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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../"><link rel="stylesheet" href="dmdoc.css"><title>/obj/item - 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/item.html#var">Var Details</a> - <a href="obj/item.html#proc">Proc Details</a></header><main><h1>item <aside>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L4"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 4"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="obj/item.html#var/actions">actions</a></th><td>List of /datum/action's that this item has.</td></tr><tr><th><a href="obj/item.html#var/actions_types">actions_types</a></th><td>List of paths of action datums to give to the item on New().</td></tr><tr><th><a href="obj/item.html#var/allowed">allowed</a></th><td>For what suits can store. IE. secuirty vest holding stunbatons, disablers, cuffs.</td></tr><tr><th><a href="obj/item.html#var/armor_penetration_flat">armor_penetration_flat</a></th><td>Flat armour reduction, occurs after percentage armour penetration.</td></tr><tr><th><a href="obj/item.html#var/armor_penetration_percentage">armor_penetration_percentage</a></th><td>Percentage armour reduction, happens before flat armour reduction.</td></tr><tr><th><a href="obj/item.html#var/attached_bits">attached_bits</a></th><td>List of attached tool bits</td></tr><tr><th><a href="obj/item.html#var/attack_effect_override">attack_effect_override</a></th><td>Allows you to override the attack animation with an attack effect</td></tr><tr><th><a href="obj/item.html#var/attack_verb">attack_verb</a></th><td>Used in attackby() to say how something was attacked <code>"[x] has been [z.attack_verb] by [y] with [z]"</code></td></tr><tr><th><a href="obj/item.html#var/bit_efficiency_mod">bit_efficiency_mod</a></th><td>Efficiency modifier for tools that use energy or fuel</td></tr><tr><th><a href="obj/item.html#var/bit_failure_rate">bit_failure_rate</a></th><td>Failure rate of using this tool. Without a bit, defaults to 0 for no failure chance</td></tr><tr><th><a href="obj/item.html#var/bit_productivity_mod">bit_productivity_mod</a></th><td>Productivity modifier for tools</td></tr><tr><th><a href="obj/item.html#var/body_parts_covered">body_parts_covered</a></th><td>What bodyflags does this item cover? See setup.dm for appropriate bit flags</td></tr><tr><th><a href="obj/item.html#var/cold_protection">cold_protection</a></th><td>Flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm</td></tr><tr><th><a href="obj/item.html#var/discrete">discrete</a></th><td>used in item_attack.dm to make an item not show an attack message to viewers</td></tr><tr><th><a href="obj/item.html#var/dog_fashion">dog_fashion</a></th><td>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.</td></tr><tr><th><a href="obj/item.html#var/drop_sound">drop_sound</a></th><td>Sound uses when dropping the item, or when its thrown.</td></tr><tr><th><a href="obj/item.html#var/dyeable">dyeable</a></th><td>If this item is put into a washing machine to be dyed, can objects of this type be dyed into a different color/icon?</td></tr><tr><th><a href="obj/item.html#var/dyeing_key">dyeing_key</a></th><td>The associated key to the dye registry GLOB list, used to transform/color this piece of clothing through dyeing</td></tr><tr><th><a href="obj/item.html#var/embed_chance">embed_chance</a></th><td>So items can have custom embedd values because customisation is king</td></tr><tr><th><a href="obj/item.html#var/embedded_fall_chance">embedded_fall_chance</a></th><td>The chances of the item falling out of the limb</td></tr><tr><th><a href="obj/item.html#var/embedded_fall_pain_multiplier">embedded_fall_pain_multiplier</a></th><td>The coefficient of multiplication for the damage this item does when falling out of a limb (this * w_class)</td></tr><tr><th><a href="obj/item.html#var/embedded_ignore_throwspeed_threshold">embedded_ignore_throwspeed_threshold</a></th><td>How fast something has to be going to embed</td></tr><tr><th><a href="obj/item.html#var/embedded_impact_pain_multiplier">embedded_impact_pain_multiplier</a></th><td>The coefficient of multiplication for the damage this item does when first embedded (this * w_class)</td></tr><tr><th><a href="obj/item.html#var/embedded_pain_chance">embedded_pain_chance</a></th><td>The cances of the item dealing damage to the limb</td></tr><tr><th><a href="obj/item.html#var/embedded_pain_multiplier">embedded_pain_multiplier</a></th><td>The coefficient of multiplication for the damage this item does while embedded (this * w_class)</td></tr><tr><th><a href="obj/item.html#var/embedded_unsafe_removal_pain_multiplier">embedded_unsafe_removal_pain_multiplier</a></th><td>The coefficient of multiplication for the damage removing this without surgery causes (this * w_class)</td></tr><tr><th><a href="obj/item.html#var/embedded_unsafe_removal_time">embedded_unsafe_removal_time</a></th><td>A time in ticks, multiplied by the w_class.</td></tr><tr><th><a href="obj/item.html#var/equip_sound">equip_sound</a></th><td>Sound used when equipping the item into a valid slot</td></tr><tr><th><a href="obj/item.html#var/flags_cover">flags_cover</a></th><td>For flags that define what areas an item cover</td></tr><tr><th><a href="obj/item.html#var/flags_inv">flags_inv</a></th><td>Since any item can now be a piece of clothing, this has to be put here so all items share it.
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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.</td></tr><tr><th><a href="obj/item.html#var/gas_transfer_coefficient">gas_transfer_coefficient</a></th><td>For leaking gas from turf to mask and vice-versa.</td></tr><tr><th><a href="obj/item.html#var/heat_protection">heat_protection</a></th><td>Flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm</td></tr><tr><th><a href="obj/item.html#var/hidden_uplink">hidden_uplink</a></th><td>All items can have an uplink hidden inside, just remember to add the triggers.</td></tr><tr><th><a href="obj/item.html#var/hit_reaction_chance">hit_reaction_chance</a></th><td>Used to give a reaction chance on hit that is not a block. If less than 0, will remove the block message, allowing overides.</td></tr><tr><th><a href="obj/item.html#var/hitsound">hitsound</a></th><td>Sound played when you hit something with the item</td></tr><tr><th><a href="obj/item.html#var/in_inventory">in_inventory</a></th><td>Is this item equipped into an inventory slot or hand of a mob?</td></tr><tr><th><a href="obj/item.html#var/in_storage">in_storage</a></th><td>Is this item inside a storage object?</td></tr><tr><th><a href="obj/item.html#var/inhand_icon_state">inhand_icon_state</a></th><td>Icon state for mob inhand overlays, if null the <code>icon_state</code> value will be used</td></tr><tr><th><a href="obj/item.html#var/inhand_x_dimension">inhand_x_dimension</a></th><td>Dimension X of the lefthand_file and righthand_file var
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eg: 32x32 sprite, 64x64 sprite, etc.</td></tr><tr><th><a href="obj/item.html#var/inhand_y_dimension">inhand_y_dimension</a></th><td>Dimension Y of the lefthand_file and righthand_file var
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eg: 32x32 sprite, 64x64 sprite, etc.</td></tr><tr><th><a href="obj/item.html#var/lefthand_file">lefthand_file</a></th><td>Icon file for left hand inhand overlays</td></tr><tr><th><a href="obj/item.html#var/materials">materials</a></th><td>What materials the item yields when broken down. Some methods will not recover everything (autolathes only recover metal and glass, for example).</td></tr><tr><th><a href="obj/item.html#var/max_bits">max_bits</a></th><td>Maximum number of bits</td></tr><tr><th><a href="obj/item.html#var/max_heat_protection_temperature">max_heat_protection_temperature</a></th><td>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</td></tr><tr><th><a href="obj/item.html#var/min_cold_protection_temperature">min_cold_protection_temperature</a></th><td>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</td></tr><tr><th><a href="obj/item.html#var/mob_throw_hit_sound">mob_throw_hit_sound</a></th><td>Used when yate into a mob</td></tr><tr><th><a href="obj/item.html#var/move_resist">move_resist</a></th><td>Set in the Initialise depending on the item size. Unless it's overriden by a specific item</td></tr><tr><th><a href="obj/item.html#var/needs_permit">needs_permit</a></th><td>Used by security bots to determine if this item is safe for public use.</td></tr><tr><th><a href="obj/item.html#var/outline_filter">outline_filter</a></th><td>Holder var for the item outline filter, null when no outline filter on the item.</td></tr><tr><th><a href="obj/item.html#var/pass_flags">pass_flags</a></th><td>Determines what it can pass over/through. IE. 'PASSTABLE' will allow it to pass over tables</td></tr><tr><th><a href="obj/item.html#var/permeability_coefficient">permeability_coefficient</a></th><td>for chemicals/diseases</td></tr><tr><th><a href="obj/item.html#var/pickup_sound">pickup_sound</a></th><td>Sound uses when picking the item up (into your hands)</td></tr><tr><th><a href="obj/item.html#var/prefered_slot_flags">prefered_slot_flags</a></th><td>If set, this determines which slots are considered when using quick equip</td></tr><tr><th><a href="obj/item.html#var/put_on_delay">put_on_delay</a></th><td>How long it takes to put an item onto somebody. IE. clothing</td></tr><tr><th><a href="obj/item.html#var/reach">reach</a></th><td>In tiles, how far this weapon can reach; 1 for adjacent, which is default</td></tr><tr><th><a href="obj/item.html#var/righthand_file">righthand_file</a></th><td>Icon file for right inhand overlays</td></tr><tr><th><a href="obj/item.html#var/siemens_coefficient">siemens_coefficient</a></th><td>for electrical admittance/conductance (electrocution checks and shit)</td></tr><tr><th><a href="obj/item.html#var/slot_flags">slot_flags</a></th><td>This is used to determine on which slots an item can fit.</td></tr><tr><th><a href="obj/item.html#var/slowdown">slowdown</a></th><td>How much clothing is slowing you down. Negative values speeds you up.</td></tr><tr><th><a href="obj/item.html#var/sprite_sheets">sprite_sheets</a></th><td>Species-specific sprites, concept stolen from Paradise//vg/.</td></tr><tr><th><a href="obj/item.html#var/sprite_sheets_inhand">sprite_sheets_inhand</a></th><td>Used to override inhand items. Use a single .dmi and suffix the icon states inside with _l and _r for each hand.</td></tr><tr><th><a href="obj/item.html#var/stealthy_audio">stealthy_audio</a></th><td>Whether or not we use stealthy audio levels for this item's attack sounds</td></tr><tr><th><a href="obj/item.html#var/strip_delay">strip_delay</a></th><td>How long it takes to remove an item off of somebody. IE. clothing</td></tr><tr><th><a href="obj/item.html#var/thrownby">thrownby</a></th><td>UID of a /mob</td></tr><tr><th><a href="obj/item.html#var/tool_behaviour">tool_behaviour</a></th><td>What kind of tool are we?</td></tr><tr><th><a href="obj/item.html#var/tool_enabled">tool_enabled</a></th><td>If we can turn on or off, are we currently active? Mostly for welders and this will normally be TRUE</td></tr><tr><th><a href="obj/item.html#var/tool_volume">tool_volume</a></th><td>How loud are we when we use our tool?</td></tr><tr><th><a href="obj/item.html#var/toolspeed">toolspeed</a></th><td>If this item is a tool, the speed multiplier. Smaller numbers are faster.</td></tr><tr><th><a href="obj/item.html#var/usesound">usesound</a></th><td>Played when the item is used, for example tools</td></tr><tr><th><a href="obj/item.html#var/w_class">w_class</a></th><td>Determines how big/small items are to fit in storage containers</td></tr><tr><th><a href="obj/item.html#var/worn_icon">worn_icon</a></th><td>Icon file for mob worn overlays. Can be ignored if sprite_sheets/sprite_sheets_inhand is set</td></tr><tr><th><a href="obj/item.html#var/worn_icon_state">worn_icon_state</a></th><td>Icon state for mob worn overlays, if null the <code>icon_state</code> value will be used</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="obj/item.html#proc/activate_self">activate_self</a></th><td>Called when the item is in the active hand, and clicked; alternately, there
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is an 'activate held object' verb or you can hit pagedown.</td></tr><tr><th><a href="obj/item.html#proc/add_bit">add_bit</a></th><td>Used to add a bit through a signal</td></tr><tr><th><a href="obj/item.html#proc/after_attack">after_attack</a></th><td>Last proc in the <a href="obj/item.html#proc/melee_attack_chain" title="/obj/item">/obj/item/proc/melee_attack_chain</a>.</td></tr><tr><th><a href="obj/item.html#proc/afterattack__legacy__attackchain">afterattack__legacy__attackchain</a></th><td>Last proc in the <a href="obj/item.html#proc/melee_attack_chain" title="/obj/item">/obj/item/proc/melee_attack_chain</a>.</td></tr><tr><th><a href="obj/item.html#proc/attack">attack</a></th><td>Called when we are used by <code>user</code> to attack the living <code>target</code>.</td></tr><tr><th><a href="obj/item.html#proc/attack_obj">attack_obj</a></th><td>The equivalent of the standard version of <a href="obj/item.html#proc/attack" title="/obj/item">/obj/item/proc/attack</a> but for non mob targets.</td></tr><tr><th><a href="obj/item.html#proc/attack_obj__legacy__attackchain">attack_obj__legacy__attackchain</a></th><td>Called when <code>user</code> attacks us with object <code>O</code>.</td></tr><tr><th><a href="obj/item.html#proc/attack_self__legacy__attackchain">attack_self__legacy__attackchain</a></th><td>Called when <code>user</code> has us in the active hand, and has clicked on us.</td></tr><tr><th><a href="obj/item.html#proc/can_enter_storage">can_enter_storage</a></th><td>Called to check if this item can be put into a storage item.</td></tr><tr><th><a href="obj/item.html#proc/change_speech_verb">change_speech_verb</a></th><td>Changes the speech verb when wearing this item if a value is returned</td></tr><tr><th><a href="obj/item.html#proc/cigarette_lighter_act">cigarette_lighter_act</a></th><td>Handles the bulk of cigarette lighting interactions. You must call <code>light()</code> to actually light the cigarette.</td></tr><tr><th><a href="obj/item.html#proc/customised_abstract_text">customised_abstract_text</a></th><td>This proc is used to add text for items with ABSTRACT flag after default examine text.</td></tr><tr><th><a href="obj/item.html#proc/cyborg_recharge">cyborg_recharge</a></th><td>Called on cyborg items that need special charging behavior. Override as needed for specific items.</td></tr><tr><th><a href="obj/item.html#proc/dropped">dropped</a></th><td>Called when a mob drops an item.</td></tr><tr><th><a href="obj/item.html#proc/dye_item">dye_item</a></th><td>Updates an item's appearance to mimic the appearance of another item in the dye_registry's dictionary
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what types of items (beanie, jumpsuit, shoes, etc) src is dyed into depends on the dye_key unless an
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overidden dye_key is specified. For example if our dye_key is DYE_REGISTRY_UNDER and we specify to dye to
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DYE_RED, our item's appearance would then mimic /obj/item/clothing/under/color/red; see [code/_globalvars/lists/dye_registry.dm] for this dictionary</td></tr><tr><th><a href="obj/item.html#proc/get_job_name">get_job_name</a></th><td>Used in secHUD icon generation</td></tr><tr><th><a href="obj/item.html#proc/get_part_rating">get_part_rating</a></th><td>Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the B/RPED</td></tr><tr><th><a href="obj/item.html#proc/interact_with_atom">interact_with_atom</a></th><td>Called when this item is being used to interact with an atom,
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IE, a mob is clicking on an atom with this item.</td></tr><tr><th><a href="obj/item.html#proc/is_equipped">is_equipped</a></th><td>returns TRUE if the item is equipped by a mob, 0 otherwise.</td></tr><tr><th><a href="obj/item.html#proc/is_robot_module">is_robot_module</a></th><td>Checks whether this item is a module of the robot it is located in.</td></tr><tr><th><a href="obj/item.html#proc/melee_attack_chain">melee_attack_chain</a></th><td>This is the proc that handles the order of an item_attack.</td></tr><tr><th><a href="obj/item.html#proc/override_throw">override_throw</a></th><td>Return true if you don't want regular throw handling</td></tr><tr><th><a href="obj/item.html#proc/pre_attack">pre_attack</a></th><td>Called on ourselves before we hit something. Return TRUE to cancel the remainder of the attack chain.</td></tr><tr><th><a href="obj/item.html#proc/ranged_interact_with_atom">ranged_interact_with_atom</a></th><td>Called when this item is being used to interact with an atom from a distance,
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IE, a mob is clicking on an atom with this item and is not adjacent.</td></tr><tr><th><a href="obj/item.html#proc/refill">refill</a></th><td>Generic refill proc. Transfers something (e.g. fuel, charge) from an atom to our tool. returns TRUE if it was successful, FALSE otherwise</td></tr><tr><th><a href="obj/item.html#proc/remove_bit">remove_bit</a></th><td>Used to remove a bit through a signal</td></tr><tr><th><a href="obj/item.html#proc/use">use</a></th><td>Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure.</td></tr><tr><th><a href="obj/item.html#proc/use_tool">use_tool</a></th><td>Called when a mob tries to use the item as a tool.
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Handles most checks.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/actions"><aside class="declaration">var </aside>actions <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L89"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 89"></a></h3><p>List of /datum/action's that this item has.</p><h3 id="var/actions_types"><aside class="declaration">var </aside>actions_types <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L91"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 91"></a></h3><p>List of paths of action datums to give to the item on New().</p><h3 id="var/allowed"><aside class="declaration">var </aside>allowed <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L117"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 117"></a></h3><p>For what suits can store. IE. secuirty vest holding stunbatons, disablers, cuffs.</p><h3 id="var/armor_penetration_flat"><aside class="declaration">var </aside>armor_penetration_flat <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L113"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 113"></a></h3><p>Flat armour reduction, occurs after percentage armour penetration.</p><h3 id="var/armor_penetration_percentage"><aside class="declaration">var </aside>armor_penetration_percentage <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L115"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 115"></a></h3><p>Percentage armour reduction, happens before flat armour reduction.</p><h3 id="var/attached_bits"><aside class="declaration">var </aside>attached_bits <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L177"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 177"></a></h3><p>List of attached tool bits</p><h3 id="var/attack_effect_override"><aside class="declaration">var </aside>attack_effect_override <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L65"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 65"></a></h3><p>Allows you to override the attack animation with an attack effect</p><h3 id="var/attack_verb"><aside class="declaration">var </aside>attack_verb <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L67"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 67"></a></h3><p>Used in attackby() to say how something was attacked <code>"[x] has been [z.attack_verb] by [y] with [z]"</code></p><h3 id="var/bit_efficiency_mod"><aside class="declaration">var </aside>bit_efficiency_mod <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L183"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 183"></a></h3><p>Efficiency modifier for tools that use energy or fuel</p><h3 id="var/bit_failure_rate"><aside class="declaration">var </aside>bit_failure_rate <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L181"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 181"></a></h3><p>Failure rate of using this tool. Without a bit, defaults to 0 for no failure chance</p><h3 id="var/bit_productivity_mod"><aside class="declaration">var </aside>bit_productivity_mod <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L185"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 185"></a></h3><p>Productivity modifier for tools</p><h3 id="var/body_parts_covered"><aside class="declaration">var </aside>body_parts_covered <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L103"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 103"></a></h3><p>What bodyflags does this item cover? See setup.dm for appropriate bit flags</p><h3 id="var/cold_protection"><aside class="declaration">var </aside>cold_protection <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L83"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 83"></a></h3><p>Flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm</p><h3 id="var/discrete"><aside class="declaration">var </aside>discrete <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L49"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 49"></a></h3><p>used in item_attack.dm to make an item not show an attack message to viewers</p><h3 id="var/dog_fashion"><aside class="declaration">var </aside>dog_fashion <aside>– /<a href="datum.html">datum</a>/dog_fashion</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L135"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 135"></a></h3><p>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.</p><h3 id="var/drop_sound"><aside class="declaration">var </aside>drop_sound <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L61"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 61"></a></h3><p>Sound uses when dropping the item, or when its thrown.</p><h3 id="var/dyeable"><aside class="declaration">var </aside>dyeable <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L101"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 101"></a></h3><p>If this item is put into a washing machine to be dyed, can objects of this type be dyed into a different color/icon?</p><h3 id="var/dyeing_key"><aside class="declaration">var </aside>dyeing_key <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L99"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 99"></a></h3><p>The associated key to the dye registry GLOB list, used to transform/color this piece of clothing through dyeing</p><h3 id="var/embed_chance"><aside class="declaration">var </aside>embed_chance <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L141"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 141"></a></h3><p>So items can have custom embedd values because customisation is king</p><h3 id="var/embedded_fall_chance"><aside class="declaration">var </aside>embedded_fall_chance <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L143"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 143"></a></h3><p>The chances of the item falling out of the limb</p><h3 id="var/embedded_fall_pain_multiplier"><aside class="declaration">var </aside>embedded_fall_pain_multiplier <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L149"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 149"></a></h3><p>The coefficient of multiplication for the damage this item does when falling out of a limb (this * w_class)</p><h3 id="var/embedded_ignore_throwspeed_threshold"><aside class="declaration">var </aside>embedded_ignore_throwspeed_threshold <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L157"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 157"></a></h3><p>How fast something has to be going to embed</p><h3 id="var/embedded_impact_pain_multiplier"><aside class="declaration">var </aside>embedded_impact_pain_multiplier <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L151"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 151"></a></h3><p>The coefficient of multiplication for the damage this item does when first embedded (this * w_class)</p><h3 id="var/embedded_pain_chance"><aside class="declaration">var </aside>embedded_pain_chance <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L145"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 145"></a></h3><p>The cances of the item dealing damage to the limb</p><h3 id="var/embedded_pain_multiplier"><aside class="declaration">var </aside>embedded_pain_multiplier <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L147"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 147"></a></h3><p>The coefficient of multiplication for the damage this item does while embedded (this * w_class)</p><h3 id="var/embedded_unsafe_removal_pain_multiplier"><aside class="declaration">var </aside>embedded_unsafe_removal_pain_multiplier <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L153"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 153"></a></h3><p>The coefficient of multiplication for the damage removing this without surgery causes (this * w_class)</p><h3 id="var/embedded_unsafe_removal_time"><aside class="declaration">var </aside>embedded_unsafe_removal_time <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L155"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 155"></a></h3><p>A time in ticks, multiplied by the w_class.</p><h3 id="var/equip_sound"><aside class="declaration">var </aside>equip_sound <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L57"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 57"></a></h3><p>Sound used when equipping the item into a valid slot</p><h3 id="var/flags_cover"><aside class="declaration">var </aside>flags_cover <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L128"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 128"></a></h3><p>For flags that define what areas an item cover</p><h3 id="var/flags_inv"><aside class="declaration">var </aside>flags_inv <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L97"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 97"></a></h3><p>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.</p><h3 id="var/gas_transfer_coefficient"><aside class="declaration">var </aside>gas_transfer_coefficient <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L105"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 105"></a></h3><p>For leaking gas from turf to mask and vice-versa.</p><h3 id="var/heat_protection"><aside class="declaration">var </aside>heat_protection <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L81"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 81"></a></h3><p>Flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm</p><h3 id="var/hidden_uplink"><aside class="declaration">var </aside>hidden_uplink <aside>– /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/uplink.html">uplink</a>/<a href="obj/item/uplink/hidden.html">hidden</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L119"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 119"></a></h3><p>All items can have an uplink hidden inside, just remember to add the triggers.</p><h3 id="var/hit_reaction_chance"><aside class="declaration">var </aside>hit_reaction_chance <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L131"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 131"></a></h3><p>Used to give a reaction chance on hit that is not a block. If less than 0, will remove the block message, allowing overides.</p><h3 id="var/hitsound"><aside class="declaration">var </aside>hitsound <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L51"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 51"></a></h3><p>Sound played when you hit something with the item</p><h3 id="var/in_inventory"><aside class="declaration">var </aside>in_inventory <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L171"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 171"></a></h3><p>Is this item equipped into an inventory slot or hand of a mob?</p><h3 id="var/in_storage"><aside class="declaration">var </aside>in_storage <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L192"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 192"></a></h3><p>Is this item inside a storage object?</p><h3 id="var/inhand_icon_state"><aside class="declaration">var </aside>inhand_icon_state <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L36"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 36"></a></h3><p>Icon state for mob inhand overlays, if null the <code>icon_state</code> value will be used</p><h3 id="var/inhand_x_dimension"><aside class="declaration">var </aside>inhand_x_dimension <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L43"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 43"></a></h3><p>Dimension X of the lefthand_file and righthand_file var
|
||
eg: 32x32 sprite, 64x64 sprite, etc.</p><h3 id="var/inhand_y_dimension"><aside class="declaration">var </aside>inhand_y_dimension <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L46"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 46"></a></h3><p>Dimension Y of the lefthand_file and righthand_file var
|
||
eg: 32x32 sprite, 64x64 sprite, etc.</p><h3 id="var/lefthand_file"><aside class="declaration">var </aside>lefthand_file <aside>– /<a href="icon.html">icon</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L38"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 38"></a></h3><p>Icon file for left hand inhand overlays</p><h3 id="var/materials"><aside class="declaration">var </aside>materials <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L94"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 94"></a></h3><p>What materials the item yields when broken down. Some methods will not recover everything (autolathes only recover metal and glass, for example).</p><h3 id="var/max_bits"><aside class="declaration">var </aside>max_bits <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L179"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 179"></a></h3><p>Maximum number of bits</p><h3 id="var/max_heat_protection_temperature"><aside class="declaration">var </aside>max_heat_protection_temperature <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L85"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 85"></a></h3><p>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</p><h3 id="var/min_cold_protection_temperature"><aside class="declaration">var </aside>min_cold_protection_temperature <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L87"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 87"></a></h3><p>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</p><h3 id="var/mob_throw_hit_sound"><aside class="declaration">var </aside>mob_throw_hit_sound <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L55"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 55"></a></h3><p>Used when yate into a mob</p><h3 id="var/move_resist">move_resist <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L13"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 13"></a></h3><p>Set in the Initialise depending on the item size. Unless it's overriden by a specific item</p><h3 id="var/needs_permit"><aside class="declaration">var </aside>needs_permit <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L122"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 122"></a></h3><p>Used by security bots to determine if this item is safe for public use.</p><h3 id="var/outline_filter"><aside class="declaration">var </aside>outline_filter <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L196"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 196"></a></h3><p>Holder var for the item outline filter, null when no outline filter on the item.</p><h3 id="var/pass_flags">pass_flags <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L75"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 75"></a></h3><p>Determines what it can pass over/through. IE. 'PASSTABLE' will allow it to pass over tables</p><h3 id="var/permeability_coefficient"><aside class="declaration">var </aside>permeability_coefficient <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L107"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 107"></a></h3><p>for chemicals/diseases</p><h3 id="var/pickup_sound"><aside class="declaration">var </aside>pickup_sound <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L59"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 59"></a></h3><p>Sound uses when picking the item up (into your hands)</p><h3 id="var/prefered_slot_flags"><aside class="declaration">var </aside>prefered_slot_flags <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L73"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 73"></a></h3><p>If set, this determines which slots are considered when using quick equip</p><h3 id="var/put_on_delay"><aside class="declaration">var </aside>put_on_delay <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L126"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 126"></a></h3><p>How long it takes to put an item onto somebody. IE. clothing</p><h3 id="var/reach"><aside class="declaration">var </aside>reach <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L198"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 198"></a></h3><p>In tiles, how far this weapon can reach; 1 for adjacent, which is default</p><h3 id="var/righthand_file"><aside class="declaration">var </aside>righthand_file <aside>– /<a href="icon.html">icon</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L40"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 40"></a></h3><p>Icon file for right inhand overlays</p><h3 id="var/siemens_coefficient"><aside class="declaration">var </aside>siemens_coefficient <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L109"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 109"></a></h3><p>for electrical admittance/conductance (electrocution checks and shit)</p><h3 id="var/slot_flags"><aside class="declaration">var </aside>slot_flags <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L71"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 71"></a></h3><p>This is used to determine on which slots an item can fit.</p><h3 id="var/slowdown"><aside class="declaration">var </aside>slowdown <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L111"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 111"></a></h3><p>How much clothing is slowing you down. Negative values speeds you up.</p><h3 id="var/sprite_sheets"><aside class="declaration">var </aside>sprite_sheets <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L26"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 26"></a></h3><p>Species-specific sprites, concept stolen from Paradise//vg/.</p>
|
||
<p>ex:</p>
|
||
<pre><code>sprite_sheets = list("Tajaran" = 'icons/cat/are/bad')
|
||
</code></pre>
|
||
<p>If index term exists, this sprite sheet will be used.</p>
|
||
<p>This should never have a "Human" inside - use <code>worn_icon</code> instead.</p><h3 id="var/sprite_sheets_inhand"><aside class="declaration">var </aside>sprite_sheets_inhand <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L28"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 28"></a></h3><p>Used to override inhand items. Use a single .dmi and suffix the icon states inside with _l and _r for each hand.</p><h3 id="var/stealthy_audio"><aside class="declaration">var </aside>stealthy_audio <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L63"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 63"></a></h3><p>Whether or not we use stealthy audio levels for this item's attack sounds</p><h3 id="var/strip_delay"><aside class="declaration">var </aside>strip_delay <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L124"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 124"></a></h3><p>How long it takes to remove an item off of somebody. IE. clothing</p><h3 id="var/thrownby"><aside class="declaration">var </aside>thrownby <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L138"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 138"></a></h3><p>UID of a /mob</p><h3 id="var/tool_behaviour"><aside class="declaration">var </aside>tool_behaviour <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L160"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 160"></a></h3><p>What kind of tool are we?</p><h3 id="var/tool_enabled"><aside class="declaration">var </aside>tool_enabled <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L162"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 162"></a></h3><p>If we can turn on or off, are we currently active? Mostly for welders and this will normally be TRUE</p><h3 id="var/tool_volume"><aside class="declaration">var </aside>tool_volume <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L164"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 164"></a></h3><p>How loud are we when we use our tool?</p><h3 id="var/toolspeed"><aside class="declaration">var </aside>toolspeed <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L166"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 166"></a></h3><p>If this item is a tool, the speed multiplier. Smaller numbers are faster.</p><h3 id="var/usesound"><aside class="declaration">var </aside>usesound <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L53"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 53"></a></h3><p>Played when the item is used, for example tools</p><h3 id="var/w_class"><aside class="declaration">var </aside>w_class <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L69"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 69"></a></h3><p>Determines how big/small items are to fit in storage containers</p><h3 id="var/worn_icon"><aside class="declaration">var </aside>worn_icon <aside>– /<a href="icon.html">icon</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L31"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 31"></a></h3><p>Icon file for mob worn overlays. Can be ignored if sprite_sheets/sprite_sheets_inhand is set</p><h3 id="var/worn_icon_state"><aside class="declaration">var </aside>worn_icon_state <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L33"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 33"></a></h3><p>Icon state for mob worn overlays, if null the <code>icon_state</code> value will be used</p><h2 id="proc">Proc Details</h2><h3 id="proc/activate_self"><aside class="declaration">proc </aside>activate_self<aside>(/<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack.dm#L48"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack.dm 48"></a></aside></h3><p>Called when the item is in the active hand, and clicked; alternately, there
|
||
is an 'activate held object' verb or you can hit pagedown.</p><h3 id="proc/add_bit"><aside class="declaration">proc </aside>add_bit<aside>(/<a href="atom.html">atom</a>/source, /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/smithed_item.html">smithed_item</a>/<a href="obj/item/smithed_item/tool_bit.html">tool_bit</a>/bit, /<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L458"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 458"></a></aside></h3><p>Used to add a bit through a signal</p><h3 id="proc/after_attack"><aside class="declaration">proc </aside>after_attack<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/user, proximity_flag, click_parameters) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack.dm#L283"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack.dm 283"></a></aside></h3><p>Last proc in the <a href="obj/item.html#proc/melee_attack_chain" title="/obj/item">/obj/item/proc/melee_attack_chain</a>.</p>
|
||
<p>Arguments:</p>
|
||
<ul>
|
||
<li>atom/target - The thing that was hit</li>
|
||
<li>mob/user - The mob doing the hitting</li>
|
||
<li>proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.</li>
|
||
<li>click_parameters - is the params string from byond [/atom/proc/Click] code, see that documentation.</li>
|
||
</ul><h3 id="proc/afterattack__legacy__attackchain"><aside class="declaration">proc </aside>afterattack__legacy__attackchain<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/user, proximity_flag, params) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack_legacy.dm#L98"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack_legacy.dm 98"></a></aside></h3><p>Last proc in the <a href="obj/item.html#proc/melee_attack_chain" title="/obj/item">/obj/item/proc/melee_attack_chain</a>.</p>
|
||
<p>Sends <a href="code/__DEFINES/dcs/attack_chain_signals.html#define/COMSIG_AFTER_ATTACK" title="COMSIG_AFTER_ATTACK">COMSIG_AFTER_ATTACK</a> and <a href="code/__DEFINES/dcs/attack_chain_signals.html#define/COMSIG_AFTER_ATTACKED_BY" title="COMSIG_AFTER_ATTACKED_BY">COMSIG_AFTER_ATTACKED_BY</a>, handling no responses.
|
||
New uses of this proc are prohibited! attack() calls on mobs and objects handle sending these signals.</p>
|
||
<p>Arguments:</p>
|
||
<ul>
|
||
<li>atom/target - The thing that was hit</li>
|
||
<li>mob/user - The mob doing the hitting</li>
|
||
<li>proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.</li>
|
||
<li>click_parameters - is the params string from byond [/atom/proc/Click] code, see that documentation.</li>
|
||
</ul><h3 id="proc/attack"><aside class="declaration">proc </aside>attack<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/target, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, params) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack.dm#L137"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack.dm 137"></a></aside></h3><p>Called when we are used by <code>user</code> to attack the living <code>target</code>.</p>
|
||
<p>Returns <code>TRUE</code> if the rest of the attack chain should be cancelled. This may occur if the attack failed for some reason.
|
||
Returns <code>FALSE</code> if the attack was "successful" or "handled" in some way, and the rest of the attack chain should still fire.</p><h3 id="proc/attack_obj"><aside class="declaration">proc </aside>attack_obj<aside>(/<a href="obj.html">obj</a>/attacked_obj, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, params) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack.dm#L201"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack.dm 201"></a></aside></h3><p>The equivalent of the standard version of <a href="obj/item.html#proc/attack" title="/obj/item">/obj/item/proc/attack</a> but for non mob targets.</p><h3 id="proc/attack_obj__legacy__attackchain"><aside class="declaration">proc </aside>attack_obj__legacy__attackchain<aside>(/<a href="obj.html">obj</a>/O, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, params) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack_legacy.dm#L57"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack_legacy.dm 57"></a></aside></h3><p>Called when <code>user</code> attacks us with object <code>O</code>.</p>
|
||
<p>Handles <a href="code/__DEFINES/dcs/attack_chain_signals.html#define/COMSIG_ATTACK_OBJ" title="COMSIG_ATTACK_OBJ">COMSIG_ATTACK_OBJ</a> returning [COMPONENT_NO_ATTACK_OBJ].
|
||
Returns FALSE if the attack isn't valid.</p>
|
||
<p>New uses of this proc are prohibited! Use <a href="obj/item.html#proc/interact_with_atom" title="/obj/item">/obj/item/proc/interact_with_atom</a>
|
||
or <a href="atom.html#proc/base_item_interaction" title="/atom">/atom/proc/base_item_interaction</a> if this is not meant to be an attack, and
|
||
<a href="obj/item.html#proc/attack_obj" title="/obj/item">/obj/item/proc/attack_obj</a> if it is. If you are modifiying an existing
|
||
implementation of this proc, it is expected that you replace it with the proper
|
||
alternative!</p><h3 id="proc/attack_self__legacy__attackchain"><aside class="declaration">proc </aside>attack_self__legacy__attackchain<aside>(/<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack_legacy.dm#L79"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack_legacy.dm 79"></a></aside></h3><p>Called when <code>user</code> has us in the active hand, and has clicked on us.</p>
|
||
<p>Handles <a href="code/__DEFINES/dcs/attack_chain_signals.html#define/COMSIG_ACTIVATE_SELF" title="COMSIG_ACTIVATE_SELF">COMSIG_ACTIVATE_SELF</a> returning [COMPONENT_NO_INTERACT].
|
||
Returns TRUE if a listener has requested the attack chain be cancelled.</p>
|
||
<p>New uses of this proc are prohibited! Use <a href="obj/item.html#proc/activate_self" title="/obj/item">/obj/item/proc/activate_self</a>.
|
||
If you are modifiying an existing implementation of this proc, it is expected that you replace it with the proper alternative!</p><h3 id="proc/can_enter_storage"><aside class="declaration">proc </aside>can_enter_storage<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/storage.html">storage</a>/S, /<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L545"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 545"></a></aside></h3><p>Called to check if this item can be put into a storage item.</p>
|
||
<p>Return <code>FALSE</code> if <code>src</code> can't be inserted, and <code>TRUE</code> if it can.
|
||
Arguments:</p>
|
||
<ul>
|
||
<li>S - The <a href="obj/item/storage.html" title="/obj/item/storage">/obj/item/storage</a> that <code>src</code> is being inserted into.</li>
|
||
<li>user - The mob trying to insert the item.</li>
|
||
</ul><h3 id="proc/change_speech_verb"><aside class="declaration">proc </aside>change_speech_verb<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L1072"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 1072"></a></aside></h3><p>Changes the speech verb when wearing this item if a value is returned</p><h3 id="proc/cigarette_lighter_act"><aside class="declaration">proc </aside>cigarette_lighter_act<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/target, /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/direct_attackby_item) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L1049"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 1049"></a></aside></h3><p>Handles the bulk of cigarette lighting interactions. You must call <code>light()</code> to actually light the cigarette.</p>
|
||
<p>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 <code>FALSE</code>.
|
||
Otherwise it will return <code>null</code>.
|
||
Arguments:</p>
|
||
<ul>
|
||
<li>user - The mob trying to light the cigarette.</li>
|
||
<li>target - The mob with the cigarette.</li>
|
||
<li>direct_attackby_item - Used if the cigarette item is clicked on directly with a lighter instead of a mob wearing a cigarette.</li>
|
||
</ul><h3 id="proc/customised_abstract_text"><aside class="declaration">proc </aside>customised_abstract_text<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/<a href="mob/living/carbon.html">carbon</a>/owner) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L220"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 220"></a></aside></h3><p>This proc is used to add text for items with ABSTRACT flag after default examine text.</p><h3 id="proc/cyborg_recharge"><aside class="declaration">proc </aside>cyborg_recharge<aside>(coeff, emagged) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L918"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 918"></a></aside></h3><p>Called on cyborg items that need special charging behavior. Override as needed for specific items.</p><h3 id="proc/dropped"><aside class="declaration">proc </aside>dropped<aside>(/<a href="mob.html">mob</a>/user, silent) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L505"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 505"></a></aside></h3><p>Called when a mob drops an item.</p><h3 id="proc/dye_item"><aside class="declaration">proc </aside>dye_item<aside>(dye_color, dye_key_override) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items/dyeing.dm#L13"><img src="git.png" width="16" height="16" title="code/game/objects/items/dyeing.dm 13"></a></aside></h3><p>Updates an item's appearance to mimic the appearance of another item in the dye_registry's dictionary
|
||
what types of items (beanie, jumpsuit, shoes, etc) src is dyed into depends on the dye_key unless an
|
||
overidden dye_key is specified. For example if our dye_key is DYE_REGISTRY_UNDER and we specify to dye to
|
||
DYE_RED, our item's appearance would then mimic /obj/item/clothing/under/color/red; see [code/_globalvars/lists/dye_registry.dm] for this dictionary</p>
|
||
<p>once everything is updated, the target type path that we dyed the item into is returned</p>
|
||
<p>Arguments:</p>
|
||
<ul>
|
||
<li>dye_color: the DYE_COLOR specifies which dye color we look up to copy apearances from in the dye_registry; cannot be null</li>
|
||
<li>dye_key_override: this overrides the items <code>dyeing_key</code> which allows you to force the proc to use a specific lookup key for the dye_registry; this can be null</li>
|
||
</ul><h3 id="proc/get_job_name"><aside class="declaration">proc </aside>get_job_name<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L924"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 924"></a></aside></h3><p>Used in secHUD icon generation</p><h3 id="proc/get_part_rating"><aside class="declaration">proc </aside>get_part_rating<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L882"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 882"></a></aside></h3><p>Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the B/RPED</p><h3 id="proc/interact_with_atom"><aside class="declaration">proc </aside>interact_with_atom<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, /list/modifiers) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/atom/atom_tool_acts.dm#L112"><img src="git.png" width="16" height="16" title="code/game/atom/atom_tool_acts.dm 112"></a></aside></h3><p>Called when this item is being used to interact with an atom,
|
||
IE, a mob is clicking on an atom with this item.</p>
|
||
<p>Return an ITEM_INTERACT_ flag in the event the interaction was handled, to cancel further interaction code.
|
||
Return NONE to allow default interaction / tool handling.</p><h3 id="proc/is_equipped"><aside class="declaration">proc </aside>is_equipped<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L580"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 580"></a></aside></h3><p>returns TRUE if the item is equipped by a mob, 0 otherwise.</p><h3 id="proc/is_robot_module"><aside class="declaration">proc </aside>is_robot_module<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/living/silicon/robot/robot_modules.dm#L886"><img src="git.png" width="16" height="16" title="code/modules/mob/living/silicon/robot/robot_modules.dm 886"></a></aside></h3><p>Checks whether this item is a module of the robot it is located in.</p><h3 id="proc/melee_attack_chain"><aside class="declaration">proc </aside>melee_attack_chain<aside>(/<a href="mob.html">mob</a>/user, /<a href="atom.html">atom</a>/target, params, proximity_flag) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack.dm#L13"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack.dm 13"></a></aside></h3><p>This is the proc that handles the order of an item_attack.</p>
|
||
<p>The order of procs called is:</p>
|
||
<ul>
|
||
<li><a href="atom.html#proc/base_item_interaction" title="/atom">/atom/proc/base_item_interaction</a> on the target. If it returns ITEM_INTERACT_COMPLETE, the chain will be stopped.
|
||
If it returns ITEM_INTERACT_SKIP_TO_AFTER_ATTACK, all attack chain steps except after-attack will be skipped.</li>
|
||
<li><a href="obj/item.html#proc/pre_attack" title="/obj/item">/obj/item/proc/pre_attack</a> on <code>src</code>. If this returns FINISH_ATTACK, the chain will be stopped.</li>
|
||
<li><a href="atom.html#proc/attack_by" title="/atom">/atom/proc/attack_by</a> on the target. If it returns FINISH_ATTACK, the chain will be stopped.</li>
|
||
<li><a href="obj/item.html#proc/after_attack" title="/obj/item">/obj/item/proc/after_attack</a>. The return value does not matter.</li>
|
||
</ul>
|
||
<p>Currently the return value of this proc is not checked anywhere, and is only used when short-circuiting the rest of the item attack.</p><h3 id="proc/override_throw"><aside class="declaration">proc </aside>override_throw<aside>(/<a href="mob.html">mob</a>/user, /<a href="atom.html">atom</a>/target) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L789"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 789"></a></aside></h3><p>Return true if you don't want regular throw handling</p><h3 id="proc/pre_attack"><aside class="declaration">proc </aside>pre_attack<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, params) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack.dm#L64"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack.dm 64"></a></aside></h3><p>Called on ourselves before we hit something. Return TRUE to cancel the remainder of the attack chain.</p>
|
||
<p>Arguments:</p>
|
||
<ul>
|
||
<li>atom/target - The atom about to be hit</li>
|
||
<li>mob/living/user - The mob doing the htting</li>
|
||
<li>params - click params such as alt/shift etc</li>
|
||
</ul>
|
||
<p>See: <a href="obj/item.html#proc/melee_attack_chain" title="/obj/item">/obj/item/proc/melee_attack_chain</a></p><h3 id="proc/ranged_interact_with_atom"><aside class="declaration">proc </aside>ranged_interact_with_atom<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, /list/modifiers) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/atom/atom_tool_acts.dm#L169"><img src="git.png" width="16" height="16" title="code/game/atom/atom_tool_acts.dm 169"></a></aside></h3><p>Called when this item is being used to interact with an atom from a distance,
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||
IE, a mob is clicking on an atom with this item and is not adjacent.</p>
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||
<p>Does NOT include Telekinesis users, they are considered adjacent generally
|
||
(so long as this item is adjacent to the atom).</p>
|
||
<p>Return an ITEM_INTERACT_ flag in the event the interaction was handled, to cancel further interaction code.</p><h3 id="proc/refill"><aside class="declaration">proc </aside>refill<aside>(/<a href="mob.html">mob</a>/user, /<a href="atom.html">atom</a>/A, amount) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L498"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 498"></a></aside></h3><p>Generic refill proc. Transfers something (e.g. fuel, charge) from an atom to our tool. returns TRUE if it was successful, FALSE otherwise</p><h3 id="proc/remove_bit"><aside class="declaration">proc </aside>remove_bit<aside>(/<a href="atom.html">atom</a>/source, /<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L470"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 470"></a></aside></h3><p>Used to remove a bit through a signal</p><h3 id="proc/use"><aside class="declaration">proc </aside>use<aside>(used) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L494"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 494"></a></aside></h3><p>Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure.</p><h3 id="proc/use_tool"><aside class="declaration">proc </aside>use_tool<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, delay, amount, volume, /<a href="datum.html">datum</a>/callback/extra_checks, do_after_once) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items/tools/tool_behaviour.dm#L5"><img src="git.png" width="16" height="16" title="code/game/objects/items/tools/tool_behaviour.dm 5"></a></aside></h3><p>Called when a mob tries to use the item as a tool.
|
||
Handles most checks.</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> |