obj

Vars | |
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 |
---|---|
custom_fire_overlay | Custom fire overlay icon |
damage_deflection | Damage under this value will be completely ignored |
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. |
network_id | Network id. If set it can be found by either its hardware id or by the id tag if thats set. It can also be broadcasted to as long as the other guys network is on the same branch or above. |
wound_bonus | How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds. |
Procs | |
CanAStarPass | This proc is used for telling whether something can pass by this object in a given direction, for use by the pathfinding system. |
Destroy | Needs to run before as ComponentInitialize runs after this statement...why do we have ComponentInitialize again? |
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. |
attack_tk_grab | Telekinesis object grab act. |
burn | called when the obj is destroyed by fire |
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. |
expose_reagents | Handles exposing an object to reagents. |
extinguish | Called when the obj is no longer on fire. |
fire_act | / FIRE Called when the obj is exposed to fire. |
get_integrity | This mostly exists to keep obj_integrity private. Might be useful in the future. |
hulk_damage | Called to get the damage that hulks will deal to the obj. |
integrate_amount | Return used to determine how many resources a swarmer gains when consuming an object |
modify_max_integrity | changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken. |
obj_break | Called after the obj takes damage and integrity is below integrity_failure level |
obj_destruction | what happens when the obj's integrity reaches zero. |
obj_fix | Called when integrity is repaired above the breaking point having been broken before |
pipe_eject | General proc used to expel a holder's contents through src (for bins holder is also the src). |
play_attack_sound | the sound played when the obj is damaged. |
repair_damage | Proc for recovering obj_integrity. Returns the amount repaired by |
reskin_obj | Reskins object based on a user's choice |
run_obj_armor | returns the damage value of the attack after processing the obj's various armor protections |
take_damage | The essential proc to call when an obj must receive damage of any kind. |
update_integrity | Handles the integrity of an object changing. This must be called instead of changing integrity directly. |
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
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
custom_fire_overlay

Custom fire overlay icon
damage_deflection

Damage under this value will be completely ignored
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.
network_id

Network id. If set it can be found by either its hardware id or by the id tag if thats set. It can also be broadcasted to as long as the other guys network is on the same branch or above.
wound_bonus

How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.
Proc Details
CanAStarPass
This proc is used for telling whether something can pass by this object in a given direction, for use by the pathfinding system.
Trying to generate one long path across the station will call this proc on every single object on every single tile that we're seeing if we can move through, likely multiple times per tile since we're likely checking if we can access said tile from multiple directions, so keep these as lightweight as possible.
Arguments:
- ID- An ID card representing what access we have (and thus if we can open things like airlocks or windows to pass through them). The ID card's physical location does not matter, just the reference
- to_dir- What direction we're trying to move in, relevant for things like directional windows that only block movement in certain directions
- caller- The movable we're checking pass flags for, if we're making any such checks
Destroy
Needs to run before as ComponentInitialize runs after this statement...why do we have ComponentInitialize again?
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.
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
called when the obj is destroyed by fire
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.
expose_reagents
Handles exposing an object to reagents.
extinguish
Called when the obj is no longer on fire.
fire_act
/ FIRE Called when the obj is exposed to fire.
get_integrity
This mostly exists to keep obj_integrity private. Might be useful in the future.
hulk_damage
Called to get the damage that hulks will deal to the obj.
integrate_amount
Return used to determine how many resources a swarmer gains when consuming an object
modify_max_integrity
changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.
obj_break
Called after the obj takes damage and integrity is below integrity_failure level
obj_destruction
what happens when the obj's integrity reaches zero.
obj_fix
Called when integrity is repaired above the breaking point having been broken before
pipe_eject
General proc used to expel a holder's contents through src (for bins holder is also the src).
play_attack_sound
the sound played when the obj is damaged.
repair_damage
Proc for recovering obj_integrity. Returns the amount repaired by
reskin_obj
Reskins object based on a user's choice
Arguments:
- M The mob choosing a reskin option
run_obj_armor
returns the damage value of the attack after processing the obj's various armor protections
take_damage
The essential proc to call when an obj must receive damage of any kind.
update_integrity
Handles the integrity of an object changing. This must be called instead of changing integrity directly.
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.