obj ![code/game/objects/objs.dm 2](git.png)
Vars | |
always_reskinnable | Can always be modified |
---|---|
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 |
current_skin | The item reskin |
damage_deflection | Damage under this value will be completely ignored |
reskin_binding | How to bring up the reskinning menu |
unique_reskin | List of options to reskin. |
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. |
check_on_table | Adjusts the vertical pixel offset when the object is anchored on a tile with table |
fire_act | FIRE |
get_armor | Get the atom's armor reference |
get_armor_rating | Helper to get a specific rating for the atom's armor |
repair_damage | Proc for recovering obj_integrity. Returns the amount repaired by |
reskin_obj | Do you want to make overrides, of course you do! Will be called if an object was reskinned successfully |
setAnchored | @depricated DO NOT USE |
set_armor | Sets the armor of this atom to the specified armor |
set_armor_rating | Helper to update the atom's armor to a new armor with the specified rating |
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. |
Var Details
always_reskinnable ![code/game/objects/objs.dm 38](git.png)
Can always be modified
anchored_tabletop_offset ![code/game/objects/objs.dm 53](git.png)
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 ![code/game/objects/objs.dm 18](git.png)
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
current_skin ![code/game/objects/objs.dm 34](git.png)
The item reskin
damage_deflection ![code/game/objects/objs.dm 26](git.png)
Damage under this value will be completely ignored
reskin_binding ![code/game/objects/objs.dm 40](git.png)
How to bring up the reskinning menu
unique_reskin ![code/game/objects/objs.dm 36](git.png)
List of options to reskin.
wound_bonus ![code/game/objects/objs.dm 16](git.png)
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
check_on_table
Adjusts the vertical pixel offset when the object is anchored on a tile with table
fire_act
FIRE
get_armor
Get the atom's armor reference
get_armor_rating
Helper to get a specific rating for the atom's armor
repair_damage
Proc for recovering obj_integrity. Returns the amount repaired by
reskin_obj
Do you want to make overrides, of course you do! Will be called if an object was reskinned successfully
setAnchored
@depricated DO NOT USE
set_armor
Sets the armor of this atom to the specified armor
set_armor_rating
Helper to update the atom's armor to a new armor with the specified rating
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