shielded  
The shielded component causes the parent item to nullify a certain number of attacks against the wearer, see: shielded vests.
| Vars | |
| charge_add_cd | The cooldown tracking when we last replenished a charge | 
|---|---|
| charge_increment_delay | Once we go unhit long enough to recharge, we replenish charges this often. The floor is effectively 1 second, AKA how often SSdcs processes | 
| charge_recovery | How many charges we recover on each charge increment | 
| current_charges | How many charges we currently have | 
| lose_multiple_charges | Should the shield lose charges equal to the damage dealt by a hit? | 
| max_charges | How many charges we can have max, and how many we start with | 
| on_hit_effects | A callback for the sparks/message that play when a charge is used, see /datum/component/shielded/proc/default_run_hit_callback | 
| recently_hit_cd | The cooldown tracking when we were last hit | 
| recharge_path | The item we use for recharging | 
| recharge_start_delay | How long we have to avoid being hit to replenish charges. If set to 0, we never recharge lost charges | 
| shield | The visual effect | 
| shield_icon | What icon is used when someone has a functional shield up | 
| shield_icon_file | What .dmi we're pulling the shield icon from | 
| shield_inhand | Do we still shield if we're being held in-hand? If FALSE, it needs to be equipped to a slot to work | 
| show_charge_as_alpha | Should the shield's alpha change to show its remaining charge | 
| wearer | The person currently wearing us | 
| Procs | |
| actually_run_hit_callback | The wrapper to invoke the on_hit callback, so we don't have to worry about blocking in the signal handler | 
| default_run_hit_callback | Default on_hit proc, since cult robes are stupid and have different descriptions/sparks | 
| lost_wearer | Either we've been dropped or our wearer has been QDEL'd. Either way, they're no longer our problem | 
| on_equipped | Check if we've been equipped to a valid slot to shield | 
| on_hit_react | This proc fires when we're hit, and is responsible for checking if we're charged, then deducting one + returning that we're blocking if so. It then runs the callback in /datum/component/shielded/var/on_hit_effects which handles the messages/sparks (so the visuals) | 
| on_update_overlays | Used to draw the shield overlay on the wearer | 
Var Details
charge_add_cd  
The cooldown tracking when we last replenished a charge
charge_increment_delay  
Once we go unhit long enough to recharge, we replenish charges this often. The floor is effectively 1 second, AKA how often SSdcs processes
charge_recovery  
How many charges we recover on each charge increment
current_charges  
How many charges we currently have
lose_multiple_charges  
Should the shield lose charges equal to the damage dealt by a hit?
max_charges  
How many charges we can have max, and how many we start with
on_hit_effects  
A callback for the sparks/message that play when a charge is used, see /datum/component/shielded/proc/default_run_hit_callback
recently_hit_cd  
The cooldown tracking when we were last hit
recharge_path  
The item we use for recharging
recharge_start_delay  
How long we have to avoid being hit to replenish charges. If set to 0, we never recharge lost charges
shield  
The visual effect
shield_icon  
What icon is used when someone has a functional shield up
shield_icon_file  
What .dmi we're pulling the shield icon from
shield_inhand  
Do we still shield if we're being held in-hand? If FALSE, it needs to be equipped to a slot to work
show_charge_as_alpha  
Should the shield's alpha change to show its remaining charge
wearer  
The person currently wearing us
Proc Details
actually_run_hit_callback
The wrapper to invoke the on_hit callback, so we don't have to worry about blocking in the signal handler
default_run_hit_callback
Default on_hit proc, since cult robes are stupid and have different descriptions/sparks
lost_wearer
Either we've been dropped or our wearer has been QDEL'd. Either way, they're no longer our problem
on_equipped
Check if we've been equipped to a valid slot to shield
on_hit_react
This proc fires when we're hit, and is responsible for checking if we're charged, then deducting one + returning that we're blocking if so. It then runs the callback in /datum/component/shielded/var/on_hit_effects which handles the messages/sparks (so the visuals)
on_update_overlays
Used to draw the shield overlay on the wearer