="obj.html#proc/ui_login_act">ui_login_act</a></th><td>Call this from a proc that is called in ui_act() to process login actions</td></tr><tr><th><a href="obj.html#proc/ui_login_attackby">ui_login_attackby</a></th><td>Convenience function to perform login actions when
the source object is hit by specific items.</td></tr><tr><th><a href="obj.html#proc/ui_login_data">ui_login_data</a></th><td>Appends login state data.</td></tr><tr><th><a href="obj.html#proc/ui_login_eject">ui_login_eject</a></th><td>Attempts to eject the inserted ID.</td></tr><tr><th><a href="obj.html#proc/ui_login_get">ui_login_get</a></th><td>Returns (or creates) the login state for the source object.</td></tr><tr><th><a href="obj.html#proc/ui_login_insert">ui_login_insert</a></th><td>Attempts to insert an object as an ID.</td></tr><tr><th><a href="obj.html#proc/ui_login_login">ui_login_login</a></th><td>Attempts to log in with the given login type.</td></tr><tr><th><a href="obj.html#proc/ui_login_logout">ui_login_logout</a></th><td>Attempts to log out.</td></tr><tr><th><a href="obj.html#proc/ui_login_on_login">ui_login_on_login</a></th><td>Called on successful login.</td></tr><tr><th><a href="obj.html#proc/ui_login_on_logout">ui_login_on_logout</a></th><td>Called on successful logout.</td></tr><tr><th><a href="obj.html#proc/zap_act">zap_act</a></th><td>Called when the obj is hit by a tesla bolt.</td></tr><tr><th><a href="obj.html#proc/zap_buckle_check">zap_buckle_check</a></th><td>Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/acid_level"><aside class="declaration">var </aside>acid_level <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L32"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 32"></a></h3><p>How much acid is on this object?</p><h3 id="var/being_shocked"><aside class="declaration">var </aside>being_shocked <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L36"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 36"></a></h3><p>Is this object currently being zapped by lightning?</p><h3 id="var/can_be_hit"><aside class="declaration">var </aside>can_be_hit <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L34"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 34"></a></h3><p>Can this object be attacked in melee?</p><h3 id="var/custom_fire_overlay"><aside class="declaration">var </aside>custom_fire_overlay <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L30"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 30"></a></h3><p>If provided, a custom overlay representing being the object being on fire.</p><h3 id="var/damage_deflection"><aside class="declaration">var </aside>damage_deflection <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L26"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 26"></a></h3><p>Damage under this value will be completely ignored.</p><h3 id="var/damtype"><aside class="declaration">var </aside>damtype <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L12"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 12"></a></h3><p>What type of damage does this object deal?</p><h3 id="var/emagged"><aside class="declaration">var </aside>emagged <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L46"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 46"></a></h3><p>Is this object emagged?</p><h3 id="var/force"><aside class="declaration">var </aside>force <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L14"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 14"></a></h3><p>How much damage this object does in melee.</p><h3 id="var/force_blueprints"><aside class="declaration">var </aside>force_blueprints <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L42"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 42"></a></h3><p>Forces the object to be on the blueprints, regardless of when it was created.</p><h3 id="var/in_use"><aside class="declaration">var </aside>in_use <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L10"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 10"></a></h3><p>If we have a user using us, this will become <code>TRUE</code>. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!</p><h3 id="var/integrity_failure"><aside class="declaration">var </aside>integrity_failure <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L24"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 24"></a></h3><p>Health threshold below which the object will break. Defaults to 0 for no special broken behavior.</p><h3 id="var/max_integrity"><aside class="declaration">var </aside>max_integrity <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L22"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 22"></a></h3><p>Maximum health of the object, and default value of <code>obj_integrity</code>.</p><h3 id="var/obj_integrity"><aside class="declaration">var </aside>obj_integrity <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L20"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 20"></a></h3><p>Health of the object. If unspecified, defaults to <code>max_integrity</code>.</p><h3 id="var/on_blueprints"><aside class="declaration">var </aside>on_blueprints <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L40"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 40"></a></h3><p>Are we visible on the station blueprints at roundstart?</p><h3 id="var/origin_tech"><aside class="declaration">var </aside>origin_tech <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L4"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 4"></a></h3><p>Used by R&amp;D to determine what research bonuses it grants.</p><h3 id="var/req_access"><aside class="declaration">var </aside>req_access <aside> /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L51"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 51"></a></h3><p>A list of accesses as defined by <code>code/__DEFINES/access_defines.dm</code>. All accesses are required when checking.</p><h3 id="var/req_one_access"><aside class="declaration">var </aside>req_one_access <aside> /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L53"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 53"></a></h3><p>A list of accesses as defined by <code>code/__DEFINES/access_defines.dm</code>. At least one access is required when checking.</p><h3 id="var/resistance_flags"><aside class="declaration">var </aside>resistance_flags <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L28"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 28"></a></h3><p>Flags that make this object harder to destroy, e.g. [ACID_PROOF], [FIRE_PROOF], [INDESTRUCTIBLE].</p><h3 id="var/sharp"><aside class="declaration">var </aside>sharp <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L8"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 8"></a></h3><p>Can this object cut?</p><h3 id="var/species_exception"><aside class="declaration">var </aside>species_exception <aside> /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L6"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 6"></a></h3><p>A list of otherwise restricted /datum/species type paths that are permitted to wear this item.</p><h3 id="var/speed_process"><aside class="declaration">var </aside>speed_process <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L38"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 38"></a></h3><p>Should this object speed process? Greatly increases the frequency of process events (5 times more frequent).</p><h3 id="var/suicidal_hands"><aside class="declaration">var </aside>suicidal_hands <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L44"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 44"></a></h3><p>Does this object require you to hold it to commit suicide with it?</p><h2 id="proc">Proc Details</h2><h3 id="proc/GetExplosionBlock"><aside class="declaration">proc </aside>GetExplosionBlock<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L339"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 339"></a></aside></h3><p>returns how much the object blocks an explosion. Used by subtypes.</p><h3 id="proc/acid_act"><aside class="parent"><a title="/atom" href="atom.html#proc/acid_act"></a></aside>acid_act<aside>(acidpwr, acid_volume) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L218"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 218"></a></aside></h3><p>the obj's reaction when touched by acid</p><h3 id="proc/acid_melt"><aside class="declaration">proc </aside>acid_melt<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L241"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 241"></a></aside></h3><p>called when the obj is destroyed by acid.</p><h3 id="proc/acid_processing"><aside class="declaration">proc </aside>acid_processing<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L229"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 229"></a></aside></h3><p>the proc called by the acid subsystem to process the acid that's on the obj</p><h3 id="proc/bitmask_smooth"><aside class="parent"><a title="/atom" href="atom.html#proc/bitmask_smooth"></a></aside>bitmask_smooth<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__HELPERS/icon_smoothing.dm#L335"><img src="git.png" width="16" height="16" title="code/__HELPERS/icon_smoothing.dm 335"></a></aside></h3><p>Object override to prevent unanchored objects from smoothing</p><h3 id="proc/burn"><aside class="declaration">proc </aside>burn<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L269"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 269"></a></aside></h3><p>called when the obj is destroyed by fire</p><h3 id="proc/calculate_oneshot_damage"><aside class="declaration">proc </aside>calculate_oneshot_damage<aside>(damage_type, damage_flag, attack_dir, armor_penetration_flat, armor_penetration_percentage) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L45"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 45"></a></aside></h3><p>returns the amount of damage required to destroy this object in a single hit.</p><h3 id="proc/default_unfasten_wrench"><aside class="declaration">proc </aside>default_unfasten_wrench<aside>(/<a href="mob.html">mob</a>/user, /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/I, time) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L205"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 205"></a></aside></h3><p>Handles (un)anchoring. Returns <code>TRUE</code> if successful, otherwise returns <code>FALSE</code>.</p><h3 id="proc/default_welder_repair"><aside class="declaration">proc </aside>default_welder_repair<aside>(/<a href="mob.html">mob</a>/user, /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/I) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L188"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 188"></a></aside></h3><p>Returns <code>TRUE</code> if the object was successfully repaired. Fully repairs an object (setting <code>BROKEN</code> to <code>FALSE</code>), default repair time = 40.</p><h3 id="proc/extinguish"><aside class="declaration">proc </aside>extinguish<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L275"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 275"></a></aside></h3><p>Called when the obj is no longer on fire.</p><h3 id="proc/fire_act">fire_act<aside>(/<a href="datum.html">datum</a>/<a href="datum/gas_mixture.html">gas_mixture</a>/air, exposed_temperature, exposed_volume, global_overlay) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L252"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 252"></a></aside></h3><p>FIRE</p><h3 id="proc/force_eject_occupant"><aside class="declaration">proc </aside>force_eject_occupant<aside>(/<a href="mob.html">mob</a>/target) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L272"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 272"></a></aside></h3><p>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.</p><h3 id="proc/gender_reveal"><aside class="declaration">proc </aside>gender_reveal<aside>(outline_color, ray_color, anim_time, do_float, do_layer) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/antagonists/heretic/heretic_antag.dm#L496"><img src="git.png" width="16" height="16" title="code/modules/antagonists/heretic/heretic_antag.dm 496"></a></aside></h3><p>Creates an animation of the item slowly lifting up from the floor with a colored outline, then slowly drifting back down.
Arguments:</p>
<ul>
<li>outline_color: Default is between pink and light blue, is the color of the outline filter.</li>
<li>ray_color: Null by default. If not set, just copies outline. Used for the ray filter.</li>
<li>anim_time: Total time of the animation. Split into two different calls.</li>
<li>do_float: Lets you disable the sprite floating up and down.</li>
<li>do_layer: Lets you disable the layering increase.</li>
</ul><h3 id="proc/get_integrity_percentage"><aside class="declaration">proc </aside>get_integrity_percentage<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L25"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 25"></a></aside></h3><p>Retrieves the objects's current damage as a percentage where <code>100%</code> is <code>100</code>.</p><h3 id="proc/hulk_damage"><aside class="declaration">proc </aside>hulk_damage<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L105"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 105"></a></aside></h3><p>Called to get the damage that hulks will deal to the obj.</p><h3 id="proc/modify_max_integrity"><aside class="declaration">proc </aside>modify_max_integrity<aside>(new_max, can_break, damage_type, new_failure_integrity) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L319"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 319"></a></aside></h3><p>changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.</p><h3 id="proc/obj_destruction"><aside class="declaration">proc </aside>obj_destruction<aside>(damage_flag) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L310"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 310"></a></aside></h3><p>what happens when the obj's integrity reaches zero.</p><h3 id="proc/play_attack_sound"><aside class="declaration">proc </aside>play_attack_sound<aside>(damage_amount, damage_type, damage_flag) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L69"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 69"></a></aside></h3><p>the sound played when the obj is damaged.</p><h3 id="proc/remove_gender_reveal_fx"><aside class="declaration">proc </aside>remove_gender_reveal_fx<aside>(og_layer) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/antagonists/heretic/heretic_antag.dm#L540"><img src="git.png" width="16" height="16" title="code/modules/antagonists/heretic/heretic_antag.dm 540"></a></aside></h3><p>Removes the non-animate effects from above proc</p><h3 id="proc/run_obj_armor"><aside class="declaration">proc </aside>run_obj_armor<aside>(damage_amount, damage_type, damage_flag, attack_dir, armor_penetration_flat, armor_penetration_percentage) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L32"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 32"></a></aside></h3><p>returns the damage value of the attack after processing the obj's various armor protections</p><h3 id="proc/set_sharpness"><aside class="declaration">proc </aside>set_sharpness<aside>(new_sharp_val) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L263"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 263"></a></aside></h3><p>Set whether the item should be sharp or not</p><h3 id="proc/suicide_act"><aside class="declaration">proc </aside>suicide_act<aside>(/<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/objs.dm#L97"><img src="git.png" width="16" height="16" title="code/game/objects/objs.dm 97"></a></aside></h3><p>Override this to enable special self-termination interactions on an object when using the suicide command.</p><h3 id="proc/try_flock_convert"><aside class="declaration">proc </aside>try_flock_convert<aside>(/<a href="datum.html">datum</a>/<a href="datum/flock.html">flock</a>/flock, force) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/antagonists/flockmind/flock_convert_atom.dm#L31"><img src="git.png" width="16" height="16" title="code/modules/antagonists/flockmind/flock_convert_atom.dm 31"></a></aside></h3><p>Attempt to convert an object. Default behavior is to do nothing.</p><h3 id="proc/ui_login_act"><aside class="declaration">proc </aside>ui_login_act<aside>(action, params) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/tgui/plugins/tgui_login.dm#L28"><img src="git.png" width="16" height="16" title="code/modules/tgui/plugins/tgui_login.dm 28"></a></aside></h3><p>Call this from a proc that is called in ui_act() to process login actions</p>
<p>Arguments:</p>
<ul>
<li>action - The called action</li>
<li>params - The params to the action</li>
</ul><h3 id="proc/ui_login_attackby"><aside class="declaration">proc </aside>ui_login_attackby<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/O, /<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/tgui/plugins/tgui_login.dm#L71"><img src="git.png" width="16" height="16" title="code/modules/tgui/plugins/tgui_login.dm 71"></a></aside></h3><p>Convenience function to perform login actions when
the source object is hit by specific items.</p>
<p>Arguments:</p>
<ul>
<li>O - The object</li>
<li>user - The user</li>
</ul><h3 id="proc/ui_login_data"><aside class="declaration">proc </aside>ui_login_data<aside>(/list/data, /<a href="mob.html">mob</a>/user, /<a href="datum.html">datum</a>/ui_login/state) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/tgui/plugins/tgui_login.dm#L52"><img src="git.png" width="16" height="16" title="code/modules/tgui/plugins/tgui_login.dm 52"></a></aside></h3><p>Appends login state data.</p>
<p>Arguments:</p>
<ul>
<li>data - The data list to be returned</li>
<li>user - The user calling ui_data()</li>
<li>state - The current login state</li>
</ul><h3 id="proc/ui_login_eject"><aside class="declaration">proc </aside>ui_login_eject<aside>(/<a href="datum.html">datum</a>/ui_login/state) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/tgui/plugins/tgui_login.dm#L103"><img src="git.png" width="16" height="16" title="code/modules/tgui/plugins/tgui_login.dm 103"></a></aside></h3><p>Attempts to eject the inserted ID.</p>
<p>Arguments:</p>
<ul>
<li>state - The current login state</li>
</ul><h3 id="proc/ui_login_get"><aside class="declaration">proc </aside>ui_login_get<aside>() <span class="as"> as </span>/<a href="datum.html">datum</a>/ui_login <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/tgui/plugins/tgui_login.dm#L177"><img src="git.png" width="16" height="16" title="code/modules/tgui/plugins/tgui_login.dm 177"></a></aside></h3><p>Returns (or creates) the login state for the source object.</p>
<p>Arguments:</p>
<ul>
<li>state - The current login state</li>
</ul><h3 id="proc/ui_login_insert"><aside class="declaration">proc </aside>ui_login_insert<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/O, /<a href="datum.html">datum</a>/ui_login/state) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/tgui/plugins/tgui_login.dm#L83"><img src="git.png" width="16" height="16" title="code/modules/tgui/plugins/tgui_login.dm 83"></a></aside></h3><p>Attempts to insert an object as an ID.</p>
<p>Arguments:</p>
<ul>
<li>O - The object to try inserting</li>
<li>state - The current login state</li>
</ul><h3 id="proc/ui_login_login"><aside class="declaration">proc </aside>ui_login_login<aside>(login_type, /<a href="datum.html">datum</a>/ui_login/state) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/tgui/plugins/tgui_login.dm#L124"><img src="git.png" width="16" height="16" title="code/modules/tgui/plugins/tgui_login.dm 124"></a></aside></h3><p>Attempts to log in with the given login type.</p>
<p>Arguments:</p>
<ul>
<li>login_type - The login type: LOGIN_TYPE_NORMAL (checks for inserted ID), LOGIN_TYPE_AI, LOGIN_TYPE_ROBOT and LOGIN_TYPE_ADMIN</li>
<li>state - The current login state</li>
</ul><h3 id="proc/ui_login_logout"><aside class="declaration">proc </aside>ui_login_logout<aside>(/<a href="datum.html">datum</a>/ui_login/state) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/tgui/plugins/tgui_login.dm#L159"><img src="git.png" width="16" height="16" title="code/modules/tgui/plugins/tgui_login.dm 159"></a></aside></h3><p>Attempts to log out.</p>
<p>Arguments:</p>
<ul>
<li>state - The current login state</li>
</ul><h3 id="proc/ui_login_on_login"><aside class="declaration">proc </aside>ui_login_on_login<aside>(/<a href="datum.html">datum</a>/ui_login/state) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/tgui/plugins/tgui_login.dm#L190"><img src="git.png" width="16" height="16" title="code/modules/tgui/plugins/tgui_login.dm 190"></a></aside></h3><p>Called on successful login.</p>
<p>Arguments:</p>
<ul>
<li>state - The current login state</li>
</ul><h3 id="proc/ui_login_on_logout"><aside class="declaration">proc </aside>ui_login_on_logout<aside>(/<a href="datum.html">datum</a>/ui_login/state) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/tgui/plugins/tgui_login.dm#L199"><img src="git.png" width="16" height="16" title="code/modules/tgui/plugins/tgui_login.dm 199"></a></aside></h3><p>Called on successful logout.</p>
<p>Arguments:</p>
<ul>
<li>state - The current login state</li>
</ul><h3 id="proc/zap_act"><aside class="parent"><a title="/atom" href="atom.html#proc/zap_act"></a></aside>zap_act<aside>(power, zap_flags) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L282"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 282"></a></aside></h3><p>Called when the obj is hit by a tesla bolt.</p><h3 id="proc/zap_buckle_check"><aside class="declaration">proc </aside>zap_buckle_check<aside>(strength) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/obj_defense.dm#L294"><img src="git.png" width="16" height="16" title="code/game/objects/obj_defense.dm 294"></a></aside></h3><p>Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.</p></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>