mirror of
https://github.com/yogstation13/Yogstation.git
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689 lines
25 KiB
Plaintext
689 lines
25 KiB
Plaintext
GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/effects/fire.dmi', "fire"))
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GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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// if true, everyone item when created will have its name changed to be
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// more... RPG-like.
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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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var/item_state = null
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var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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var/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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//Dimensions of the icon file used when this item is worn, eg: hats.dmi
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//eg: 32x32 sprite, 64x64 sprite, etc.
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//allows inhands/worn sprites to be of any size, but still centered on a mob properly
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var/worn_x_dimension = 32
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var/worn_y_dimension = 32
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//Same as above but for inhands, uses the lefthand_ and righthand_ file vars
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var/inhand_x_dimension = 32
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var/inhand_y_dimension = 32
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//Not on /clothing because for some reason any /obj/item can technically be "worn" with enough fuckery.
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var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events
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var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default
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max_integrity = 200
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var/hitsound = null
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var/usesound = null
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var/throwhitsound = null
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var/w_class = WEIGHT_CLASS_NORMAL
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var/slot_flags = 0 //This is used to determine on which slots an item can fit.
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pass_flags = PASSTABLE
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pressure_resistance = 4
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var/obj/item/master = null
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var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
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var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
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var/max_heat_protection_temperature //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/min_cold_protection_temperature //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/list/actions //list of /datum/action's that this item has.
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var/list/actions_types //list of paths of action datums to give to the item on New().
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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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var/flags_inv //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/item_color = null //this needs deprecating, soonish
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var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
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//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
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var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
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var/permeability_coefficient = 1 // for chemicals/diseases
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var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
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var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
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var/armour_penetration = 0 //percentage of armour effectiveness to remove
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var/list/allowed = null //suit storage stuff.
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var/obj/item/device/uplink/hidden_uplink = null
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var/equip_delay_self = 0 //In deciseconds, how long an item takes to equip; counts only for normal clothing slots, not pockets etc.
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var/equip_delay_other = 20 //In deciseconds, how long an item takes to put on another person
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var/strip_delay = 40 //In deciseconds, how long an item takes to remove from another person
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var/breakouttime = 0
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var/list/materials
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var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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var/needs_permit = 0 //Used by security bots to determine if this item is safe for public use.
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var/list/attack_verb //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/species_exception = null // list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item
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var/suittoggled = FALSE
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var/hooded = 0
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var/mob/thrownby = null
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/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER //the icon to indicate this object is being dragged
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//So items can have custom embedd values
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//Because customisation is king
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var/embed_chance = EMBED_CHANCE
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var/embedded_fall_chance = EMBEDDED_ITEM_FALLOUT
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var/embedded_pain_chance = EMBEDDED_PAIN_CHANCE
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var/embedded_pain_multiplier = EMBEDDED_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does while embedded (this*w_class)
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var/embedded_fall_pain_multiplier = EMBEDDED_FALL_PAIN_MULTIPLIER //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_impact_pain_multiplier = EMBEDDED_IMPACT_PAIN_MULTIPLIER //The coefficient of multiplication for the damage this item does when first embedded (this*w_class)
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var/embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER //The coefficient of multiplication for the damage removing this without surgery causes (this*w_class)
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var/embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME //A time in ticks, multiplied by the w_class.
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var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
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var/heat = 0
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var/sharpness = IS_BLUNT
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var/toolspeed = 1
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var/block_chance = 0
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var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom
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var/reach = 1 //In tiles, how far this weapon can reach; 1 for adjacent, which is default
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//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
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var/list/slot_equipment_priority = null // for default list, see /mob/proc/equip_to_appropriate_slot()
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// Needs to be in /obj/item because corgis can wear a lot of
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// non-clothing items
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var/datum/dog_fashion/dog_fashion = null
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var/datum/rpg_loot/rpg_loot = null
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//Tooltip vars
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var/in_inventory = FALSE//is this item equipped into an inventory slot or hand of a mob?
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var/force_string //string form of an item's force. Edit this var only to set a custom force string
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var/last_force_string_check = 0
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var/tip_timer
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var/force_string_override
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/obj/item/Initialize()
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if (!materials)
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materials = list()
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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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actions_types = null
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if(GLOB.rpg_loot_items)
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rpg_loot = new(src)
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if(force_string)
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force_string_override = TRUE
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/obj/item/Destroy()
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flags &= ~DROPDEL //prevent reqdels
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if(ismob(loc))
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var/mob/m = loc
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m.temporarilyRemoveItemFromInventory(src, TRUE)
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for(var/X in actions)
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qdel(X)
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QDEL_NULL(rpg_loot)
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return ..()
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/obj/item/device
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icon = 'icons/obj/device.dmi'
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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 0
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else
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return 1
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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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//user: The mob that is suiciding
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//damagetype: The type of damage the item will inflict on the user
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//BRUTELOSS = 1
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//FIRELOSS = 2
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//TOXLOSS = 4
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//OXYLOSS = 8
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//Output a creative message and then return the damagetype done
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/obj/item/proc/suicide_act(mob/user)
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return
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/obj/item/verb/move_to_top()
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set name = "Move To Top"
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set category = "Object"
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set src in oview(1)
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if(!isturf(loc) || usr.stat || usr.restrained() || !usr.canmove)
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return
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var/turf/T = src.loc
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src.loc = null
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src.loc = T
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/obj/item/examine(mob/user) //This might be spammy. Remove?
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..()
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var/pronoun
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if(src.gender == PLURAL)
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pronoun = "They are"
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else
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pronoun = "It is"
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var/size = weightclass2text(src.w_class)
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to_chat(user, "[pronoun] 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: [CallTechName(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(materials.len)
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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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to_chat(user, msg)
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/obj/item/attack_self(mob/user)
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interact(user)
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/obj/item/interact(mob/user)
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add_fingerprint(user)
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if(hidden_uplink && hidden_uplink.active)
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hidden_uplink.interact(user)
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return 1
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ui_interact(user)
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/obj/item/ui_act(action, params)
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add_fingerprint(usr)
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return ..()
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/obj/item/attack_hand(mob/user)
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if(!user)
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return
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if(anchored)
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return
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if(resistance_flags & ON_FIRE)
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var/mob/living/carbon/C = user
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if(istype(C))
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if(C.gloves && (C.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/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
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if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
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C.update_damage_overlays()
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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/C = user
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if(istype(C))
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if(!C.gloves || (!(C.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/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
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if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
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C.update_damage_overlays()
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if(istype(loc, /obj/item/weapon/storage))
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//If the item is in a storage item, take it out
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var/obj/item/weapon/storage/S = loc
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S.remove_from_storage(src, user.loc)
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if(throwing)
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throwing.finalize(FALSE)
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if(loc == user)
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if(!user.dropItemToGround(src))
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return
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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)
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/obj/item/attack_paw(mob/user)
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if(!user)
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return
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if(anchored)
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return
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if(istype(loc, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = loc
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S.remove_from_storage(src, user.loc)
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if(throwing)
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throwing.finalize(FALSE)
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if(loc == user)
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if(!user.dropItemToGround(src))
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return
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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)
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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)
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if(src in A.contents) // To stop Aliens having items stuck in their pockets
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A.dropItemToGround(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_paw(A)
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/obj/item/attack_ai(mob/user)
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if(istype(src.loc, /obj/item/weapon/robot_module))
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//If the item is part of a cyborg module, equip it
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if(!iscyborg(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_module(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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// The lack of ..() is intentional, do not add one
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/obj/item/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W,/obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = W
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if(S.use_to_pickup)
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if(S.collection_mode) //Mode is set to collect multiple 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/list/things = loc.contents.Copy()
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if (S.collection_mode == 2)
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things = typecache_filter_list(things, typecacheof(type))
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var/len = things.len
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if(!len)
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to_chat(user, "<span class='notice'>You failed to pick up anything with [S].</span>")
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return
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var/datum/progressbar/progress = new(user, len, loc)
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while (do_after(user, 10, TRUE, S, FALSE, CALLBACK(src, .proc/handle_mass_pickup, S, things, loc, rejections, progress)))
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sleep(1)
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qdel(progress)
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to_chat(user, "<span class='notice'>You put everything you could [S.preposition] [S].</span>")
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else if(S.can_be_inserted(src))
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S.handle_item_insertion(src)
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/obj/item/proc/handle_mass_pickup(obj/item/weapon/storage/S, list/things, atom/thing_loc, list/rejections, datum/progressbar/progress)
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for(var/obj/item/I in things)
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things -= I
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if(I.loc != thing_loc)
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continue
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if(I.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(I, stop_messages = TRUE)) // Note can_be_inserted still makes noise when the answer is no
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if(S.contents.len >= S.storage_slots)
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break
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rejections += I.type // therefore full bags are still a little spammy
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continue
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S.handle_item_insertion(I, TRUE) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
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if (TICK_CHECK)
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progress.update(progress.goal - things.len)
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return TRUE
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progress.update(progress.goal - things.len)
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return FALSE
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// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency
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/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)
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if(prob(final_block_chance))
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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return 1
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return 0
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/obj/item/proc/talk_into(mob/M, input, channel, spans, datum/language/language)
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return ITALICS | REDUCE_RANGE
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/obj/item/proc/dropped(mob/user)
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for(var/X in actions)
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var/datum/action/A = X
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A.Remove(user)
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if(DROPDEL & flags)
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qdel(src)
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in_inventory = FALSE
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// called just as an item is picked up (loc is not yet changed)
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/obj/item/proc/pickup(mob/user)
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in_inventory = TRUE
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return
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// 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.
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/obj/item/proc/on_exit_storage(obj/item/weapon/storage/S)
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return
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// 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.
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/obj/item/proc/on_enter_storage(obj/item/weapon/storage/S)
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return
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// called when "found" in pockets and storage items. Returns 1 if the search should end.
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/obj/item/proc/on_found(mob/finder)
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return
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// called after an item is placed in an equipment slot //NOPE, for example, if you put a helmet in slot_head, it is NOT in user's head variable yet, how stupid.
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// user is mob that equipped it
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// slot uses the slot_X defines found in setup.dm
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// for items that can be placed in multiple slots
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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(mob/user, slot)
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for(var/X in actions)
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var/datum/action/A = X
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if(item_action_slot_check(slot, user)) //some items only give their actions buttons when in a specific slot.
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A.Grant(user)
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in_inventory = TRUE
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//sometimes we only want to grant the item's action if it's equipped in a specific slot.
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/obj/item/proc/item_action_slot_check(slot, mob/user)
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if(slot == slot_in_backpack || slot == slot_legcuffed) //these aren't true slots, so avoid granting actions there
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return FALSE
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return TRUE
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//the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
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//if this is being done by a mob other than M, it will include the mob equipper, who is trying to equip the item to mob M. equipper will be null otherwise.
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//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.
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//Set disable_warning to 1 if you wish it to not give you outputs.
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|
/obj/item/proc/mob_can_equip(mob/living/M, mob/living/equipper, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
|
|
if(!M)
|
|
return 0
|
|
|
|
return M.can_equip(src, slot, disable_warning, bypass_equip_delay_self)
|
|
|
|
/obj/item/verb/verb_pickup()
|
|
set src in oview(1)
|
|
set category = "Object"
|
|
set name = "Pick up"
|
|
|
|
if(usr.incapacitated() || !Adjacent(usr) || usr.lying)
|
|
return
|
|
|
|
if(usr.get_active_held_item() == null) // Let me know if this has any problems -Yota
|
|
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, stunned, asleep, resting, laying, item is on the mob.
|
|
/obj/item/proc/ui_action_click(mob/user, actiontype)
|
|
attack_self(user)
|
|
|
|
/obj/item/proc/IsReflect(var/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 0
|
|
|
|
/obj/item/proc/eyestab(mob/living/carbon/M, mob/living/carbon/user)
|
|
|
|
var/is_human_victim = 0
|
|
var/obj/item/bodypart/affecting = M.get_bodypart("head")
|
|
if(ishuman(M))
|
|
if(!affecting) //no head!
|
|
return
|
|
is_human_victim = 1
|
|
var/mob/living/carbon/human/H = M
|
|
if((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(ismonkey(M))
|
|
var/mob/living/carbon/monkey/Mo = M
|
|
if(Mo.wear_mask && Mo.wear_mask.flags_cover & MASKCOVERSEYES)
|
|
// 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))//Aliens don't have eyes./N slimes also don't have eyes!
|
|
to_chat(user, "<span class='warning'>You cannot locate any eyes on this creature!</span>")
|
|
return
|
|
|
|
if(isbrain(M))
|
|
to_chat(user, "<span class='danger'>You cannot locate any organic eyes on this brain!</span>")
|
|
return
|
|
|
|
src.add_fingerprint(user)
|
|
|
|
playsound(loc, src.hitsound, 30, 1, -1)
|
|
|
|
user.do_attack_animation(M)
|
|
|
|
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 themself in the eyes with [src]!</span>", \
|
|
"<span class='userdanger'>You stab yourself in the eyes with [src]!</span>" \
|
|
)
|
|
if(is_human_victim)
|
|
var/mob/living/carbon/human/U = M
|
|
U.apply_damage(7, BRUTE, affecting)
|
|
|
|
else
|
|
M.take_bodypart_damage(7)
|
|
|
|
add_logs(user, M, "attacked", "[src.name]", "(INTENT: [uppertext(user.a_intent)])")
|
|
|
|
M.adjust_blurriness(3)
|
|
M.adjust_eye_damage(rand(2,4))
|
|
var/obj/item/organ/eyes/eyes = M.getorganslot("eyes_sight")
|
|
if (!eyes)
|
|
return
|
|
if(eyes.eye_damage >= 10)
|
|
M.adjust_blurriness(15)
|
|
if(M.stat != DEAD)
|
|
to_chat(M, "<span class='danger'>Your eyes start to bleed profusely!</span>")
|
|
if(!(M.disabilities & (NEARSIGHT | BLIND)))
|
|
if(M.become_nearsighted())
|
|
to_chat(M, "<span class='danger'>You become nearsighted!</span>")
|
|
if(prob(50))
|
|
if(M.stat != DEAD)
|
|
if(M.drop_item())
|
|
to_chat(M, "<span class='danger'>You drop what you're holding and clutch at your eyes!</span>")
|
|
M.adjust_blurriness(10)
|
|
M.Unconscious(20)
|
|
M.Knockdown(40)
|
|
if (prob(eyes.eye_damage - 10 + 1))
|
|
if(M.become_blind())
|
|
to_chat(M, "<span class='danger'>You go blind!</span>")
|
|
|
|
/obj/item/clean_blood()
|
|
. = ..()
|
|
if(.)
|
|
if(initial(icon) && initial(icon_state))
|
|
var/index = blood_splatter_index()
|
|
var/icon/blood_splatter_icon = GLOB.blood_splatter_icons[index]
|
|
if(blood_splatter_icon)
|
|
cut_overlay(blood_splatter_icon)
|
|
|
|
/obj/item/clothing/gloves/clean_blood()
|
|
. = ..()
|
|
if(.)
|
|
transfer_blood = 0
|
|
|
|
/obj/item/singularity_pull(S, current_size)
|
|
if(current_size >= STAGE_FOUR)
|
|
throw_at(S,14,3, spin=0)
|
|
else ..()
|
|
|
|
/obj/item/throw_impact(atom/A)
|
|
if(A && !QDELETED(A))
|
|
if(is_hot() && isliving(A))
|
|
var/mob/living/L = A
|
|
L.IgniteMob()
|
|
var/itempush = 1
|
|
if(w_class < 4)
|
|
itempush = 0 //too light to push anything
|
|
return A.hitby(src, 0, itempush)
|
|
|
|
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
|
|
thrownby = thrower
|
|
callback = CALLBACK(src, .proc/after_throw, callback) //replace their callback with our own
|
|
. = ..(target, range, speed, thrower, spin, diagonals_first, callback)
|
|
|
|
|
|
/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/remove_item_from_storage(atom/newLoc) //please use this if you're going to snowflake an item out of a obj/item/weapon/storage
|
|
if(!newLoc)
|
|
return 0
|
|
if(istype(loc,/obj/item/weapon/storage))
|
|
var/obj/item/weapon/storage/S = loc
|
|
S.remove_from_storage(src,newLoc)
|
|
return 1
|
|
return 0
|
|
|
|
/obj/item/proc/is_hot()
|
|
return heat
|
|
|
|
/obj/item/proc/is_sharp()
|
|
return sharpness
|
|
|
|
/obj/item/proc/get_dismemberment_chance(obj/item/bodypart/affecting)
|
|
if(affecting.can_dismember(src))
|
|
if((sharpness || damtype == BURN) && w_class >= 3)
|
|
. = force*(w_class-1)
|
|
|
|
/obj/item/proc/get_dismember_sound()
|
|
if(damtype == BURN)
|
|
. = 'sound/weapons/sear.ogg'
|
|
else
|
|
. = pick('sound/misc/desceration-01.ogg', 'sound/misc/desceration-02.ogg', 'sound/misc/desceration-03.ogg')
|
|
|
|
/obj/item/proc/open_flame(flame_heat=700)
|
|
var/turf/location = loc
|
|
if(ismob(location))
|
|
var/mob/M = location
|
|
var/success = FALSE
|
|
if(src == M.get_item_by_slot(slot_wear_mask))
|
|
success = TRUE
|
|
if(success)
|
|
location = get_turf(M)
|
|
if(isturf(location))
|
|
location.hotspot_expose(flame_heat, 5)
|
|
|
|
/obj/item/proc/ignition_effect(atom/A, mob/user)
|
|
if(is_hot())
|
|
. = "<span class='notice'>[user] lights [A] with [src].</span>"
|
|
else
|
|
. = ""
|
|
|
|
|
|
//when an item modify our speech spans when in our active hand. Override this to modify speech spans.
|
|
/obj/item/proc/get_held_item_speechspans(mob/living/carbon/user)
|
|
return
|
|
|
|
/obj/item/hitby(atom/movable/AM)
|
|
return
|
|
|
|
/obj/item/attack_hulk(mob/living/carbon/human/user)
|
|
return 0
|
|
|
|
/obj/item/attack_animal(mob/living/simple_animal/M)
|
|
return 0
|
|
|
|
/obj/item/mech_melee_attack(obj/mecha/M)
|
|
return 0
|
|
|
|
/obj/item/burn()
|
|
if(!QDELETED(src))
|
|
var/turf/T = get_turf(src)
|
|
var/ash_type = /obj/effect/decal/cleanable/ash
|
|
if(w_class == WEIGHT_CLASS_HUGE || w_class == WEIGHT_CLASS_GIGANTIC)
|
|
ash_type = /obj/effect/decal/cleanable/ash/large
|
|
var/obj/effect/decal/cleanable/ash/A = new ash_type(T)
|
|
A.desc += "\nLooks like this used to be \an [name] some time ago."
|
|
..()
|
|
|
|
/obj/item/acid_melt()
|
|
if(!QDELETED(src))
|
|
var/turf/T = get_turf(src)
|
|
var/obj/effect/decal/cleanable/molten_object/MO = new(T)
|
|
MO.pixel_x = rand(-16,16)
|
|
MO.pixel_y = rand(-16,16)
|
|
MO.desc = "Looks like this was \an [src] some time ago."
|
|
..()
|
|
|
|
/obj/item/proc/microwave_act(obj/machinery/microwave/M)
|
|
if(M && M.dirty < 100)
|
|
M.dirty++
|
|
|
|
/obj/item/proc/on_mob_death(mob/living/L, gibbed)
|
|
|
|
/obj/item/proc/set_force_string()
|
|
switch(force)
|
|
if(0 to 4)
|
|
force_string = "very low"
|
|
if(4 to 7)
|
|
force_string = "low"
|
|
if(7 to 10)
|
|
force_string = "medium"
|
|
if(10 to 11)
|
|
force_string = "high"
|
|
if(11 to 20) //12 is the force of a toolbox
|
|
force_string = "robust"
|
|
if(20 to 25)
|
|
force_string = "very robust"
|
|
else
|
|
force_string = "exceptionally robust"
|
|
last_force_string_check = force
|
|
|
|
/obj/item/proc/openTip(location, control, params, user)
|
|
if(last_force_string_check != force && !force_string_override)
|
|
set_force_string()
|
|
if(!force_string_override)
|
|
openToolTip(user,src,params,title = name,content = "[desc]<br>[force ? "<b>Force:</b> [force_string]" : ""]",theme = "")
|
|
else
|
|
openToolTip(user,src,params,title = name,content = "[desc]<br><b>Force:</b> [force_string]",theme = "")
|
|
|
|
/obj/item/MouseEntered(location, control, params)
|
|
if(in_inventory && usr.client.prefs.enable_tips)
|
|
var/timedelay = usr.client.prefs.tip_delay/100
|
|
var/user = usr
|
|
tip_timer = addtimer(CALLBACK(src, .proc/openTip, location, control, params, user), timedelay, TIMER_STOPPABLE)//timer takes delay in deciseconds, but the pref is in milliseconds. dividing by 100 converts it.
|
|
|
|
/obj/item/MouseExited()
|
|
deltimer(tip_timer)//delete any in-progress timer if the mouse is moved off the item before it finishes
|
|
closeToolTip(usr)
|
|
|