obj
Vars | |
anchored_tabletop_offset | The vertical pixel offset applied when the object is anchored on a tile with table Ignored when set to 0 - to avoid shifting directional wall-mounted objects above tables |
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bare_wound_bonus | If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh |
burning_particles | Particles this obj uses when burning, if any |
custom_fire_overlay | Custom fire overlay icon, will just use the default overlay if this is null |
demolition_mod | A multiplier to an objecet's force when used against a stucture, vechicle, machine, or robot. |
desc_controls | Extra examine line to describe controls, such as right-clicking, left-clicking, etc. |
icon_preview | Icon to use as a 32x32 preview in crafting menus and such |
id_tag | Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard. Next pr after the network fix will have me refactor door interactions, so help me god. |
req_access | List of accesses needed to use this object: The user must possess all accesses in this list in order to use the object. Example: If req_access = list(ACCESS_ENGINE, ACCESS_CE)- then the user must have both ACCESS_ENGINE and ACCESS_CE in order to use the object. |
req_one_access | List of accesses needed to use this object: The user must possess at least one access in this list in order to use the object. Example: If req_one_access = list(ACCESS_ENGINE, ACCESS_CE)- then the user must have either ACCESS_ENGINE or ACCESS_CE in order to use the object. |
wound_bonus | How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds. |
Procs | |
GetExplosionBlock | returns how much the object blocks an explosion. Used by subtypes. |
acid_act | // ACID the obj's reaction when touched by acid |
acid_melt | called when the obj is destroyed by acid. |
allowed | Returns TRUE if this mob has sufficient access to use this object |
atom_destruction | what happens when the obj's integrity reaches zero. |
attack_tk_grab | Telekinesis object grab act. |
burn | Should be called when the atom is destroyed by fire, comparable to acid_melt() proc |
can_be_unfasten_wrench | If we can unwrench this object; returns SUCCESSFUL_UNFASTEN and FAILED_UNFASTEN, which are both TRUE, or CANT_UNFASTEN, which isn't. |
check_on_table | Adjusts the vertical pixel offset when the object is anchored on a tile with table |
check_reskin_menu | Checks if we are allowed to interact with a radial menu for reskins |
deconstruct | the obj is deconstructed into pieces, whether through careful disassembly or when destroyed. |
default_unfasten_wrench | Try to unwrench an object in a WONDERFUL DYNAMIC WAY |
expose_reagents | Handles exposing an object to reagents. |
find_and_hang_on_wall | |
fire_act | / FIRE Called when the obj is exposed to fire. |
freeze | Attempt to freeze this obj if possible. returns TRUE if it succeeded, FALSE otherwise. |
pipe_eject | General proc used to expel a holder's contents through src (for bins holder is also the src). |
receive_signal | Proc for reacting to a received /datum/signal . To be implemented as needed,
does nothing by default. |
reskin_obj | Reskins object based on a user's choice |
set_bounds | Updates the bounds of a rotated object This ensures that the bounds are always correct, even if the object is rotated after init. |
unfasten_wrench_check | For the do_after, this checks if unfastening conditions are still valid |
unfreeze | Unfreezes this obj if its frozen |
zap_act | Called when the obj is hit by a tesla bolt. |
zap_buckle_check | Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later. |
Var Details
anchored_tabletop_offset
The vertical pixel offset applied when the object is anchored on a tile with table Ignored when set to 0 - to avoid shifting directional wall-mounted objects above tables
bare_wound_bonus
If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh
burning_particles
Particles this obj uses when burning, if any
custom_fire_overlay
Custom fire overlay icon, will just use the default overlay if this is null
demolition_mod
A multiplier to an objecet's force when used against a stucture, vechicle, machine, or robot.
desc_controls
Extra examine line to describe controls, such as right-clicking, left-clicking, etc.
icon_preview
Icon to use as a 32x32 preview in crafting menus and such
id_tag
Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard. Next pr after the network fix will have me refactor door interactions, so help me god.
req_access
List of accesses needed to use this object: The user must possess all accesses in this list in order to use the object. Example: If req_access = list(ACCESS_ENGINE, ACCESS_CE)- then the user must have both ACCESS_ENGINE and ACCESS_CE in order to use the object.
req_one_access
List of accesses needed to use this object: The user must possess at least one access in this list in order to use the object. Example: If req_one_access = list(ACCESS_ENGINE, ACCESS_CE)- then the user must have either ACCESS_ENGINE or ACCESS_CE in order to use the object.
wound_bonus
How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.
Proc Details
GetExplosionBlock
returns how much the object blocks an explosion. Used by subtypes.
acid_act
// ACID the obj's reaction when touched by acid
acid_melt
called when the obj is destroyed by acid.
allowed
Returns TRUE if this mob has sufficient access to use this object
- accessor - mob trying to access this object, !!CAN BE NULL!! because of telekiesis because we're in hell
atom_destruction
what happens when the obj's integrity reaches zero.
attack_tk_grab
Telekinesis object grab act.
- Called by
/obj/attack_tk()
. - Returns
COMPONENT_CANCEL_ATTACK_CHAIN
when it performs any action, to further acts on the attack chain.
burn
Should be called when the atom is destroyed by fire, comparable to acid_melt() proc
can_be_unfasten_wrench
If we can unwrench this object; returns SUCCESSFUL_UNFASTEN and FAILED_UNFASTEN, which are both TRUE, or CANT_UNFASTEN, which isn't.
check_on_table
Adjusts the vertical pixel offset when the object is anchored on a tile with table
check_reskin_menu
Checks if we are allowed to interact with a radial menu for reskins
Arguments:
- user The mob interacting with the menu
deconstruct
the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
default_unfasten_wrench
Try to unwrench an object in a WONDERFUL DYNAMIC WAY
expose_reagents
Handles exposing an object to reagents.
find_and_hang_on_wall
Checks object direction and then verifies if there's a wall in that direction. Finally, applies a wall_mounted component to the object.
@param directional If TRUE, will use the direction of the object to determine the wall to attach to. If FALSE, will use the object's loc.
@param custom_drop_callback If set, will use this callback instead of the default deconstruct callback.
fire_act
/ FIRE Called when the obj is exposed to fire.
freeze
Attempt to freeze this obj if possible. returns TRUE if it succeeded, FALSE otherwise.
pipe_eject
General proc used to expel a holder's contents through src (for bins holder is also the src).
receive_signal
Proc for reacting to a received /datum/signal
. To be implemented as needed,
does nothing by default.
reskin_obj
Reskins object based on a user's choice
Arguments:
- M The mob choosing a reskin option
set_bounds
Updates the bounds of a rotated object This ensures that the bounds are always correct, even if the object is rotated after init.
unfasten_wrench_check
For the do_after, this checks if unfastening conditions are still valid
unfreeze
Unfreezes this obj if its frozen
zap_act
Called when the obj is hit by a tesla bolt.
zap_buckle_check
Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.