/obj languages_spoken = HUMAN languages_understood = HUMAN var/crit_fail = 0 animate_movement = 2 var/throwforce = 0 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 var/list/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) var/resistance_flags = FIRE_PROOF // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF var/burntime = 10 //How long it takes to burn to ashes, in seconds var/burn_world_time //What world time the object will burn up completely var/being_shocked = 0 var/on_blueprints = FALSE //Are we visible on the station blueprints at roundstart? var/force_blueprints = FALSE //forces the obj to be on the blueprints, regardless of when it was created. var/persistence_replacement = null //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset. var/is_frozen = FALSE /obj/New() ..() if(on_blueprints && isturf(loc)) var/turf/T = loc if(force_blueprints) T.add_blueprints(src) else T.add_blueprints_preround(src) /obj/Destroy() if(!istype(src, /obj/machinery)) STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists SStgui.close_uis(src) return ..() /obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0) ..() if(is_frozen) visible_message("[src] shatters into a million pieces!") qdel(src) /obj/assume_air(datum/gas_mixture/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) var/datum/gas_mixture/environment = return_air() var/breath_percentage = BREATH_VOLUME / environment.return_volume() return remove_air(environment.total_moles() * breath_percentage) else return null /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(isAI(usr) || iscyborg(usr) || IsAdminGhost(usr)) 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(ishuman(usr)) var/mob/living/carbon/human/H = usr if(!(usr in nearby)) if(usr.client && usr.machine==src) if(H.dna.check_mutation(TK)) 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/attack_ghost(mob/user) if(ui_interact(user) != -1) return ..() /obj/proc/container_resist() return /obj/proc/update_icon() return /mob/proc/unset_machine() if(machine) machine.on_unset_machine(src) machine = null //called when the user unsets the machine. /atom/movable/proc/on_unset_machine(mob/user) return /mob/proc/set_machine(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/ex_act(severity, target) if(severity == 1 || target == src) qdel(src) else if(severity == 2) if(prob(50)) qdel(src) if(!qdeleted(src)) ..() //If a mob logouts/logins in side of an object you can use this proc /obj/proc/on_log() ..() if(isobj(loc)) var/obj/Loc=loc Loc.on_log() /obj/singularity_act() ex_act(1) if(src && !qdeleted(src)) qdel(src) return 2 /obj/singularity_pull(S, current_size) if(!anchored || current_size >= STAGE_FIVE) step_towards(src,S) /obj/proc/Deconstruct() qdel(src) /obj/get_spans() return ..() | SPAN_ROBOT /obj/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user) var/turf/T = get_turf(src) return T.storage_contents_dump_act(src_object, user) /obj/fire_act(global_overlay=1) if(!(resistance_flags & (FIRE_PROOF|ON_FIRE))) resistance_flags |= ON_FIRE SSobj.burning += src burn_world_time = world.time + burntime*rand(10,20) if(global_overlay) add_overlay(fire_overlay) return 1 /obj/proc/burn() empty_object_contents(1, src.loc) var/obj/effect/decal/cleanable/ash/A = new(src.loc) A.desc = "Looks like this used to be a [name] some time ago." SSobj.burning -= src qdel(src) /obj/proc/extinguish() if(resistance_flags & ON_FIRE) resistance_flags &= ~ON_FIRE overlays -= fire_overlay SSobj.burning -= src /obj/proc/empty_object_contents(burn = 0, new_loc = src.loc) for(var/obj/item/Item in contents) //Empty out the contents Item.loc = new_loc if(burn) Item.fire_act() //Set them on fire, too /obj/proc/tesla_act(power, explosive = FALSE) being_shocked = 1 var/power_bounced = power / 2 tesla_zap(src, 3, power_bounced, explosive) addtimer(src, "reset_shocked", 10) /obj/proc/reset_shocked() being_shocked = 0 /obj/proc/CanAStarPass() . = !density /obj/proc/check_uplink_validity() return 1