c8bb13d7c2
Tick contention is when the mc, sleep()/spawns(), and byond internal processing fight each other for game tick time. Usually in an unproductive way that wastes cpu cycles and reduces the effective amount of game tick to go around. Tweaked the anti-tick contention heuristics of the MC a touch. Fixed an incorrect operator in the mc's anti-tick contention heuristics causing it to apply in times of no lag rather then times of lag. The mc's anti-tick contention heuristics now plays better with the high pop processing mode. We no longer reserve the tail end of a tick for the mc to have if the mc doesn't plan to run next tick because of high pop mode or anti-tick contention heuristics. stoplag() can now be given an initial delay allowing it to act like a smarter sleep (in that it sleeps for longer if the server is overwhelmed. All short sleeps that only existed for performance reason and had no game play, visual/audio, or balance reasons behind their timing were converted to stoplag().
709 lines
26 KiB
Plaintext
709 lines
26 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_and_weapons.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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can_be_hit = FALSE
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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/being_removed = FALSE
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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/emagged = FALSE
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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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var/trigger_guard = TRIGGER_GUARD_NONE
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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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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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/obj/item/Destroy()
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flags_1 &= ~DROPDEL_1 //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/proc/speechModification(message) //For speech modification by mask slot items.
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return message
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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/storage))
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//If the item is in a storage item, take it out
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var/obj/item/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/storage))
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var/obj/item/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/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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// added one, fuck the police
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/obj/item/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/storage))
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var/obj/item/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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stoplag(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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return
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else if(S.can_be_inserted(src))
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S.handle_item_insertion(src)
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return
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return ..()
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/obj/item/proc/handle_mass_pickup(obj/item/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_1 & flags_1)
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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/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/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)
|
|
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
|
|
|
|
//sometimes we only want to grant the item's action if it's equipped in a specific slot.
|
|
/obj/item/proc/item_action_slot_check(slot, mob/user)
|
|
if(slot == slot_in_backpack || slot == slot_legcuffed) //these aren't true slots, so avoid granting actions there
|
|
return FALSE
|
|
return TRUE
|
|
|
|
//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.
|
|
//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.
|
|
//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 1 if you wish it to not give you outputs.
|
|
/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("eye_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_all_held_items())
|
|
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
|
|
return
|
|
|
|
/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/storage
|
|
if(!newLoc)
|
|
return 0
|
|
if(istype(loc, /obj/item/storage))
|
|
var/obj/item/storage/S = loc
|
|
S.remove_from_storage(src,newLoc)
|
|
return 1
|
|
return 0
|
|
|
|
/obj/item/proc/get_belt_overlay() //Returns the icon used for overlaying the object on a belt
|
|
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', icon_state)
|
|
|
|
/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)
|
|
|