obj 
Vars | |
| acid_level | How much acid is on this object? |
|---|---|
| being_shocked | Is this object currently being zapped by lightning? |
| can_be_hit | Can this object be attacked in melee? |
| custom_fire_overlay | If provided, a custom overlay representing being the object being on fire. |
| damage_deflection | Damage under this value will be completely ignored. |
| damtype | What type of damage does this object deal? |
| emagged | Is this object emagged? |
| force | How much damage this object does in melee. |
| force_blueprints | Forces the object to be on the blueprints, regardless of when it was created. |
| in_use | If we have a user using us, this will become TRUE. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING! |
| integrity_failure | Health threshold below which the object will break. Defaults to 0 for no special broken behavior. |
| max_integrity | Maximum health of the object, and default value of obj_integrity. |
| obj_integrity | Health of the object. If unspecified, defaults to max_integrity. |
| on_blueprints | Are we visible on the station blueprints at roundstart? |
| origin_tech | Used by R&D to determine what research bonuses it grants. |
| 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. |
| resistance_flags | Flags that make this object harder to destroy, e.g. [ACID_PROOF], [FIRE_PROOF], [INDESTRUCTIBLE]. |
| sharp | Can this object cut? |
| species_exception | A list of otherwise restricted /datum/species type paths that are permitted to wear this item. |
| speed_process | Should this object speed process? Greatly increases the frequency of process events (5 times more frequent). |
| suicidal_hands | Does this object require you to hold it to commit suicide with it? |
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 |
| calculate_oneshot_damage | returns the amount of damage required to destroy this object in a single hit. |
| default_unfasten_wrench | Handles (un)anchoring. Returns TRUE if successful, otherwise returns FALSE. |
| default_welder_repair | Returns TRUE if the object was successfully repaired. Fully repairs an object (setting BROKEN to FALSE), default repair time = 40. |
| extinguish | Called when the obj is no longer on fire. |
| fire_act | FIRE |
| force_eject_occupant | This proc handles safely removing occupant mobs from the object if they must be teleported out (due to being SSD/AFK, by admin teleport, etc) or transformed. |
| gender_reveal | Creates an animation of the item slowly lifting up from the floor with a colored outline, then slowly drifting back down. Arguments: |
| 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. |
| remove_gender_reveal_fx | Removes the non-animate effects from above proc |
| 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 |
| suicide_act | Override this to enable special self-termination interactions on an object when using the suicide command. |
| 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
acid_level 
How much acid is on this object?
being_shocked 
Is this object currently being zapped by lightning?
can_be_hit 
Can this object be attacked in melee?
custom_fire_overlay 
If provided, a custom overlay representing being the object being on fire.
damage_deflection 
Damage under this value will be completely ignored.
damtype 
What type of damage does this object deal?
emagged 
Is this object emagged?
force 
How much damage this object does in melee.
force_blueprints 
Forces the object to be on the blueprints, regardless of when it was created.
in_use 
If we have a user using us, this will become TRUE. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
integrity_failure 
Health threshold below which the object will break. Defaults to 0 for no special broken behavior.
max_integrity 
Maximum health of the object, and default value of obj_integrity.
obj_integrity 
Health of the object. If unspecified, defaults to max_integrity.
on_blueprints 
Are we visible on the station blueprints at roundstart?
origin_tech 
Used by R&D to determine what research bonuses it grants.
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.
resistance_flags 
Flags that make this object harder to destroy, e.g. [ACID_PROOF], [FIRE_PROOF], [INDESTRUCTIBLE].
sharp 
Can this object cut?
species_exception 
A list of otherwise restricted /datum/species type paths that are permitted to wear this item.
speed_process 
Should this object speed process? Greatly increases the frequency of process events (5 times more frequent).
suicidal_hands 
Does this object require you to hold it to commit suicide with it?
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
calculate_oneshot_damage
returns the amount of damage required to destroy this object in a single hit.
default_unfasten_wrench
Handles (un)anchoring. Returns TRUE if successful, otherwise returns FALSE.
default_welder_repair
Returns TRUE if the object was successfully repaired. Fully repairs an object (setting BROKEN to FALSE), default repair time = 40.
extinguish
Called when the obj is no longer on fire.
fire_act
FIRE
force_eject_occupant
This proc handles safely removing occupant mobs from the object if they must be teleported out (due to being SSD/AFK, by admin teleport, etc) or transformed.
gender_reveal
Creates an animation of the item slowly lifting up from the floor with a colored outline, then slowly drifting back down. Arguments:
- outline_color: Default is between pink and light blue, is the color of the outline filter.
- ray_color: Null by default. If not set, just copies outline. Used for the ray filter.
- anim_time: Total time of the animation. Split into two different calls.
- do_float: Lets you disable the sprite floating up and down.
- do_layer: Lets you disable the layering increase.
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.
remove_gender_reveal_fx
Removes the non-animate effects from above proc
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
suicide_act
Override this to enable special self-termination interactions on an object when using the suicide command.
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.