Files
Paradise/code/game/objects/objs.dm
aranclanos@hotmail.com bc56760a35 Moved the defines of damtype from /obj/items and /obj/mecha to only /obj.
This fixes a fuckload of runtimes and makes structures and machinery being able to cause damage on attackby procs, for example, using TK.

I'm not entirely happy of doing this, adding another var to a base class, but it's better than leaving a lot of hasvar() procs and it's easier than moving obj/machinery, obj/structure, etc, to obj/object/machinery, obj/object/structure, etc.
Also it doesn't break the entire game.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5457 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-03 10:24:36 +00:00

127 lines
3.5 KiB
Plaintext

/obj
//var/datum/module/mod //not used
var/m_amt = 0 // metal
var/g_amt = 0 // glass
var/w_amt = 0 // waster amounts
var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/reliability = 100 //Used by SOME devices to determine how reliable they are.
var/crit_fail = 0
var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
animate_movement = 2
var/throwforce = 1
var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
var/damtype = "brute"
var/force = 0
/obj/proc/process()
processing_objects.Remove(src)
return 0
/obj/assume_air(datum/air_group/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
return remove_air(breath_request)
else
return null
/atom/movable/proc/initialize()
return
/obj/proc/updateUsrDialog()
if(in_use)
var/is_in_use = 0
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = 1
src.attack_hand(M)
if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
if (!(usr in nearby))
if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
is_in_use = 1
src.attack_ai(usr)
// check for TK users
if (istype(usr, /mob/living/carbon/human))
if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/))
if(!(usr in nearby))
if(usr.client && usr.machine==src)
is_in_use = 1
src.attack_hand(usr)
in_use = is_in_use
/obj/proc/updateDialog()
// Check that people are actually using the machine. If not, don't update anymore.
if(in_use)
var/list/nearby = viewers(1, src)
var/is_in_use = 0
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = 1
src.interact(M)
var/ai_in_use = AutoUpdateAI(src)
if(!ai_in_use && !is_in_use)
in_use = 0
/obj/proc/interact(mob/user)
return
/obj/proc/update_icon()
return
/mob/proc/unset_machine()
src.machine = null
/mob/proc/set_machine(var/obj/O)
if(src.machine)
unset_machine()
src.machine = O
if(istype(O))
O.in_use = 1
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/alter_health()
return 1
/obj/proc/hide(h)
return
/obj/proc/hear_talk(mob/M as mob, text)
/*
var/mob/mo = locate(/mob) in src
if(mo)
var/rendered = "<span class='game say'><span class='name'>[M.name]: </span> <span class='message'>[text]</span></span>"
mo.show_message(rendered, 2)
*/
return