mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-31 04:31:41 +00:00
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
127 lines
3.5 KiB
Plaintext
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 |