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Paradise/code/game/objects/items/item.dm

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/obj/item/proc/process()
processing_items.Remove(src)
return null
/obj/item/proc/attack_self()
return
/obj/item/proc/talk_into(mob/M as mob, text)
return
/obj/item/proc/moved(mob/user as mob, old_loc as turf)
return
/obj/item/proc/dropped(mob/user as mob)
return
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
return
// called after an item is placed in an equipment slot
// user is mob that equipped it
// slot is text of slot type e.g. "head"
// for items that can be placed in multiple slots
// note this isn't called during the initial dressing of a player
/obj/item/proc/equipped(var/mob/user, var/slot)
return
//
// ***TODO: implement unequipped()
//
/obj/item/proc/afterattack()
return
/obj/item/weapon/dummy/ex_act()
return
/obj/item/weapon/dummy/blob_act()
return
/obj/item/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if(3.0)
if (prob(5))
del(src)
return
else
return
/obj/item/blob_act()
return
/obj/item/verb/move_to_top()
set name = "Move To Top"
set src in oview(1)
if(!istype(src.loc, /turf) || usr.stat || usr.restrained() )
return
var/turf/T = src.loc
src.loc = null
src.loc = T
/obj/item/examine()
set src in view()
var/t
switch(src.w_class)
if(1.0)
t = "tiny"
if(2.0)
t = "small"
if(3.0)
t = "normal-sized"
if(4.0)
t = "bulky"
if(5.0)
t = "huge"
else
if ((usr.mutations & 16) && prob(50)) t = "funny-looking"
usr << text("This is a []\icon[][]. It is a [] item.", !src.blood_DNA ? "" : "bloody ",src, src.name, t)
usr << src.desc
return
/obj/item/attack_hand(mob/user as mob)
if (istype(src.loc, /obj/item/weapon/storage))
for(var/mob/M in range(1, src.loc))
if (M.s_active == src.loc)
if (M.client)
M.client.screen -= src
src.throwing = 0
if (src.loc == user)
user.u_equip(src)
else
src.pickup(user)
if (user.hand)
user.l_hand = src
else
user.r_hand = src
src.loc = user
src.layer = 20
add_fingerprint(user)
user.update_clothing()
return
/obj/item/attack_paw(mob/user as mob)
if(isalien(user)) // -- TLE
user << "Your claws aren't capable of such fine manipulation."
return
if (istype(src.loc, /obj/item/weapon/storage))
for(var/mob/M in range(1, src.loc))
if (M.s_active == src.loc)
if (M.client)
M.client.screen -= src
src.throwing = 0
if (src.loc == user)
user.u_equip(src)
if (user.hand)
user.l_hand = src
else
user.r_hand = src
src.loc = user
src.layer = 20
user.update_clothing()
return
/obj/item/proc/attack(mob/M as mob, mob/user as mob, def_zone)
if (!M) // not sure if this is the right thing...
return
if (src.hitsound)
playsound(src.loc, hitsound, 50, 1, -1)
/////////////////////////
user.lastattacked = M
M.lastattacker = user
//spawn(1800) // this wont work right
// M.lastattacker = null
/////////////////////////
if(!istype(M, /mob/living/carbon/human))
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] has been attacked with [][] </B>", M, src, (user ? text(" by [].", user) : ".")), 1)
var/power = src.force
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if (ishuman(user) || isrobot(user) || ishivebot(user) || ismonkey(user) || isalien(user))
if (!( def_zone ))
var/mob/user2 = user
var/t = user2:zone_sel.selecting
if ((t in list( "eyes", "mouth" )))
t = "head"
def_zone = ran_zone(t)
var/datum/organ/external/affecting
if (H.organs[text("[]", def_zone)])
affecting = H.organs[text("[]", def_zone)]
var/hit_area = parse_zone(def_zone)
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] has been attacked in the [] with [][] </B>", M, hit_area, src, (user ? text(" by [].", user) : ".")), 1)
if (istype(affecting, /datum/organ/external))
var/b_dam = (src.damtype == "brute" ? src.force : 0)
var/f_dam = (src.damtype == "fire" ? src.force : 0)
if (M.mutations & 2)
f_dam = 0
if (def_zone == "head")
if (b_dam && (istype(H.head, /obj/item/clothing/head/helmet/) && H.head.body_parts_covered & HEAD) && prob(80 - src.force))
if (prob(20))
affecting.take_damage(power, 0)
else
H.show_message("\red You have been protected from a hit to the head.")
return
if ((b_dam && prob(src.force + affecting.brute_dam + affecting.burn_dam)))
var/time = rand(10, 120)
if (prob(90))
if (H.paralysis < time)
H.paralysis = time
else
if (H.weakened < time)
H.weakened = time
if(H.stat != 2) H.stat = 1
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] has been knocked unconscious!</B>", H), 1, "\red You hear someone fall.", 2)
if (prob(50))
if (ticker.mode.name == "revolution")
ticker.mode:remove_revolutionary(H.mind)
if (b_dam && prob(25 + (b_dam * 2)))
src.add_blood(H)
if (prob(33))
var/turf/location = H.loc
if (istype(location, /turf/simulated))
location.add_blood(H)
if (H.wear_mask)
H.wear_mask.add_blood(H)
if (H.head)
H.head.add_blood(H)
if (H.glasses && prob(33))
H.glasses.add_blood(H)
if (istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/user2 = user
if (user2.gloves)
user2.gloves.add_blood(H)
else
user2.add_blood(H)
if (prob(15))
if (user2.wear_suit)
user2.wear_suit.add_blood(H)
else if (user2.w_uniform)
user2.w_uniform.add_blood(H)
affecting.take_damage(b_dam, f_dam)
else if (def_zone == "chest")
if (b_dam && ((istype(H.wear_suit, /obj/item/clothing/suit/armor/)) && H.wear_suit.body_parts_covered & UPPER_TORSO) && prob(90 - src.force))
H.show_message("\red You have been protected from a hit to the chest.")
return
if (b_dam && ((istype(H.r_hand, /obj/item/weapon/shield/riot))) && prob(90 - src.force))
H.show_message("\red You have been protected from a hit to the chest.")
return
if (b_dam && ((istype(H.l_hand, /obj/item/weapon/shield/riot))) && prob(90 - src.force))
H.show_message("\red You have been protected from a hit to the chest.")
return
if ((b_dam && prob(src.force + affecting.brute_dam + affecting.burn_dam)))
if (prob(50))
if (H.weakened < 5)
H.weakened = 5
for(var/mob/O in viewers(H, null))
O.show_message(text("\red <B>[] has been knocked down!</B>", H), 1, "\red You hear someone fall.", 2)
else
if (H.stunned < 2)
H.stunned = 2
for(var/mob/O in viewers(H, null))
O.show_message(text("\red <B>[] has been stunned!</B>", H), 1)
if(H.stat != 2) H.stat = 1
if (b_dam && prob(25 + (b_dam * 2)))
src.add_blood(H)
if (prob(33))
var/turf/location = H.loc
if (istype(location, /turf/simulated))
location.add_blood(H)
if (H.wear_suit)
H.wear_suit.add_blood(H)
if (H.w_uniform)
H.w_uniform.add_blood(H)
if (istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/user2 = user
if (user2.gloves)
user2.gloves.add_blood(H)
else
user2.add_blood(H)
if (prob(15))
if (user2.wear_suit)
user2.wear_suit.add_blood(H)
else if (user2.w_uniform)
user2.w_uniform.add_blood(H)
affecting.take_damage(b_dam, f_dam)
else if (def_zone == "groin")
if (b_dam && (istype(H.wear_suit, /obj/item/clothing/suit/armor/) && H.wear_suit.body_parts_covered & LOWER_TORSO) && prob(90 - src.force))
H.show_message("\red You have been protected from a hit to the groin (phew).")
return
if (b_dam && ((istype(H.r_hand, /obj/item/weapon/shield/riot))) && prob(90 - src.force))
H.show_message("\red You have been protected from a hit to the groin (phew).")
return
if (b_dam && ((istype(H.l_hand, /obj/item/weapon/shield/riot))) && prob(90 - src.force))
H.show_message("\red You have been protected from a hit to the groin (phew).")
return
if ((b_dam && prob(src.force + affecting.brute_dam + affecting.burn_dam)))
if (prob(50))
if (H.weakened < 5)
H.weakened = 5
for(var/mob/O in viewers(H, null))
O.show_message(text("\red <B>[] has been knocked down!</B>", H), 1, "\red You hear someone fall.", 2)
else
if (H.stunned < 2)
H.stunned = 2
for(var/mob/O in viewers(H, null))
O.show_message(text("\red <B>[] has been stunned!</B>", H), 1)
if(H.stat != 2) H.stat = 1
if (b_dam && prob(25 + (b_dam * 2)))
src.add_blood(H)
if (prob(33))
var/turf/location = H.loc
if (istype(location, /turf/simulated))
location.add_blood(H)
if (H.wear_suit)
H.wear_suit.add_blood(H)
if (H.w_uniform)
H.w_uniform.add_blood(H)
if (istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/user2 = user
if (user2.gloves)
user2.gloves.add_blood(H)
else
user2.add_blood(H)
if (prob(15))
if (user2.wear_suit)
user2.wear_suit.add_blood(H)
else if (user2.w_uniform)
user2.w_uniform.add_blood(H)
affecting.take_damage(b_dam, f_dam)
else
if (b_dam && prob(25 + (b_dam * 2)))
src.add_blood(H)
if (prob(33))
var/turf/location = H.loc
if (istype(location, /turf/simulated))
location.add_blood(H)
if (H.wear_suit)
H.wear_suit.add_blood(H)
if (H.w_uniform)
H.w_uniform.add_blood(H)
if (istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/user2 = user
if (user2.gloves)
user2.gloves.add_blood(H)
else
user2.add_blood(H)
if (prob(15))
if (user2.wear_suit)
user2.wear_suit.add_blood(H)
else if (user2.w_uniform)
user2.w_uniform.add_blood(H)
affecting.take_damage(b_dam, f_dam)
H.UpdateDamageIcon()
else
switch(src.damtype)
if("brute")
M.bruteloss += power
if (prob(33)) // Added blood for whacking non-humans too
var/turf/location = M.loc
if (istype(location, /turf/simulated))
location.add_blood_floor(M)
if("fire")
if (!(M.mutations & 2))
M.fireloss += power
M << "Aargh it burns!"
M.updatehealth()
src.add_fingerprint(user)
return