obj
Vars | |
damage_deflection | Damage under this value will be completely ignored |
---|---|
emagged | Is it emagged or not? |
req_access | A list of accesses as defined by code/__DEFINES/access_defines.dm . All accesses are required when checking. |
req_one_access | A list of accesses as defined by code/__DEFINES/access_defines.dm . At least one access is required when checking. |
Procs | |
GetExplosionBlock | returns how much the object blocks an explosion. Used by subtypes. |
acid_act | the obj's reaction when touched by acid |
acid_melt | called when the obj is destroyed by acid. |
acid_processing | the proc called by the acid subsystem to process the acid that's on the obj |
bitmask_smooth | Object override to prevent unanchored objects from smoothing |
burn | called when the obj is destroyed by fire |
extinguish | Called when the obj is no longer on fire. |
fire_act | FIRE |
hulk_damage | Called to get the damage that hulks will deal to the obj. |
modify_max_integrity | changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken. |
obj_destruction | what happens when the obj's integrity reaches zero. |
play_attack_sound | the sound played when the obj is damaged. |
run_obj_armor | returns the damage value of the attack after processing the obj's various armor protections |
set_sharpness | Set whether the item should be sharp or not |
ui_login_act | Call this from a proc that is called in ui_act() to process login actions |
ui_login_attackby | Convenience function to perform login actions when the source object is hit by specific items. |
ui_login_data | Appends login state data. |
ui_login_eject | Attempts to eject the inserted ID. |
ui_login_get | Returns (or creates) the login state for the source object. |
ui_login_insert | Attempts to insert an object as an ID. |
ui_login_login | Attempts to log in with the given login type. |
ui_login_logout | Attempts to log out. |
ui_login_on_login | Called on successful login. |
ui_login_on_logout | Called on successful logout. |
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
damage_deflection
Damage under this value will be completely ignored
emagged
Is it emagged or not?
req_access
A list of accesses as defined by code/__DEFINES/access_defines.dm
. All accesses are required when checking.
req_one_access
A list of accesses as defined by code/__DEFINES/access_defines.dm
. At least one access is required when checking.
Proc Details
GetExplosionBlock
returns how much the object blocks an explosion. Used by subtypes.
acid_act
the obj's reaction when touched by acid
acid_melt
called when the obj is destroyed by acid.
acid_processing
the proc called by the acid subsystem to process the acid that's on the obj
bitmask_smooth
Object override to prevent unanchored objects from smoothing
burn
called when the obj is destroyed by fire
extinguish
Called when the obj is no longer on fire.
fire_act
FIRE
hulk_damage
Called to get the damage that hulks will deal to the obj.
modify_max_integrity
changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.
obj_destruction
what happens when the obj's integrity reaches zero.
play_attack_sound
the sound played when the obj is damaged.
run_obj_armor
returns the damage value of the attack after processing the obj's various armor protections
set_sharpness
Set whether the item should be sharp or not
ui_login_act
Call this from a proc that is called in ui_act() to process login actions
Arguments:
- action - The called action
- params - The params to the action
ui_login_attackby
Convenience function to perform login actions when the source object is hit by specific items.
Arguments:
- O - The object
- user - The user
ui_login_data
Appends login state data.
Arguments:
- data - The data list to be returned
- user - The user calling ui_data()
- state - The current login state
ui_login_eject
Attempts to eject the inserted ID.
Arguments:
- state - The current login state
ui_login_get
Returns (or creates) the login state for the source object.
Arguments:
- state - The current login state
ui_login_insert
Attempts to insert an object as an ID.
Arguments:
- O - The object to try inserting
- state - The current login state
ui_login_login
Attempts to log in with the given login type.
Arguments:
- login_type - The login type: LOGIN_TYPE_NORMAL (checks for inserted ID), LOGIN_TYPE_AI, LOGIN_TYPE_ROBOT and LOGIN_TYPE_ADMIN
- state - The current login state
ui_login_logout
Attempts to log out.
Arguments:
- state - The current login state
ui_login_on_login
Called on successful login.
Arguments:
- state - The current login state
ui_login_on_logout
Called on successful logout.
Arguments:
- state - The current login state
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.