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* it's black and white * Update soft_caps.dm * bruh * bruh * tweaks * comment * Update abduction_gear.dm * Update paradise.dme * Update paradise.dme * Update paradise.dme --------- Co-authored-by: Mason <116982774+Burzah@users.noreply.github.com>
1085 lines
40 KiB
Plaintext
1085 lines
40 KiB
Plaintext
GLOBAL_DATUM_INIT(fire_overlay, /image, image("icon" = 'icons/goonstation/effects/fire.dmi', "icon_state" = "fire"))
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GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons/effects/welding_effect.dmi', "welding_sparks", GASFIRE_LAYER, ABOVE_LIGHTING_PLANE))
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/obj/item
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name = "item"
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icon = 'icons/obj/items.dmi'
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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max_integrity = 200
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can_be_hit = FALSE
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suicidal_hands = TRUE
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/// Set in the Initialise depending on the item size. Unless it's overriden by a specific item
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move_resist = null
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/**
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* Species-specific sprites, concept stolen from Paradise//vg/.
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*
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* ex:
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*
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* sprite_sheets = list("Tajaran" = 'icons/cat/are/bad')
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*
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* If index term exists, this sprite sheet will be used.
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*
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* This should never have a "Human" inside - use `worn_icon` instead.
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*/
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var/list/sprite_sheets
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/// Used to override inhand items. Use a single .dmi and suffix the icon states inside with _l and _r for each hand.
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var/list/sprite_sheets_inhand
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/// Icon file for mob worn overlays. Can be ignored if sprite_sheets/sprite_sheets_inhand is set
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var/icon/worn_icon
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/// Icon state for mob worn overlays, if null the `icon_state` value will be used
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var/worn_icon_state
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/// Icon state for mob inhand overlays, if null the `icon_state` value will be used
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var/inhand_icon_state
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/// Icon file for left hand inhand overlays
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var/icon/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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/// Icon file for right inhand overlays
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var/icon/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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/// Dimension X of the lefthand_file and righthand_file var
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/// eg: 32x32 sprite, 64x64 sprite, etc.
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var/inhand_x_dimension = 32
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/// Dimension Y of the lefthand_file and righthand_file var
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/// eg: 32x32 sprite, 64x64 sprite, etc.
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var/inhand_y_dimension = 32
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/// used in item_attack.dm to make an item not show an attack message to viewers
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var/discrete = FALSE
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/// Sound played when you hit something with the item
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var/hitsound
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/// Played when the item is used, for example tools
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var/usesound
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/// Used when yate into a mob
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var/mob_throw_hit_sound
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/// Sound used when equipping the item into a valid slot
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var/equip_sound
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/// Sound uses when picking the item up (into your hands)
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var/pickup_sound
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/// Sound uses when dropping the item, or when its thrown.
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var/drop_sound
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/// Whether or not we use stealthy audio levels for this item's attack sounds
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var/stealthy_audio = FALSE
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/// Allows you to override the attack animation with an attack effect
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var/attack_effect_override
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/// Used in attackby() to say how something was attacked `"[x] has been [z.attack_verb] by [y] with [z]"`
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var/list/attack_verb
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/// Determines how big/small items are to fit in storage containers
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var/w_class = WEIGHT_CLASS_NORMAL
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/// This is used to determine on which slots an item can fit.
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var/slot_flags = 0
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/// If set, this determines which slots are considered when using quick equip
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var/prefered_slot_flags = 0
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/// Determines what it can pass over/through. IE. 'PASSTABLE' will allow it to pass over tables
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pass_flags = PASSTABLE
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pressure_resistance = 4
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should_spread_blood = TRUE
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var/obj/item/master
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/// Flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
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var/heat_protection = 0
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/// Flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
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var/cold_protection = 0
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/// 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
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var/max_heat_protection_temperature
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/// 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
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var/min_cold_protection_temperature
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/// List of /datum/action's that this item has.
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var/list/actions = list()
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/// List of paths of action datums to give to the item on New().
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var/list/actions_types = list()
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/// What materials the item yields when broken down. Some methods will not recover everything (autolathes only recover metal and glass, for example).
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var/list/materials = list()
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/// 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.
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var/flags_inv
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/// The associated key to the dye registry GLOB list, used to transform/color this piece of clothing through dyeing
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var/dyeing_key
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/// If this item is put into a washing machine to be dyed, can objects of this type be dyed into a different color/icon?
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var/dyeable = FALSE
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/// What bodyflags does this item cover? See setup.dm for appropriate bit flags
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var/body_parts_covered = 0
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/// For leaking gas from turf to mask and vice-versa.
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var/gas_transfer_coefficient = 1
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/// for chemicals/diseases
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var/permeability_coefficient = 1
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/// for electrical admittance/conductance (electrocution checks and shit)
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var/siemens_coefficient = 1
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/// How much clothing is slowing you down. Negative values speeds you up.
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var/slowdown = 0
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/// Flat armour reduction, occurs after percentage armour penetration.
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var/armor_penetration_flat = 0
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/// Percentage armour reduction, happens before flat armour reduction.
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var/armor_penetration_percentage = 0
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/// For what suits can store. IE. secuirty vest holding stunbatons, disablers, cuffs.
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var/list/allowed = list()
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/// All items can have an uplink hidden inside, just remember to add the triggers.
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var/obj/item/uplink/hidden/hidden_uplink
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/// Used by security bots to determine if this item is safe for public use.
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var/needs_permit = FALSE
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/// How long it takes to remove an item off of somebody. IE. clothing
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var/strip_delay = DEFAULT_ITEM_STRIP_DELAY
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/// How long it takes to put an item onto somebody. IE. clothing
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var/put_on_delay = DEFAULT_ITEM_PUTON_DELAY
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/// For flags that define what areas an item cover
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var/flags_cover = 0
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/// Used to give a reaction chance on hit that is not a block. If less than 0, will remove the block message, allowing overides.
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var/hit_reaction_chance = 0
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/// 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.
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// Needs to be in /obj/item because corgis can wear a lot of non-clothing items
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var/datum/dog_fashion/dog_fashion = null
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/// UID of a /mob
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var/thrownby
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/// So items can have custom embedd values because customisation is king
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var/embed_chance = EMBED_CHANCE
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/// The chances of the item falling out of the limb
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var/embedded_fall_chance = EMBEDDED_ITEM_FALLOUT
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/// The cances of the item dealing damage to the limb
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var/embedded_pain_chance = EMBEDDED_PAIN_CHANCE
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/// The coefficient of multiplication for the damage this item does while embedded (this * w_class)
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var/embedded_pain_multiplier = EMBEDDED_PAIN_MULTIPLIER
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/// The coefficient of multiplication for the damage this item does when falling out of a limb (this * w_class)
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var/embedded_fall_pain_multiplier = EMBEDDED_FALL_PAIN_MULTIPLIER
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/// The coefficient of multiplication for the damage this item does when first embedded (this * w_class)
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var/embedded_impact_pain_multiplier = EMBEDDED_IMPACT_PAIN_MULTIPLIER
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/// The coefficient of multiplication for the damage removing this without surgery causes (this * w_class)
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var/embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER
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/// A time in ticks, multiplied by the w_class.
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var/embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME
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/// How fast something has to be going to embed
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var/embedded_ignore_throwspeed_threshold = FALSE
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/// What kind of tool are we?
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var/tool_behaviour = NONE
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/// If we can turn on or off, are we currently active? Mostly for welders and this will normally be TRUE
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var/tool_enabled = TRUE
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/// How loud are we when we use our tool?
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var/tool_volume = 50
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/// If this item is a tool, the speed multiplier. Smaller numbers are faster.
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var/toolspeed = 1
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//Tooltip vars
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/// Is this item equipped into an inventory slot or hand of a mob?
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var/in_inventory = FALSE
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var/tip_timer = 0
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// Smithing vars
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/// List of attached tool bits
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var/list/attached_bits = list()
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/// Maximum number of bits
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var/max_bits = 1
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/// Failure rate of using this tool. Without a bit, defaults to 0 for no failure chance
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var/bit_failure_rate = 0
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/// Efficiency modifier for tools that use energy or fuel
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var/bit_efficiency_mod = 1
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/// Productivity modifier for tools
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var/bit_productivity_mod = 1
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///////////////////////////
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// MARK: item hover FX
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///////////////////////////
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/// Is this item inside a storage object?
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var/in_storage = FALSE
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// For assigning a belt overlay icon state in belts.dmi
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var/belt_icon = null
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/// Holder var for the item outline filter, null when no outline filter on the item.
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var/outline_filter
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/// In tiles, how far this weapon can reach; 1 for adjacent, which is default
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var/reach = 1
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scatter_distance = 5
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/obj/item/New()
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..()
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if(!hitsound)
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if(damtype == "fire")
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hitsound = 'sound/items/welder.ogg'
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if(damtype == "brute")
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hitsound = "swing_hit"
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LAZYINITLIST(attack_verb)
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if(!move_resist)
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determine_move_resist()
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/obj/item/Initialize(mapload)
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. = ..()
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for(var/path in actions_types)
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new path(src)
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if(isstorage(loc)) //marks all items in storage as being such
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in_storage = TRUE
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/// This proc is used to add text for items with ABSTRACT flag after default examine text.
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/obj/item/proc/customised_abstract_text(mob/living/carbon/owner)
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return
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/obj/item/proc/determine_move_resist()
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switch(w_class)
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if(WEIGHT_CLASS_TINY)
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move_resist = MOVE_FORCE_EXTREMELY_WEAK
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if(WEIGHT_CLASS_SMALL)
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move_resist = MOVE_FORCE_VERY_WEAK
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if(WEIGHT_CLASS_NORMAL)
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move_resist = MOVE_FORCE_WEAK
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if(WEIGHT_CLASS_BULKY)
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move_resist = MOVE_FORCE_NORMAL
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if(WEIGHT_CLASS_HUGE)
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move_resist = MOVE_FORCE_NORMAL
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if(WEIGHT_CLASS_GIGANTIC)
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move_resist = MOVE_FORCE_NORMAL
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/obj/item/Destroy()
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flags &= ~DROPDEL //prevent reqdels
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QDEL_NULL(hidden_uplink)
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if(ismob(loc))
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var/mob/m = loc
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m.unequip(src, force = TRUE)
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QDEL_LIST_CONTENTS(actions)
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master = null
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return ..()
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/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self)
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if(((src in target) && !target_self) || (!isturf(target.loc) && !isturf(target) && not_inside))
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return FALSE
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else
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return TRUE
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/obj/item/blob_act(obj/structure/blob/B)
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if(B && B.loc == loc)
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qdel(src)
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/obj/item/examine(mob/user)
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var/size
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switch(src.w_class)
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if(WEIGHT_CLASS_TINY)
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size = "tiny"
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if(WEIGHT_CLASS_SMALL)
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size = "small"
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if(WEIGHT_CLASS_NORMAL)
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size = "normal-sized"
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if(WEIGHT_CLASS_BULKY)
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size = "bulky"
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if(WEIGHT_CLASS_HUGE)
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size = "huge"
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if(WEIGHT_CLASS_GIGANTIC)
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size = "gigantic"
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. = ..(user, "", "It is a [size] item.")
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if(user.research_scanner) //Mob has a research scanner active.
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var/msg = "*--------* <BR>"
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if(origin_tech)
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msg += "<span class='notice'>Testing potentials:</span><BR>"
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var/list/techlvls = params2list(origin_tech)
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for(var/T in techlvls) //This needs to use the better names.
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msg += "Tech: [GLOB.rnd_tech_id_to_name[T]] | Magnitude: [techlvls[T]] <br>"
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else
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msg += "<span class='danger'>No tech origins detected.</span><BR>"
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if(length(materials))
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msg += "<span class='notice'>Extractable materials:<BR>"
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for(var/mat in materials)
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msg += "[CallMaterialName(mat)]<BR>" //Capitize first word, remove the "$"
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else
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msg += "<span class='danger'>No extractable materials detected.</span><BR>"
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msg += "*--------*"
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. += msg
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if(length(attached_bits))
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. += "<span class='notice'>Has [length(attached_bits)] bits attached.</span>"
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. += "<span class='notice'>Bits can be removed with Alt-Click.</span>"
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/obj/item/burn()
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if(!QDELETED(src))
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var/turf/T = get_turf(src)
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new /obj/effect/decal/cleanable/ash(T)
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..()
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/obj/item/acid_melt()
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if(!QDELETED(src))
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var/turf/T = get_turf(src)
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var/obj/effect/decal/cleanable/molten_object/MO = new(T)
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MO.pixel_x = rand(-16,16)
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MO.pixel_y = rand(-16,16)
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MO.desc = "Looks like this was \an [src] some time ago."
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..()
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/obj/item/attack_hand(mob/user as mob, pickupfireoverride = FALSE)
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if(!user)
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return FALSE
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/external/temp = H.bodyparts_by_name["r_hand"]
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if(user.hand)
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temp = H.bodyparts_by_name["l_hand"]
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if(!temp)
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to_chat(user, "<span class='warning'>You try to use your hand, but it's missing!</span>")
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return FALSE
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if(temp && !temp.is_usable())
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to_chat(user, "<span class='warning'>You try to move your [temp.name], but cannot!</span>")
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return FALSE
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if((resistance_flags & ON_FIRE) && !pickupfireoverride)
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var/mob/living/carbon/human/H = user
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if(istype(H))
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if(H.gloves && (H.gloves.max_heat_protection_temperature > 360))
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extinguish()
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to_chat(user, "<span class='notice'>You put out the fire on [src].</span>")
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else
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to_chat(user, "<span class='warning'>You burn your hand on [src]!</span>")
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var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm")
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if(affecting && affecting.receive_damage(0, 5)) // 5 burn damage
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H.UpdateDamageIcon()
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return
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else
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extinguish()
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if(acid_level > 20 && !ismob(loc))// so we can still remove the clothes on us that have acid.
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var/mob/living/carbon/human/H = user
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if(istype(H))
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if(!H.gloves || (!(H.gloves.resistance_flags & (UNACIDABLE|ACID_PROOF))))
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to_chat(user, "<span class='warning'>The acid on [src] burns your hand!</span>")
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var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm")
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if(affecting && affecting.receive_damage(0, 5)) // 5 burn damage
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H.UpdateDamageIcon()
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if(..())
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return
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if(throwing)
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throwing.finalize(FALSE)
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if(isliving(loc))
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if(loc == user)
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if(HAS_TRAIT(user, TRAIT_I_WANT_BRAINS) || !user.unequip(src))
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return FALSE
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else
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return FALSE
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if(flags & ABSTRACT)
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return FALSE
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pickup(user)
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add_fingerprint(user)
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if(!user.put_in_active_hand(src))
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dropped(user, TRUE)
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return FALSE
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return TRUE
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/obj/item/attack_alien(mob/user)
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var/mob/living/carbon/alien/A = user
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if(!A.has_fine_manipulation && !HAS_TRAIT(src, TRAIT_XENO_INTERACTABLE))
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if(src in A.contents) // To stop Aliens having items stuck in their pockets
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A.drop_item_to_ground(src)
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to_chat(user, "<span class='warning'>Your claws aren't capable of such fine manipulation!</span>")
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return
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attack_hand(A)
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/obj/item/attack_ai(mob/user as mob)
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if(istype(loc, /obj/item/robot_module))
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// If the item is part of a cyborg module, equip it
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if(!isrobot(user))
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return
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var/mob/living/silicon/robot/R = user
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if(!R.low_power_mode) // Can't equip modules with an empty cell.
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R.activate_item(src)
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R.hud_used.update_robot_modules_display()
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// Due to storage type consolidation this should get used more now.
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// I have cleaned it up a little, but it could probably use more. -Sayu
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/obj/item/attackby__legacy__attackchain(obj/item/I, mob/living/user, params)
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if(isstorage(I))
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var/obj/item/storage/S = I
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if(S.use_to_pickup)
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if(S.pickup_all_on_tile) // Mode is set to collect all items on a tile and we clicked on a valid one.
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if(isturf(loc))
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var/list/rejections = list()
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var/success = 0
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var/failure = 0
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for(var/obj/item/IT in loc)
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if(IT.type in rejections) // To limit bag spamming: any given type only complains once
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continue
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if(!S.can_be_inserted(IT)) // Note can_be_inserted still makes noise when the answer is no
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rejections += IT.type // therefore full bags are still a little spammy
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failure = 1
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continue
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success = 1
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S.handle_item_insertion(IT, user, TRUE) // The TRUE stops the "You put the [src] into [S]" insertion message from being displayed.
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if(success && !failure)
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to_chat(user, "<span class='notice'>You put everything in [S].</span>")
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else if(success)
|
|
to_chat(user, "<span class='notice'>You put some things in [S].</span>")
|
|
else
|
|
to_chat(user, "<span class='notice'>You fail to pick anything up with [S].</span>")
|
|
|
|
else if(S.can_be_inserted(src))
|
|
S.handle_item_insertion(src, user)
|
|
else if(istype(I, /obj/item/stack/tape_roll))
|
|
if(isstorage(src)) // Don't tape the bag if we can put the duct tape inside it instead
|
|
var/obj/item/storage/bag = src
|
|
if(bag.can_be_inserted(I))
|
|
return
|
|
var/obj/item/stack/tape_roll/TR = I
|
|
var/list/clickparams = params2list(params)
|
|
var/x_offset = text2num(clickparams["icon-x"])
|
|
var/y_offset = text2num(clickparams["icon-y"])
|
|
if(GetComponent(/datum/component/ducttape))
|
|
to_chat(user, "<span class='notice'>[src] already has some tape attached!</span>")
|
|
return
|
|
if(TR.use(1))
|
|
to_chat(user, "<span class='notice'>You apply some tape to [src].</span>")
|
|
AddComponent(/datum/component/ducttape, src, user, x_offset, y_offset)
|
|
anchored = TRUE
|
|
user.transfer_fingerprints_to(src)
|
|
else
|
|
to_chat(user, "<span class='notice'>You don't have enough tape to do that!</span>")
|
|
|
|
/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
|
var/signal_result = (SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, damage, attack_type)) + prob(final_block_chance)
|
|
if(!signal_result)
|
|
return FALSE
|
|
if(hit_reaction_chance >= 0) // Normally used for non blocking hit reactions, but also used for displaying block message on actual blocks
|
|
owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
|
|
return signal_result
|
|
|
|
/// Used to add a bit through a signal
|
|
/obj/item/proc/add_bit(atom/source, obj/item/smithed_item/tool_bit/bit, mob/user)
|
|
SIGNAL_HANDLER // COMSIG_BIT_ATTACH
|
|
if(length(attached_bits) >= max_bits)
|
|
to_chat(user, "<span class='notice'>Your tool already has the maximum number of bits!</span>")
|
|
return
|
|
if(bit.flags & NODROP || !user.transfer_item_to(bit, src))
|
|
to_chat(user, "<span class='warning'>[bit] is stuck to your hand!</span>")
|
|
return
|
|
attached_bits += bit
|
|
bit.on_attached(src)
|
|
|
|
/// Used to remove a bit through a signal
|
|
/obj/item/proc/remove_bit(atom/source, mob/user)
|
|
SIGNAL_HANDLER // COMSIG_CLICK_ALT
|
|
if(!Adjacent(user))
|
|
return
|
|
if(!length(attached_bits))
|
|
to_chat(user, "<span class='notice'>Your [src] has no tool bits to remove.</span>")
|
|
return
|
|
|
|
INVOKE_ASYNC(src, PROC_REF(finish_remove_bit), user)
|
|
|
|
/obj/item/proc/finish_remove_bit(mob/user)
|
|
if(!Adjacent(user))
|
|
return
|
|
var/obj/item/smithed_item/tool_bit/old_bit
|
|
if(length(attached_bits) == 1)
|
|
old_bit = attached_bits[1]
|
|
else
|
|
old_bit = tgui_input_list(user, "Select a tool bit", src, attached_bits)
|
|
if(!istype(old_bit, /obj/item/smithed_item/tool_bit))
|
|
return
|
|
old_bit.on_detached()
|
|
user.put_in_hands(old_bit)
|
|
|
|
/// Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure.
|
|
/obj/item/proc/use(used)
|
|
return !used
|
|
|
|
/// Generic refill proc. Transfers something (e.g. fuel, charge) from an atom to our tool. returns TRUE if it was successful, FALSE otherwise
|
|
/obj/item/proc/refill(mob/user, atom/A, amount) // Not sure if there should be an argument that indicates what exactly is being refilled
|
|
return FALSE
|
|
|
|
/obj/item/proc/talk_into(mob/M, text, channel=null)
|
|
return
|
|
|
|
/// Called when a mob drops an item.
|
|
/obj/item/proc/dropped(mob/user, silent = FALSE)
|
|
SHOULD_CALL_PARENT(TRUE)
|
|
for(var/X in actions)
|
|
var/datum/action/A = X
|
|
A.Remove(user)
|
|
if(flags & DROPDEL)
|
|
qdel(src)
|
|
if((flags & NODROP) && !(initial(flags) & NODROP)) // Remove NODROP if dropped. Probably from delimbing.
|
|
flags &= ~NODROP
|
|
in_inventory = FALSE
|
|
mouse_opacity = initial(mouse_opacity)
|
|
remove_outline()
|
|
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
|
|
if(!silent)
|
|
playsound(src, drop_sound, DROP_SOUND_VOLUME, ignore_walls = FALSE)
|
|
|
|
// called just as an item is picked up (loc is not yet changed)
|
|
/obj/item/proc/pickup(mob/user)
|
|
SHOULD_CALL_PARENT(TRUE)
|
|
SEND_SIGNAL(src, COMSIG_ITEM_PICKUP, user)
|
|
in_inventory = TRUE
|
|
|
|
// called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.
|
|
/obj/item/proc/on_exit_storage(obj/item/storage/S as obj)
|
|
in_storage = FALSE
|
|
return
|
|
|
|
// called when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item.
|
|
/obj/item/proc/on_enter_storage(obj/item/storage/S as obj)
|
|
in_storage = TRUE
|
|
return
|
|
|
|
/**
|
|
* Called to check if this item can be put into a storage item.
|
|
*
|
|
* Return `FALSE` if `src` can't be inserted, and `TRUE` if it can.
|
|
* Arguments:
|
|
* * S - The [/obj/item/storage] that `src` is being inserted into.
|
|
* * user - The mob trying to insert the item.
|
|
*/
|
|
/obj/item/proc/can_enter_storage(obj/item/storage/S, mob/user)
|
|
return TRUE
|
|
|
|
// called when "found" in pockets and storage items. Returns 1 if the search should end.
|
|
/obj/item/proc/on_found(mob/finder as mob)
|
|
return
|
|
|
|
// called when the giver gives it to the receiver
|
|
/obj/item/proc/on_give(mob/living/carbon/giver, mob/living/carbon/receiver)
|
|
return
|
|
|
|
// called after an item is placed in an equipment slot
|
|
// user is mob that equipped it
|
|
// slot uses the slot_X defines found in setup.dm
|
|
// for items that can be placed in multiple slots
|
|
// Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
|
|
/obj/item/proc/equipped(mob/user, slot, initial = FALSE)
|
|
mouse_opacity = MOUSE_OPACITY_OPAQUE
|
|
SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
|
|
for(var/X in actions)
|
|
var/datum/action/A = X
|
|
if(item_action_slot_check(slot, user)) //some items only give their actions buttons when in a specific slot.
|
|
A.Grant(user)
|
|
in_inventory = TRUE
|
|
if(!initial)
|
|
if(equip_sound && (slot & slot_flags))
|
|
playsound(src, equip_sound, EQUIP_SOUND_VOLUME, TRUE, ignore_walls = FALSE)
|
|
else if(slot & ITEM_SLOT_BOTH_HANDS)
|
|
playsound(src, pickup_sound, PICKUP_SOUND_VOLUME, ignore_walls = FALSE)
|
|
|
|
/obj/item/proc/item_action_slot_check(slot, mob/user)
|
|
return TRUE
|
|
|
|
/// returns TRUE if the item is equipped by a mob, 0 otherwise.
|
|
/obj/item/proc/is_equipped() // This might need some error trapping, not sure if get_equipped_items() is safe for non-human mobs.
|
|
if(!ismob(loc))
|
|
return FALSE
|
|
|
|
var/mob/M = loc
|
|
if(src in M.get_equipped_items())
|
|
return TRUE
|
|
else
|
|
return FALSE
|
|
|
|
// the mob(M) is attempting to equip this item into the slot passed through as 'slot'. Return TRUE if it can do this and FALSE if it can't.
|
|
// If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
|
|
// Set disable_warning to FALSE if you wish it to not give you outputs.
|
|
/obj/item/proc/mob_can_equip(mob/M, slot, disable_warning = FALSE)
|
|
if(!M)
|
|
return FALSE
|
|
|
|
return M.can_equip(src, slot, disable_warning)
|
|
|
|
/obj/item/verb/verb_pickup()
|
|
set src in oview(1)
|
|
set category = null
|
|
set name = "Pick up"
|
|
|
|
if(!(usr)) // BS12 EDIT
|
|
return
|
|
if(usr.incapacitated() || !Adjacent(usr))
|
|
return
|
|
if(!iscarbon(usr) || isbrain(usr)) // Is humanoid, and is not a brain
|
|
to_chat(usr, "<span class='warning'>You can't pick things up!</span>")
|
|
return
|
|
if(anchored) // Object isn't anchored
|
|
to_chat(usr, "<span class='warning'>You can't pick that up!</span>")
|
|
return
|
|
if(!usr.hand && usr.r_hand) // Right hand is not full
|
|
to_chat(usr, "<span class='warning'>Your right hand is full.</span>")
|
|
return
|
|
if(usr.hand && usr.l_hand) // Left hand is not full
|
|
to_chat(usr, "<span class='warning'>Your left hand is full.</span>")
|
|
return
|
|
if(!isturf(loc)) // Object is on a turf
|
|
to_chat(usr, "<span class='warning'>You can't pick that up!</span>")
|
|
return
|
|
// All checks are done, time to pick it up!
|
|
usr.UnarmedAttack(src)
|
|
|
|
|
|
// This proc is executed when someone clicks the on-screen UI button.
|
|
// The default action is attack_self().
|
|
// Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob.
|
|
/obj/item/proc/ui_action_click(mob/user, actiontype)
|
|
if(new_attack_chain)
|
|
activate_self(user)
|
|
else
|
|
attack_self__legacy__attackchain(user)
|
|
|
|
/obj/item/proc/IsReflect(def_zone) // This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
|
|
return FALSE
|
|
|
|
/obj/item/proc/get_loc_turf()
|
|
var/atom/L = loc
|
|
while(L && !isturf(L))
|
|
L = L.loc
|
|
return loc
|
|
|
|
/obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
|
|
if(force && HAS_TRAIT(user, TRAIT_PACIFISM))
|
|
to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
|
|
return FALSE
|
|
|
|
var/mob/living/carbon/human/H = M
|
|
if(istype(H) && ( \
|
|
(H.head && H.head.flags_cover & HEADCOVERSEYES) || \
|
|
(H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || \
|
|
(H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES) \
|
|
))
|
|
// you can't stab someone in the eyes wearing a mask!
|
|
to_chat(user, "<span class='danger'>You're going to need to remove that mask/helmet/glasses first!</span>")
|
|
return
|
|
|
|
if(isalien(M) || isslime(M)) // Aliens don't have eyes, slimes also don't have eyes!
|
|
to_chat(user, "<span class='warning'>You cannot locate any eyes on this creature!</span>")
|
|
return
|
|
|
|
src.add_fingerprint(user)
|
|
|
|
playsound(loc, src.hitsound, 30, TRUE, -1)
|
|
|
|
user.do_attack_animation(M)
|
|
|
|
if(H.check_shields(src, force, "the [name]", MELEE_ATTACK))
|
|
return FALSE
|
|
|
|
if(M != user)
|
|
M.visible_message("<span class='danger'>[user] has stabbed [M] in the eye with [src]!</span>", \
|
|
"<span class='userdanger'>[user] stabs you in the eye with [src]!</span>")
|
|
else
|
|
user.visible_message( \
|
|
"<span class='danger'>[user] has stabbed [user.p_themselves()] in the eyes with [src]!</span>", \
|
|
"<span class='userdanger'>You stab yourself in the eyes with [src]!</span>" \
|
|
)
|
|
|
|
add_attack_logs(user, M, "Eye-stabbed with [src] ([uppertext(user.a_intent)])")
|
|
|
|
if(istype(H))
|
|
var/obj/item/organ/internal/eyes/eyes = H.get_int_organ(/obj/item/organ/internal/eyes)
|
|
if(!eyes) // should still get stabbed in the head
|
|
var/obj/item/organ/external/head/head = H.bodyparts_by_name["head"]
|
|
if(head)
|
|
head.receive_damage(force, TRUE)
|
|
return
|
|
eyes.receive_damage(rand(3,4), 1)
|
|
if(eyes.damage >= eyes.min_bruised_damage)
|
|
if(M.stat != 2)
|
|
if(!eyes.is_robotic()) // robot eyes bleeding might be a bit silly
|
|
to_chat(M, "<span class='danger'>Your eyes start to bleed profusely!</span>")
|
|
if(prob(50))
|
|
if(M.stat != DEAD)
|
|
to_chat(M, "<span class='danger'>You drop what you're holding and clutch at your eyes!</span>")
|
|
M.drop_item()
|
|
M.AdjustEyeBlurry(20 SECONDS)
|
|
M.Paralyse(2 SECONDS)
|
|
M.Weaken(4 SECONDS)
|
|
if(eyes.damage >= eyes.min_broken_damage)
|
|
if(M.stat != 2)
|
|
to_chat(M, "<span class='danger'>You go blind!</span>")
|
|
var/obj/item/organ/external/affecting = H.get_organ("head")
|
|
if(istype(affecting) && affecting.receive_damage(force))
|
|
H.UpdateDamageIcon()
|
|
else
|
|
M.take_organ_damage(force)
|
|
M.AdjustEyeBlurry(rand(6 SECONDS, 8 SECONDS))
|
|
return
|
|
|
|
/obj/item/singularity_pull(S, current_size)
|
|
..()
|
|
if(current_size >= STAGE_FOUR)
|
|
throw_at(S, 14, 3, spin = 0)
|
|
else
|
|
return
|
|
|
|
/obj/item/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
|
|
if(hit_atom && !QDELETED(hit_atom))
|
|
SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum)
|
|
var/itempush = TRUE
|
|
if(w_class < WEIGHT_CLASS_BULKY)
|
|
itempush = FALSE // too light to push anything
|
|
if(isliving(hit_atom)) // Living mobs handle hit sounds differently.
|
|
if(get_heat())
|
|
var/mob/living/L = hit_atom
|
|
L.IgniteMob()
|
|
var/volume = get_volume_by_throwforce_and_or_w_class()
|
|
if(throwforce > 0)
|
|
if(mob_throw_hit_sound)
|
|
SSthrowing.playsound_capped(hit_atom, mob_throw_hit_sound, volume, TRUE, -1)
|
|
else if(hitsound)
|
|
SSthrowing.playsound_capped(hit_atom, hitsound, volume, TRUE, -1)
|
|
else
|
|
SSthrowing.playsound_capped(hit_atom, 'sound/weapons/genhit.ogg', volume, TRUE, -1)
|
|
else
|
|
SSthrowing.playsound_capped(hit_atom, 'sound/weapons/throwtap.ogg', volume, TRUE, -1)
|
|
|
|
else
|
|
SSthrowing.playsound_capped(src, drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE)
|
|
return hit_atom.hitby(src, 0, itempush, throwingdatum = throwingdatum)
|
|
|
|
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin = 1, diagonals_first = 0, datum/callback/callback, force, dodgeable)
|
|
thrownby = thrower?.UID()
|
|
callback = CALLBACK(src, PROC_REF(after_throw), callback) // replace their callback with our own
|
|
. = ..(target, range, speed, thrower, spin, diagonals_first, callback, force, dodgeable)
|
|
|
|
/obj/item/proc/after_throw(datum/callback/callback)
|
|
if(callback) // call the original callback
|
|
. = callback.Invoke()
|
|
throw_speed = initial(throw_speed) // explosions change this.
|
|
in_inventory = FALSE
|
|
|
|
/obj/item/proc/pwr_drain()
|
|
return FALSE // Process Kill
|
|
|
|
/obj/item/proc/remove_item_from_storage(atom/newLoc) // please use this if you're going to snowflake an item out of a obj/item/storage
|
|
if(!newLoc)
|
|
return FALSE
|
|
if(isstorage(loc))
|
|
var/obj/item/storage/S = loc
|
|
S.remove_from_storage(src,newLoc)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
|
|
/obj/item/proc/wash(mob/user, atom/source)
|
|
if(flags & ABSTRACT) // Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand.
|
|
return
|
|
to_chat(user, "<span class='notice'>You start washing [src]...</span>")
|
|
if(!do_after(user, 40, target = source))
|
|
return
|
|
clean_blood()
|
|
acid_level = 0
|
|
user.visible_message("<span class='notice'>[user] washes [src] using [source].</span>", \
|
|
"<span class='notice'>You wash [src] using [source].</span>")
|
|
return TRUE
|
|
|
|
/obj/item/proc/get_crutch_efficiency() // Does an item prop up a human mob and allow them to stand if they are missing a leg/foot?
|
|
return FALSE
|
|
|
|
/// Return true if you don't want regular throw handling
|
|
/obj/item/proc/override_throw(mob/user, atom/target)
|
|
return FALSE
|
|
|
|
/obj/item/proc/is_equivalent(obj/item/I)
|
|
return I == src
|
|
|
|
/obj/item/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
|
|
return SEND_SIGNAL(src, COMSIG_ATOM_HITBY, AM, skipcatch, hitpush, blocked, throwingdatum)
|
|
|
|
/obj/item/attack_hulk(mob/living/carbon/human/user)
|
|
return FALSE
|
|
|
|
/obj/item/attack_animal(mob/living/simple_animal/M)
|
|
if(can_be_hit)
|
|
return ..()
|
|
return FALSE
|
|
|
|
/obj/item/mech_melee_attack(obj/mecha/M)
|
|
return FALSE
|
|
|
|
/obj/item/proc/openTip(location, control, params, user)
|
|
openToolTip(user, src, params, title = name, content = "[desc]", theme = "")
|
|
|
|
/obj/item/MouseEntered(location, control, params)
|
|
. = ..()
|
|
if(in_inventory || in_storage)
|
|
var/mob/user = usr
|
|
if(!(user.client.prefs.toggles2 & PREFTOGGLE_2_HIDE_ITEM_TOOLTIPS))
|
|
tip_timer = addtimer(CALLBACK(src, PROC_REF(openTip), location, control, params, user), 8, TIMER_STOPPABLE)
|
|
if(QDELETED(src))
|
|
return
|
|
if(!(user.client.prefs.toggles2 & PREFTOGGLE_2_SEE_ITEM_OUTLINES))
|
|
return
|
|
var/mob/living/L = user
|
|
if(istype(L) && HAS_TRAIT(L, TRAIT_HANDS_BLOCKED))
|
|
apply_outline(L, COLOR_RED_GRAY) // if they're dead or handcuffed, let's show the outline as red to indicate that they can't interact with that right now
|
|
else
|
|
apply_outline(L) // if the player's alive and well we send the command with no color set, so it uses the theme's color
|
|
|
|
/obj/item/MouseExited()
|
|
deltimer(tip_timer) // delete any in-progress timer if the mouse is moved off the item before it finishes
|
|
closeToolTip(usr)
|
|
remove_outline()
|
|
return ..()
|
|
|
|
/obj/item/MouseDrop_T(obj/item/I, mob/user)
|
|
if(!user || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || src == I || !isliving(user))
|
|
return
|
|
|
|
if(loc && I.loc == loc && isstorage(loc) && loc.Adjacent(user)) // Are we trying to swap two items in the storage?
|
|
var/obj/item/storage/S = loc
|
|
S.swap_items(src, I, user)
|
|
remove_outline()
|
|
return TRUE
|
|
remove_outline() // get rid of the hover effect in case the mouse exit isn't called if someone drags and drops an item and somthing goes wrong
|
|
|
|
/obj/item/proc/apply_outline(mob/user, outline_color = null)
|
|
if(!(in_inventory || in_storage) || QDELETED(src) || isobserver(user)) // cancel if the item isn't in an inventory, is being deleted, or if the person hovering is a ghost (so that people spectating you don't randomly make your items glow)
|
|
return
|
|
var/theme = lowertext(user.client.prefs.UI_style)
|
|
if(!outline_color) // if we weren't provided with a color, take the theme's color
|
|
switch(theme) // yeah it kinda has to be this way
|
|
if("midnight")
|
|
outline_color = COLOR_THEME_MIDNIGHT
|
|
if("plasmafire")
|
|
outline_color = COLOR_THEME_PLASMAFIRE
|
|
if("retro")
|
|
outline_color = COLOR_THEME_RETRO // just as garish as the rest of this theme
|
|
if("slimecore")
|
|
outline_color = COLOR_THEME_SLIMECORE
|
|
if("operative")
|
|
outline_color = COLOR_THEME_OPERATIVE
|
|
if("clockwork")
|
|
outline_color = COLOR_THEME_CLOCKWORK // if you want free gbp go fix the fact that clockwork's tooltip css is glass'
|
|
if("glass")
|
|
outline_color = COLOR_THEME_GLASS
|
|
else // this should never happen, hopefully
|
|
outline_color = COLOR_WHITE
|
|
if(color)
|
|
outline_color = COLOR_WHITE // if the item is recolored then the outline will be too, let's make the outline white so it becomes the same color instead of some ugly mix of the theme and the tint
|
|
if(outline_filter)
|
|
filters -= outline_filter
|
|
outline_filter = filter(type = "outline", size = 1, color = outline_color)
|
|
filters += outline_filter
|
|
|
|
/obj/item/proc/remove_outline()
|
|
if(outline_filter)
|
|
filters -= outline_filter
|
|
outline_filter = null
|
|
|
|
/// Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the B/RPED
|
|
/obj/item/proc/get_part_rating()
|
|
return 0
|
|
|
|
/obj/item/proc/update_slot_icon()
|
|
if(!ismob(loc))
|
|
return
|
|
var/mob/owner = loc
|
|
var/flags = slot_flags
|
|
if(flags & ITEM_SLOT_OUTER_SUIT)
|
|
owner.update_inv_wear_suit()
|
|
if(flags & ITEM_SLOT_JUMPSUIT)
|
|
owner.update_inv_w_uniform()
|
|
if(flags & ITEM_SLOT_GLOVES)
|
|
owner.update_inv_gloves()
|
|
if(flags & ITEM_SLOT_EYES)
|
|
owner.update_inv_glasses()
|
|
if(flags & ITEM_SLOT_BOTH_EARS)
|
|
owner.update_inv_ears()
|
|
if(flags & ITEM_SLOT_MASK)
|
|
owner.update_inv_wear_mask()
|
|
if(flags & ITEM_SLOT_NECK)
|
|
owner.update_inv_neck()
|
|
if(flags & ITEM_SLOT_HEAD)
|
|
owner.update_inv_head()
|
|
if(flags & ITEM_SLOT_SHOES)
|
|
owner.update_inv_shoes()
|
|
if(flags & ITEM_SLOT_ID)
|
|
owner.update_inv_wear_id()
|
|
if(flags & ITEM_SLOT_BELT)
|
|
owner.update_inv_belt()
|
|
if(flags & ITEM_SLOT_BACK)
|
|
owner.update_inv_back()
|
|
if(flags & ITEM_SLOT_PDA)
|
|
owner.update_inv_wear_pda()
|
|
|
|
/// Called on cyborg items that need special charging behavior. Override as needed for specific items.
|
|
/obj/item/proc/cyborg_recharge(coeff = 1, emagged = FALSE)
|
|
return
|
|
|
|
// Access and Job stuff
|
|
|
|
/// Used in secHUD icon generation
|
|
/obj/item/proc/get_job_name()
|
|
var/assignmentName = get_ID_assignment(if_no_id = "Unknown")
|
|
var/rankName = get_ID_rank(if_no_id = "Unknown")
|
|
|
|
var/job_icons = get_all_job_icons()
|
|
var/centcom = get_all_centcom_jobs()
|
|
var/solgov = get_all_solgov_jobs()
|
|
var/soviet = get_all_soviet_jobs()
|
|
var/special = get_all_special_jobs()
|
|
|
|
// Return with the NT logo if it is a Centcom job
|
|
if((assignmentName in centcom) || (rankName in centcom))
|
|
return "centcom"
|
|
|
|
// Return with the SolGov logo if it is a SolGov job
|
|
if((assignmentName in solgov) || (rankName in solgov))
|
|
return "solgov"
|
|
|
|
// Return with the U.S.S.P logo if it is a Soviet job
|
|
if((assignmentName in soviet) || (rankName in soviet))
|
|
return "soviet"
|
|
|
|
// For roles that can't be assigned to any category and require custom icon
|
|
if(assignmentName in special)
|
|
return assignmentName
|
|
|
|
if(rankName in special)
|
|
return rankName
|
|
|
|
// Check if the job has a hud icon
|
|
if(assignmentName in job_icons)
|
|
return assignmentName
|
|
|
|
if(rankName in job_icons)
|
|
return rankName
|
|
|
|
// Return unknown hud if none of the above apply
|
|
return "unknown"
|
|
|
|
/obj/item/proc/get_ID_assignment(if_no_id = "No id")
|
|
var/obj/item/card/id/id = GetID()
|
|
if(istype(id)) // Make sure its actually an ID
|
|
return id.assignment
|
|
return if_no_id
|
|
|
|
/obj/item/proc/get_ID_rank(if_no_id = "No id")
|
|
var/obj/item/card/id/id = GetID()
|
|
if(istype(id)) // Make sure its actually an ID
|
|
return id.rank
|
|
return if_no_id
|
|
|
|
/obj/item/proc/GetAccess()
|
|
return list()
|
|
|
|
/obj/item/proc/GetID()
|
|
return null
|
|
|
|
/obj/item/proc/add_tape()
|
|
return
|
|
|
|
/obj/item/proc/remove_tape()
|
|
return
|
|
|
|
/obj/item/water_act(volume, temperature, source, method)
|
|
. = ..()
|
|
if(HAS_TRAIT(src, TRAIT_OIL_SLICKED))
|
|
slowdown = initial(slowdown)
|
|
remove_atom_colour(FIXED_COLOUR_PRIORITY)
|
|
REMOVE_TRAIT(src, TRAIT_OIL_SLICKED, "potion")
|
|
if(ishuman(loc))
|
|
var/mob/living/carbon/human/H = loc
|
|
H.regenerate_icons()
|
|
|
|
/obj/item/cleaning_act(mob/user, atom/cleaner, cleanspeed, text_verb, text_description, text_targetname)
|
|
. = ..()
|
|
if(HAS_TRAIT(src, TRAIT_OIL_SLICKED))
|
|
slowdown = initial(slowdown)
|
|
remove_atom_colour(FIXED_COLOUR_PRIORITY)
|
|
REMOVE_TRAIT(src, TRAIT_OIL_SLICKED, "potion")
|
|
if(ishuman(loc))
|
|
var/mob/living/carbon/human/H = loc
|
|
H.regenerate_icons()
|
|
|
|
/obj/item/proc/get_heat()
|
|
return
|
|
|
|
/obj/item/proc/run_pointed_on_item(mob/pointer_mob, atom/target_atom)
|
|
if(!HAS_TRAIT(src, TRAIT_CAN_POINT_WITH) || target_atom == src)
|
|
return FALSE
|
|
|
|
var/pointed_object = "\the [target_atom]"
|
|
if(target_atom.loc in pointer_mob)
|
|
pointed_object += " inside [target_atom.loc]"
|
|
|
|
if(pointer_mob.a_intent == INTENT_HELP || !ismob(target_atom))
|
|
pointer_mob.visible_message("<b>[pointer_mob]</b> points to [pointed_object] with [src].")
|
|
return TRUE
|
|
|
|
target_atom.visible_message("<span class='danger'>[pointer_mob] points [src] at [pointed_object]!</span>",
|
|
"<span class='userdanger'>[pointer_mob] points [src] at you!</span>")
|
|
SEND_SOUND(target_atom, sound('sound/weapons/targeton.ogg'))
|
|
return TRUE
|
|
|
|
/obj/item/proc/canStrip(mob/stripper, mob/owner)
|
|
SHOULD_BE_PURE(TRUE)
|
|
return !(flags & NODROP) && !(flags & ABSTRACT) && !HAS_TRAIT(src, TRAIT_NO_STRIP)
|
|
|
|
/obj/item/proc/should_stack_with(obj/item/other)
|
|
return type == other.type && name == other.name
|
|
|
|
/obj/item/proc/update_action_buttons(update_flags = ALL, force = FALSE)
|
|
for(var/datum/action/current_action as anything in actions)
|
|
current_action.build_all_button_icons(update_flags, force)
|
|
|
|
/**
|
|
* Handles the bulk of cigarette lighting interactions. You must call `light()` to actually light the cigarette.
|
|
*
|
|
* 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 `FALSE`.
|
|
* Otherwise it will return `null`.
|
|
* Arguments:
|
|
* * user - The mob trying to light the cigarette.
|
|
* * target - The mob with the cigarette.
|
|
* * direct_attackby_item - Used if the cigarette item is clicked on directly with a lighter instead of a mob wearing a cigarette.
|
|
*/
|
|
/obj/item/proc/cigarette_lighter_act(mob/living/user, mob/living/target, obj/item/direct_attackby_item)
|
|
if(!user || !target)
|
|
return null
|
|
|
|
var/obj/item/clothing/mask/cigarette/cig = direct_attackby_item ? direct_attackby_item : target.wear_mask
|
|
if(!istype(cig))
|
|
return null
|
|
|
|
if(!direct_attackby_item && (user.zone_selected != "mouth" || user.a_intent != INTENT_HELP))
|
|
return null
|
|
|
|
if(cig.lit)
|
|
to_chat(user, "<span class='warning'>[cig] is already lit!</span>")
|
|
return FALSE
|
|
|
|
// Only matches and cigars can light fancy smokables.
|
|
if(length(cig.fancy_lighters) && !is_type_in_list(src, cig.fancy_lighters))
|
|
to_chat(user, "<span class='danger'>[cig] straight out REFUSES to be lit by such uncivilized means!</span>")
|
|
return FALSE
|
|
|
|
return cig
|
|
|
|
/// Changes the speech verb when wearing this item if a value is returned
|
|
/obj/item/proc/change_speech_verb()
|
|
return
|
|
|
|
/obj/item/proc/set_nodrop(set_value, user)
|
|
switch(set_value)
|
|
if(TRUE)
|
|
flags |= NODROP
|
|
if(FALSE)
|
|
flags &= ~NODROP
|
|
if(NODROP_TOGGLE)
|
|
flags ^= NODROP
|
|
if(iscarbon(user))
|
|
var/mob/living/carbon/C = user
|
|
C.update_hands_hud()
|
|
|
|
/obj/item/proc/on_hands_swap(mob/user, in_active_hand)
|
|
return
|