atom
The base type for nearly all physical objects in SS13
Lots and lots of functionality lives here, although in general we are striving to move as much as possible to the components/elements system
Vars | |
active_hud_list | all of this atom's HUD images which can actually be seen by players with that hud |
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add_overlays | a very temporary list of overlays to add |
ai_controller | AI controller that controls this atom. type on init, then turned into an instance during runtime. Note: If you are for some reason giving this to a non-mob, it needs to create it's own in Initialize() |
armor | Atom armor. Use returnArmor() |
article | If non-null, overrides a/an/some in all cases |
atom_colours | used to store the different colors on an atom |
atom_storage | the datum handler for our contents - see create_storage() for creation method |
base_icon_state | Used for changing icon states for different base sprites. |
base_pixel_x | Default pixel x shifting for the atom's icon. |
base_pixel_y | Default pixel y shifting for the atom's icon. |
bottom_left_corner | Smoothing variable |
bottom_right_corner | Smoothing variable |
buckle_message_cooldown | Cooldown tick timer for buckle messages |
canSmoothWith | List of smoothing groups this atom can smooth with. If this is null and atom is smooth, it smooths only with itself. Must be sorted. |
can_astar_pass | How this atom should react to having its astar blocking checked |
chat_color | Last color calculated for the the chatmessage overlays |
chat_color_darkened | A luminescence-shifted value of the last color calculated for chatmessage overlays |
chat_color_name | Last name used to calculate a color for the chatmessage overlays |
custom_materials | The custom materials this atom is made of, used by a lot of things like furniture, walls, and floors (if I finish the functionality, that is.) The list referenced by this var can be shared by multiple objects and should not be directly modified. Instead, use set_custom_materials. |
damage_deflection | Damage under this value will be completely ignored |
debris_amount | Amount of debris particles |
debris_icon_state | Icon state of debris when impacted by a projectile |
debris_scale | Scale of particle debris |
debris_velocity | Velocity of debris particles |
explosion_block | Value used to increment ex_act() if reactionary_explosions is on |
fingerprintslast | Last fingerprints to touch this atom |
flags_1 | First atom flags var |
flags_2 | Second atom flags var |
forensics | Forensics datum, initialzed when needed. |
greyscale_colors | A string of hex format colors to be used by greyscale sprites, ex: "#0054aa#badcff" |
greyscale_config | The config type to use for greyscaled sprites. Both this and greyscale_colors must be assigned to work. |
hud_list | all of this atom's HUD (med/sec, etc) images. Associative list of the form: list(hud category = hud image or images for that category). most of the time hud category is associated with a single image, sometimes its associated with a list of images. not every hud in this list is actually used. for ones available for others to see, look at active_hud_list. |
hud_possible | HUD images that this atom can provide. |
in_atom_huds | A list of atom huds this object is within |
initialized | Has this atom's constructor ran? |
interaction_flags_atom | Intearaction flags |
is_mouseover_interactable | !DO NOT DIRECTLY EDIT! Can mobs "interact" with this item? THIS IS ONLY USED FOR MOUSE ICONS. SEE interactables.dm. |
light | Our light source. Don't fuck with this directly unless you have a good reason! |
light_color | Hexadecimal RGB string representing the colour of the light. White by default. |
light_falloff_curve | Adjusts curve for falloff gradient |
light_flags | Bitflags to determine lighting-related atom properties. |
light_inner_range | Range of the maximum brightness of light in tiles. Zero means no light. |
light_on | Boolean variable for toggleable lights. Has no effect without the proper light_system, light_range and light_power values. |
light_outer_range | Range where light begins to taper into darkness in tiles. |
light_power | Intensity of the light. The stronger, the less shadows you will see on the lit area. |
light_sources | Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list. |
light_system | Light systems, both shouldn't be active at the same time. |
managed_overlays | overlays managed by update_overlays to prevent removing overlays that weren't added by the same proc. Single items are stored on their own, not in a list. |
managed_vis_overlays | vis overlays managed by SSvis_overlays to automaticaly turn them like other overlays. |
material_flags | Bitfield for how the atom handles materials. |
material_modifier | Modifier that raises/lowers the effect of the amount of a material, prevents small and easy to get items from being death machines. |
mergers | Holds merger groups currently active on the atom. Do not access directly, use GetMergeGroup() instead. |
orbit_target | Reference to atom being orbited |
pass_flags_self | pass_flags that we are. If any of this matches a pass_flag on a moving thing, by default, we let them through. |
rad_insulation | Radiation insulation types |
reagents | Reagents holder |
receive_ricochet_chance_mod | When a projectile tries to ricochet off this atom, the projectile ricochet chance is multiplied by this |
receive_ricochet_damage_coeff | When a projectile ricochets off this atom, it deals the normal damage * this modifier to this atom |
remove_overlays | a very temporary list of overlays to remove |
smoothing_flags | Icon-smoothing behavior. |
smoothing_groups | What smoothing groups does this atom belongs to, to match canSmoothWith. If null, nobody can smooth with it. Must be sorted. |
smoothing_junction | What directions this is currently smoothing with. IMPORTANT: This uses the smoothing direction flags as defined in icon_smoothing.dm, instead of the BYOND flags. |
top_left_corner | Smoothing variable |
top_right_corner | Smoothing variable |
uses_integrity | any atom that uses integrity and can be damaged must set this to true, otherwise the integrity procs will throw an error |
Procs | |
AllowDrop | Are you allowed to drop this atom |
AltClickNoInteract | Use this instead of /mob/proc/AltClickOn where you only want turf content listing without additional atom alt-click interaction |
Beam | This is what you use to start a beam. Example: origin.Beam(target, args). Store the return of this proc if you don't set maxdist or time, you need it to delete the beam. |
CanAStarPass | This proc is used for telling whether something can pass by this atom in a given direction, for use by the pathfinding system. |
CanAllowThrough | Returns true or false to allow the mover to move through src |
CanMoveOnto | A version of CanPass() that accounts for vertical movement. |
CanPass | Whether the mover object can avoid being blocked by this atom, while arriving from (or leaving through) the border_dir. |
CheckParts | Ensure a list of atoms/reagents exists inside this atom |
Click | Before anything else, defer these calls to a per-mobtype handler. This allows us to remove istype() spaghetti code, but requires the addition of other handler procs to simplify it. |
Destroy | Top level of the destroy chain for most atoms |
Entered | An atom has entered this atom's contents |
Exit | An atom is attempting to exit this atom's contents |
Exited | An atom has exited this atom's contents |
GetExplosionBlock | returns how much the object blocks an explosion. Used by subtypes. |
GetMergeGroup | Gets a merger datum representing the connected blob of objects in the allowed_types argument |
HasProximity | Is this atom within 1 tile of another atom |
Initialize | The primary method that objects are setup in SS13 with |
IsObscured | Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it |
LateInitialize | Late Intialization, for code that should run after all atoms have run Intialization |
New | Called when an atom is created in byond (built in engine proc) |
Shake | Perform a shake on an atom, resets its position afterwards |
ShowProcessingGui | Creates the radial and processes the selected option |
Topic | Passes Stat Browser Panel clicks to the game and calls client click on an atom |
_Click | stupid workaround for byond not recognizing the /atom/Click typepath for the queued click callbacks |
acid_act | Respond to acid being used on our atom |
add_atom_colour | Adds an instance of colour_type to the atom's atom_colours list |
add_blood_DNA | Returns TRUE if new blood dna was added. |
add_context | Creates a "Type-B" contextual screentip interaction.
When a user hovers over this, this proc will be called in order
to provide context for contextual screentips.
You must call register_context() in order for this to be registered.
A screentip context list is a list that has context keys (SCREENTIP_CONTEXT_*, from __DEFINES/screentips.dm)
that map to the action as text.
If you mutate the list in this signal, you must return CONTEXTUAL_SCREENTIP_SET.
source can, in all cases, be replaced with src , and only exists because this proc directly connects to a signal. |
add_fiber_list | Add a list of fibers |
add_fibers | Adds the fibers of M to our fiber list. |
add_fingerprint | Adds the fingerprint of M to our fingerprint list. Ignoregloves will ignore any gloves they may be wearing. |
add_fingerprint_list | Add a list of fingerprints |
add_gunshot_residue | Add a list of residues |
add_mob_blood | to add blood from a mob onto something, and transfer their dna info |
airflow_hit_act | Called when "flying" calls airflow_hit() on src |
alt_click_on_secondary | The base proc of when something is right clicked on when alt is held - generally use alt_click_secondary instead |
alt_click_secondary | The base proc of when something is right clicked on when alt is held |
analyzer_act | Called on an object when a tool with analyzer capabilities is used to left click an object |
analyzer_act_secondary | Called on an object when a tool with analyzer capabilities is used to right click an object |
assume_air | Take air from the passed in gas mixture datum |
atmos_expose | This is your process() proc |
atom_break | Called after the atom takes damage and integrity is below integrity_failure level |
atom_destruction | what happens when the atom's integrity reaches zero. |
atom_fix | Called when integrity is repaired above the breaking point having been broken before |
attack_ai_secondary | What happens when the AI holds right-click on an item. Returns a SECONDARY_ATTACK_* value. |
attack_drone | Defaults to attack_hand or attack_hand_secondary. Override it when you don't want drones to do same stuff as humans. |
attack_grab | Interaction handler for being clicked on with a grab. This is called regardless of user intent. |
attack_hand | Return TRUE to cancel other attack hand effects that respect it. Modifiers is the assoc list for click info such as if it was a right click. |
attack_hand_secondary | When the user uses their hand on an item while holding right-click Returns a SECONDARY_ATTACK_* value. |
attack_hulk | This atom has been hit by a hulkified mob in hulk mode (user) |
attack_paw | Attacked by monkey |
attack_robot_secondary | What happens when the cyborg without active module holds right-click on an item. Returns a SECONDARY_ATTACK_* value. |
attack_self_tk | Telekinesis item attack_self act. |
attack_tk | Telekinesis attack act, happens when the TK user clicks on a non-adjacent target in range. |
attackby | Called on an object being hit by an item |
attackby_secondary | Called on an object being right-clicked on by an item |
attacked_by | Called from [/obj/item/proc/attack_atom] and /obj/item/proc/attack if the attack succeeds |
attempt_charge | Used to attempt to charge an object with a payment component. |
audible_message | Show a message to all mobs in earshot of this atom |
balloon_alert | Creates text that will float from the atom upwards to the viewer. |
balloon_alert_to_viewers | Create balloon alerts (text that floats up) to everything within range. Will only display to people who can see. |
become_atmos_sensitive | allows this movable to know when it's container's temperature has changed |
bitmask_smooth | Basic smoothing proc. The atom checks for adjacent directions to smooth with and changes the icon_state based on that. |
blob_act | React to a hit by a blob objecd |
bullet_act | React to a hit by a projectile object |
calculate_adjacencies | Scans all adjacent turfs to find targets to smooth with. |
check_eye | Check if this atoms eye is still alive (probably) |
check_projectile_armor | A cut-out proc for /atom/proc/bullet_act so living mobs can have their own armor behavior checks without causing issues with needing their own on_hit call |
clone_storage | A quick and easy way to /clone/ a storage datum for an atom (does not copy over contents, only the datum details) |
connect_to_shuttle | Connect this atom to a shuttle |
container_resist_act | Called when something resists while this atom is its loc |
contains | Returns true if the src countain the atom target |
contents_explosion | Handle what happens when your contents are exploded by a bomb |
create_forensics | Creates our forensics datum |
create_reagents | Convenience proc to create a reagents holder for an atom |
create_storage | A quick and easy way to create a storage datum for an atom |
crowbar_act | Called on an object when a tool with crowbar capabilities is used to left click an object |
crowbar_act_secondary | Called on an object when a tool with crowbar capabilities is used to right click an object |
cut_overlays | Tracks the current index into build_overlays so that we can preserve ordering. |
do_alert_animation | Does the MGS ! animation |
do_hurt_animation | Plays an animation for getting hit. |
drop_location | Where atoms should drop if taken from this atom |
emag_act | Respond to an emag being used on our atom |
emp_act | React to an EMP of the given severity |
ex_act | React to being hit by an explosion |
examine | Called when a mob examines (shift click or verb) this atom |
examine_more | Called when a mob examines (shift click or verb) this atom twice (or more) within EXAMINE_MORE_WINDOW (default 1 second) |
expose_reagents | |
find_all_cells_containing | debug proc for checking if a movable is in multiple cells when it shouldnt be (ie always unless multitile entering is implemented) |
find_type_in_direction | Scans direction to find targets to smooth with. |
get_all_contents | Returns the src and all recursive contents as a list. |
get_all_contents_ignoring | Like get_all_contents_type, but uses a typecache list as argument |
get_all_contents_type | identical to get_all_contents but returns a list of atoms of the type passed in the argument. |
get_all_orbiters | Recursive getter method to return a list of all ghosts orbitting this atom |
get_antag_info | Returns a list of antagonist-related information about this object. |
get_controls_info | Returns a list of controls information about this object. |
get_custom_material_amount | Gets the total amount of materials in this atom. |
get_dumping_location | *s |
get_examine_name | Get the name of this object for examine |
get_examine_string | Generate the full examine string of this atom (including icon for goonchat) |
get_flock_id | Returns the name that the flock has given an object. Flavor. |
get_hud_pixel_y | Returns a pixel_y value to use for hud code |
get_id_examine_strings | Returns an extended list of examine strings for any contained ID cards. |
get_integrity | This mostly exists to keep atom_integrity private. Might be useful in the future. |
get_integrity_percentage | Retrieves the atom's current damage as a percentage where 100% is 100 . |
get_lore_info | Returns a list of lore information about this object. |
get_master_material | Gets the most common material in the object. |
get_material_composition | Returns the material composition of the atom. |
get_mechanics_info | Returns a list of mechanics information for this object. |
get_name_chaser | Used to insert text after the name but before the description in examine() |
get_remote_view_fullscreens | the vision impairment to give to the mob whose perspective is set to that atom |
handle_atom_del | This proc is called when an atom in our contents has it's Destroy called |
handle_fall | Used for making a sound when a mob involuntarily falls into the ground. |
handle_slip | Handle the atom being slipped over |
has_gravity | Returns true if this atom has gravity for the passed in turf |
has_material_category | Fetches a list of all of the materials this object has with the desired material category. |
has_material_type | Fetches a list of all of the materials this object has of the desired type. Returns null if there is no valid materials of the type |
hear_location | What atom is actually "Hearing". |
hitby | React to being hit by a thrown object |
hitby_react | We have have actually hit the passed in atom |
hulk_damage | Called to get the damage that hulks will deal to the atom. |
in_contents_of | Return true if we're inside the passed in atom |
is_drainable | Is this atom drainable of reagents |
is_drawable | Can we draw from this atom with an injectable atom |
is_injectable | Is this atom injectable into other atoms |
is_open_container | Convenience proc to see if a container is open for chemistry handling |
is_refillable | Can this atoms reagents be refilled |
isinspace | Is this atom in space |
log_message | Generic logging helper |
log_talk | Helper for logging chat messages or other logs with arbitrary inputs(e.g. announcements) |
log_touch | For admins. Logs when mobs players with this thing. |
lose_atmos_sensitivity | removes temperature sensitivity |
makeHologram | Makes this atom look like a "hologram" So transparent, blue and with a scanline |
mat_update_desc | This proc is called when a material updates an object's description |
mech_melee_attack | |
modify_max_integrity | changes max_integrity while retaining current health percentage, returns TRUE if the atom got broken. |
multitool_act | Called on an object when a tool with multitool capabilities is used to left click an object |
multitool_act_secondary | Called on an object when a tool with multitool capabilities is used to right click an object |
multitool_check_buffer | Check if the multitool has an item in it's data buffer |
narsie_act | Respond to narsie eating our atom |
ninjadrain_act | Atom level proc for space ninja's glove interactions. |
onAwayMission | Is the atom in an away mission |
onCentCom | Is this atom currently located on centcom |
onSyndieBase | Is the atom in any of the centcom syndicate areas |
on_log | Called when the atom log's in or out |
on_mouse_enter | Fired whenever this atom is the most recent to be hovered over in the tick.
Preferred over MouseEntered if you do not need information such as the position of the mouse.
Especially because this is deferred over a tick, do not trust that client is not null. |
play_attack_sound | the sound played when the atom is damaged. |
prepare_huds | Prepare the huds for this atom |
rcd_act | Respond to an RCD acting on our item |
rcd_vals | Return the values you get when an RCD eats you? |
register_context | Create a "Type-B" contextual screentip interaction, registering to add_context() .
This will run add_context() when the atom is hovered over by an item for context.
add_context() will not be called unless this is run.
This is not necessary for Type-B interactions, as you can just apply the flag and register to the signal yourself. |
relaydrive | A special case of relaymove() in which the person relaying the move may be "driving" this atom |
relaymove | An atom we are buckled or is contained within us has tried to move |
remove_air | Remove air from this atom |
remove_atom_colour | Removes an instance of colour_type from the atom's atom_colours list |
repair_damage | Proc for recovering atom_integrity. Returns the amount repaired by |
replace_smooth_overlays | Internal: Takes icon states as text to replace smoothing corner overlays |
reset_plane_and_layer | Reset plane and layer values to their defaults. |
returnArmor | Retreive an atom's armor, creating it if it doesn't exist |
return_air | Return the current air environment in this atom |
return_analyzable_air | Return the air if we can analyze it |
return_breathable_air | Return air that a contained mob will be breathing. |
return_temperature | Return atom temperature |
run_atom_armor | returns the damage value of the attack after processing the atom's various armor protections |
runechat_prefs_check | Returns the client runechat visible messages preference according to the message type. |
rust_heretic_act | Causes effects when the atom gets hit by a rust effect from heretics |
screwdriver_act | Called on an object when a tool with screwdriver capabilities is used to left click an object |
screwdriver_act_secondary | Called on an object when a tool with screwdriver capabilities is used to right click an object |
setArmor | Setter for armor |
setClosed | Used to set something as 'closed' if it's being used as a supplypod |
setDir | Hook for running code when a dir change occurs |
setOpened | Used to set something as 'open' if it's being used as a supplypod |
set_base_pixel_x | Setter for the base_pixel_x variable to append behavior related to its changing. |
set_base_pixel_y | Setter for the base_pixel_y variable to append behavior related to its changing. |
set_custom_materials | Sets the custom materials for an item. |
set_density | Setter for the density variable to append behavior related to its changing. |
set_greyscale | Handles updates to greyscale value updates. The colors argument can be either a list or the full color string. Child procs should call parent last so the update happens after all changes. |
set_hud_image_active | set every hud image in the given category active so other people with the given hud can see it. Arguments: |
set_hud_image_inactive | sets every hud image in the given category inactive so no one can see it |
set_hud_image_vars | Update the icon_state of an atom hud image. |
set_light_color | Setter for the light color of this atom. |
set_light_curve | Setter for this atom's light falloff curve. |
set_light_flags | Setter for the light flags of this atom. |
set_light_on | Setter for whether or not this atom's light is on. |
set_light_power | Setter for the light power of this atom. |
set_light_range | Setter for the light range of this atom. |
set_opacity | Updates the atom's opacity value. |
set_smoothed_icon_state | Changes the icon state based on the new junction bitmask. Returns the old junction value. |
shuttleRotate | Base proc |
singularity_act | Respond to the singularity eating this atom |
singularity_pull | Respond to the singularity pulling on us |
smooth_icon | do not use, use QUEUE_SMOOTH(atom) |
take_damage | The essential proc to call when an atom must receive damage of any kind. |
tool_act | Tool behavior procedure. Redirects to tool-specific procs by default. |
transfer_mob_blood_dna | to add a mob's dna info into an object's blood_dna list. |
unsafe_return_air | Return the current air environment in this atom. If this atom is a turf, it will not automatically update the zone. |
update_above | Updates whatever openspace objects may be mimicking us. On turfs this queues an openturf update on the above openturf, on movables this updates their bound movable (if present). Meaningless on any type other than /turf or /atom/movable (incl. children). |
update_appearance | Updates the appearence of the icon |
update_atom_colour | Resets the atom's color to null, and then sets it to the highest priority colour available |
update_desc | Updates the description of the atom |
update_greyscale | Checks if this atom uses the GAGS system and if so updates the icon |
update_icon | Updates the icon of the atom |
update_icon_state | Updates the icon state of the atom |
update_integrity | Handles the integrity of an atom changing. This must be called instead of changing integrity directly. |
update_light | Will update the light (duh). Creates or destroys it if needed, makes it update values, makes sure it's got the correct source turf... |
update_name | Updates the name of the atom |
update_overlays | Updates the overlays of the atom |
update_remote_sight | the sight changes to give to the mob whose perspective is set to that atom |
visible_message | Generate a visible message from this atom |
vv_edit_var | call back when a var is edited on this atom |
vv_get_dropdown | Return the markup to for the dropdown list for the VV panel for this atom |
wash | Wash this atom |
welder_act | Called on an object when a tool with welder capabilities is used to left click an object |
welder_act_secondary | Called on an object when a tool with welder capabilities is used to right click an object |
wirecutter_act | Called on an object when a tool with wirecutter capabilities is used to left click an object |
wirecutter_act_secondary | Called on an object when a tool with wirecutter capabilities is used to right click an object |
wrench_act | Called on an object when a tool with wrench capabilities is used to left click an object |
wrench_act_secondary | Called on an object when a tool with wrench capabilities is used to right click an object |
zap_act | Respond to an electric bolt action on our item |
zas_canpass | Checks whether or not ZAS can occupy this atom's turf. Invoked by the ATMOS_CANPASS_TURF macro. |
zas_update_loc | Tells ZAS to mark the tile the atom is in to update. |
Var Details
active_hud_list
all of this atom's HUD images which can actually be seen by players with that hud
add_overlays
a very temporary list of overlays to add
ai_controller
AI controller that controls this atom. type on init, then turned into an instance during runtime. Note: If you are for some reason giving this to a non-mob, it needs to create it's own in Initialize()
armor
Atom armor. Use returnArmor()
article
If non-null, overrides a/an/some in all cases
atom_colours
used to store the different colors on an atom
its inherent color, the colored paint applied on it, special color effect etc...
atom_storage
the datum handler for our contents - see create_storage() for creation method
base_icon_state
Used for changing icon states for different base sprites.
base_pixel_x
Default pixel x shifting for the atom's icon.
base_pixel_y
Default pixel y shifting for the atom's icon.
bottom_left_corner
Smoothing variable
bottom_right_corner
Smoothing variable
buckle_message_cooldown
Cooldown tick timer for buckle messages
canSmoothWith
List of smoothing groups this atom can smooth with. If this is null and atom is smooth, it smooths only with itself. Must be sorted.
can_astar_pass
How this atom should react to having its astar blocking checked
chat_color
Last color calculated for the the chatmessage overlays
chat_color_darkened
A luminescence-shifted value of the last color calculated for chatmessage overlays
chat_color_name
Last name used to calculate a color for the chatmessage overlays
custom_materials
The custom materials this atom is made of, used by a lot of things like furniture, walls, and floors (if I finish the functionality, that is.) The list referenced by this var can be shared by multiple objects and should not be directly modified. Instead, use set_custom_materials.
damage_deflection
Damage under this value will be completely ignored
debris_amount
Amount of debris particles
debris_icon_state
Icon state of debris when impacted by a projectile
debris_scale
Scale of particle debris
debris_velocity
Velocity of debris particles
explosion_block
Value used to increment ex_act() if reactionary_explosions is on
fingerprintslast
Last fingerprints to touch this atom
flags_1
First atom flags var
flags_2
Second atom flags var
forensics
Forensics datum, initialzed when needed.
greyscale_colors
A string of hex format colors to be used by greyscale sprites, ex: "#0054aa#badcff"
greyscale_config
The config type to use for greyscaled sprites. Both this and greyscale_colors must be assigned to work.
hud_list
all of this atom's HUD (med/sec, etc) images. Associative list of the form: list(hud category = hud image or images for that category). most of the time hud category is associated with a single image, sometimes its associated with a list of images. not every hud in this list is actually used. for ones available for others to see, look at active_hud_list.
hud_possible
HUD images that this atom can provide.
in_atom_huds
A list of atom huds this object is within
initialized
Has this atom's constructor ran?
interaction_flags_atom
Intearaction flags
is_mouseover_interactable
!DO NOT DIRECTLY EDIT! Can mobs "interact" with this item? THIS IS ONLY USED FOR MOUSE ICONS. SEE interactables.dm.
light
Our light source. Don't fuck with this directly unless you have a good reason!
light_color
Hexadecimal RGB string representing the colour of the light. White by default.
light_falloff_curve
Adjusts curve for falloff gradient
light_flags
Bitflags to determine lighting-related atom properties.
light_inner_range
Range of the maximum brightness of light in tiles. Zero means no light.
light_on
Boolean variable for toggleable lights. Has no effect without the proper light_system, light_range and light_power values.
light_outer_range
Range where light begins to taper into darkness in tiles.
light_power
Intensity of the light. The stronger, the less shadows you will see on the lit area.
light_sources
Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list.
light_system
Light systems, both shouldn't be active at the same time.
managed_overlays
overlays managed by update_overlays to prevent removing overlays that weren't added by the same proc. Single items are stored on their own, not in a list.
managed_vis_overlays
vis overlays managed by SSvis_overlays to automaticaly turn them like other overlays.
material_flags
Bitfield for how the atom handles materials.
material_modifier
Modifier that raises/lowers the effect of the amount of a material, prevents small and easy to get items from being death machines.
mergers
Holds merger groups currently active on the atom. Do not access directly, use GetMergeGroup() instead.
orbit_target
Reference to atom being orbited
pass_flags_self
pass_flags that we are. If any of this matches a pass_flag on a moving thing, by default, we let them through.
rad_insulation
Radiation insulation types
reagents
Reagents holder
receive_ricochet_chance_mod
When a projectile tries to ricochet off this atom, the projectile ricochet chance is multiplied by this
receive_ricochet_damage_coeff
When a projectile ricochets off this atom, it deals the normal damage * this modifier to this atom
remove_overlays
a very temporary list of overlays to remove
smoothing_flags
Icon-smoothing behavior.
smoothing_groups
What smoothing groups does this atom belongs to, to match canSmoothWith. If null, nobody can smooth with it. Must be sorted.
smoothing_junction
What directions this is currently smoothing with. IMPORTANT: This uses the smoothing direction flags as defined in icon_smoothing.dm, instead of the BYOND flags.
top_left_corner
Smoothing variable
top_right_corner
Smoothing variable
uses_integrity
any atom that uses integrity and can be damaged must set this to true, otherwise the integrity procs will throw an error
Proc Details
AllowDrop
Are you allowed to drop this atom
AltClickNoInteract
Use this instead of /mob/proc/AltClickOn where you only want turf content listing without additional atom alt-click interaction
Beam
This is what you use to start a beam. Example: origin.Beam(target, args). Store the return of this proc if you don't set maxdist or time, you need it to delete the beam.
Unless you're making a custom beam effect (see the beam_type argument), you won't actually have to mess with any other procs. Make sure you store the return of this Proc, you'll need it to kill the beam. Arguments: BeamTarget: Where you're beaming from. Where do you get origin? You didn't read the docs, fuck you. icon_state: What the beam's icon_state is. The datum effect isn't the ebeam object, it doesn't hold any icon and isn't type dependent. icon: What the beam's icon file is. Don't change this, man. All beam icons should be in beam.dmi anyways. maxdistance: how far the beam will go before stopping itself. Used mainly for two things: preventing lag if the beam may go in that direction and setting a range to abilities that use beams. beam_type: The type of your custom beam. This is for adding other wacky stuff for your beam only. Most likely, you won't (and shouldn't) change it.
CanAStarPass
This proc is used for telling whether something can pass by this atom 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.
For turfs this will only be used if pathing_pass_method is TURF_PATHING_PASS_PROC
Arguments:
- to_dir - What direction we're trying to move in, relevant for things like directional windows that only block movement in certain directions
- pass_info - Datum that stores info about the thing that's trying to pass us
IMPORTANT NOTE: /turf/proc/LinkBlockedWithAccess assumes that overrides of CanAStarPass will always return true if density is FALSE If this is NOT you, ensure you edit your can_astar_pass variable. Check __DEFINES/path.dm
CanAllowThrough
Returns true or false to allow the mover to move through src
CanMoveOnto
A version of CanPass() that accounts for vertical movement.
CanPass
Whether the mover object can avoid being blocked by this atom, while arriving from (or leaving through) the border_dir.
CheckParts
Ensure a list of atoms/reagents exists inside this atom
Goes throught he list of passed in parts, if they're reagents, adds them to our reagent holder creating the reagent holder if it exists.
If the part is a moveable atom and the previous location of the item was a mob/living, it calls the inventory handler transferItemToLoc for that mob/living and transfers the part to this atom
Otherwise it simply forceMoves the atom into this atom
Click
Before anything else, defer these calls to a per-mobtype handler. This allows us to remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
Alternately, you could hardcode every mob's variation in a flat /mob/proc/ClickOn proc; however, that's a lot of code duplication and is hard to maintain.
Note that this proc can be overridden, and is in the case of screen objects.
Destroy
Top level of the destroy chain for most atoms
Cleans up the following:
- Removes alternate apperances from huds that see them
- qdels the reagent holder from atoms if it exists
- clears the orbiters list
- clears overlays and priority overlays
- clears the light object
Entered
An atom has entered this atom's contents
Default behaviour is to send the COMSIG_ATOM_ENTERED
Exit
An atom is attempting to exit this atom's contents
Default behaviour is to send the COMSIG_ATOM_EXIT
Exited
An atom has exited this atom's contents
Default behaviour is to send the COMSIG_ATOM_EXITED
GetExplosionBlock
returns how much the object blocks an explosion. Used by subtypes.
GetMergeGroup
Gets a merger datum representing the connected blob of objects in the allowed_types argument
HasProximity
Is this atom within 1 tile of another atom
Initialize
The primary method that objects are setup in SS13 with
we don't use New as we have better control over when this is called and we can choose to delay calls or hook other logic in and so forth
During roundstart map parsing, atoms are queued for intialization in the base atom/New(), After the map has loaded, then Initalize is called on all atoms one by one. NB: this is also true for loading map templates as well, so they don't Initalize until all objects in the map file are parsed and present in the world
If you're creating an object at any point after SSInit has run then this proc will be immediately be called from New.
mapload: This parameter is true if the atom being loaded is either being intialized during the Atom subsystem intialization, or if the atom is being loaded from the map template. If the item is being created at runtime any time after the Atom subsystem is intialized then it's false.
The mapload argument occupies the same position as loc when Initialize() is called by New(). loc will no longer be needed after it passed New(), and thus it is being overwritten with mapload at the end of atom/New() before this proc (atom/Initialize()) is called.
You must always call the parent of this proc, otherwise failures will occur as the item will not be seen as initalized (this can lead to all sorts of strange behaviour, like the item being completely unclickable)
You must not sleep in this proc, or any subprocs
Any parameters from new are passed through (excluding loc), naturally if you're loading from a map there are no other arguments
Must return an initialization hint or a runtime will occur.
Note: the following functions don't call the base for optimization and must copypasta handling:
IsObscured
Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it
LateInitialize
Late Intialization, for code that should run after all atoms have run Intialization
To have your LateIntialize proc be called, your atoms Initalization proc must return the hint INITIALIZE_HINT_LATELOAD otherwise you will never be called.
useful for doing things like finding other machines using INSTANCES_OF() because you can guarantee that all atoms will actually exist in the "WORLD" at this time and that all their Intialization code has been run
New
Called when an atom is created in byond (built in engine proc)
Not a lot happens here in SS13 code, as we offload most of the work to the Intialization proc, mostly we run the preloader if the preloader is being used and then call InitAtom of which the ultimate result is that the Intialize proc is called.
Shake
Perform a shake on an atom, resets its position afterwards
ShowProcessingGui
Creates the radial and processes the selected option
Topic
Passes Stat Browser Panel clicks to the game and calls client click on an atom
_Click
stupid workaround for byond not recognizing the /atom/Click typepath for the queued click callbacks
acid_act
Respond to acid being used on our atom
Default behaviour is to send COMSIG_ATOM_ACID_ACT and return
add_atom_colour
Adds an instance of colour_type to the atom's atom_colours list
add_blood_DNA
Returns TRUE if new blood dna was added.
add_context
Creates a "Type-B" contextual screentip interaction.
When a user hovers over this, this proc will be called in order
to provide context for contextual screentips.
You must call register_context()
in order for this to be registered.
A screentip context list is a list that has context keys (SCREENTIP_CONTEXT_*, from __DEFINES/screentips.dm)
that map to the action as text.
If you mutate the list in this signal, you must return CONTEXTUAL_SCREENTIP_SET.
source
can, in all cases, be replaced with src
, and only exists because this proc directly connects to a signal.
add_fiber_list
Add a list of fibers
add_fibers
Adds the fibers of M to our fiber list.
add_fingerprint
Adds the fingerprint of M to our fingerprint list. Ignoregloves will ignore any gloves they may be wearing.
add_fingerprint_list
Add a list of fingerprints
add_gunshot_residue
Add a list of residues
add_mob_blood
to add blood from a mob onto something, and transfer their dna info
airflow_hit_act
Called when "flying" calls airflow_hit() on src
alt_click_on_secondary
The base proc of when something is right clicked on when alt is held - generally use alt_click_secondary instead
alt_click_secondary
The base proc of when something is right clicked on when alt is held
analyzer_act
Called on an object when a tool with analyzer capabilities is used to left click an object
analyzer_act_secondary
Called on an object when a tool with analyzer capabilities is used to right click an object
assume_air
Take air from the passed in gas mixture datum
atmos_expose
This is your process() proc
atom_break
Called after the atom takes damage and integrity is below integrity_failure level
atom_destruction
what happens when the atom's integrity reaches zero.
atom_fix
Called when integrity is repaired above the breaking point having been broken before
attack_ai_secondary
What happens when the AI holds right-click on an item. Returns a SECONDARY_ATTACK_* value.
Arguments:
- user The mob holding the right click
- modifiers The list of the custom click modifiers
attack_drone
Defaults to attack_hand or attack_hand_secondary. Override it when you don't want drones to do same stuff as humans.
attack_grab
Interaction handler for being clicked on with a grab. This is called regardless of user intent.
Parameters:
grab
- The grab item being used.click_params
- List of click parameters.
Returns boolean to indicate whether the attack call was handled or not. If FALSE
, the next use_*
proc in the
resolve chain will be called.
attack_hand
Return TRUE to cancel other attack hand effects that respect it. Modifiers is the assoc list for click info such as if it was a right click.
attack_hand_secondary
When the user uses their hand on an item while holding right-click Returns a SECONDARY_ATTACK_* value.
attack_hulk
This atom has been hit by a hulkified mob in hulk mode (user)
attack_paw
Attacked by monkey
attack_robot_secondary
What happens when the cyborg without active module holds right-click on an item. Returns a SECONDARY_ATTACK_* value.
Arguments:
- user The mob holding the right click
- modifiers The list of the custom click modifiers
attack_self_tk
Telekinesis item attack_self act.
- This is similar to item attack_self, but applies to anything that you can grab with a telekinetic grab.
- It is used for manipulating things at range, for example, opening and closing closets..
- Defined at the
/atom
level but only used at the/obj/item
one. - Returns
COMPONENT_CANCEL_ATTACK_CHAIN
when it performs any action, to further acts on the attack chain.
attack_tk
Telekinesis attack act, happens when the TK user clicks on a non-adjacent target in range.
- By default, emulates the user's unarmed attack.
- Called indirectly by the
COMSIG_MOB_ATTACK_RANGED
signal. - Returns
COMPONENT_CANCEL_ATTACK_CHAIN
when it performs any action, to further acts on the attack chain.
attackby
Called on an object being hit by an item
Arguments:
- obj/item/attacking_item - The item hitting this atom
- mob/user - The wielder of this item
- params - click params such as alt/shift etc
See: /obj/item/proc/melee_attack_chain
attackby_secondary
Called on an object being right-clicked on by an item
Arguments:
- obj/item/weapon - The item hitting this atom
- mob/user - The wielder of this item
- params - click params such as alt/shift etc
See: /obj/item/proc/melee_attack_chain
attacked_by
Called from [/obj/item/proc/attack_atom] and /obj/item/proc/attack if the attack succeeds
attempt_charge
Used to attempt to charge an object with a payment component.
Use this if an atom needs to attempt to charge another atom.
audible_message
Show a message to all mobs in earshot of this atom
Use for objects performing audible actions
vars:
- message is the message output to anyone who can hear.
- deaf_message (optional) is what deaf people will see.
- hearing_distance (optional) is the range, how many tiles away the message can be heard.
- separation (otional) is what goes between the name of the person and the message, defaults to " ". PARIAH EDIT ADDITION
balloon_alert
Creates text that will float from the atom upwards to the viewer.
balloon_alert_to_viewers
Create balloon alerts (text that floats up) to everything within range. Will only display to people who can see.
become_atmos_sensitive
allows this movable to know when it's container's temperature has changed
bitmask_smooth
Basic smoothing proc. The atom checks for adjacent directions to smooth with and changes the icon_state based on that.
Returns the previous smoothing_junction state so the previous state can be compared with the new one after the proc ends, and see the changes, if any.
blob_act
React to a hit by a blob objecd
default behaviour is to send the COMSIG_ATOM_BLOB_ACT signal
bullet_act
React to a hit by a projectile object
Default behaviour is to send the COMSIG_ATOM_BULLET_ACT and then call on_hit on the projectile.
@params hitting_projectile - projectile def_zone - zone hit piercing_hit - is this hit piercing or normal?
calculate_adjacencies
Scans all adjacent turfs to find targets to smooth with.
check_eye
Check if this atoms eye is still alive (probably)
check_projectile_armor
A cut-out proc for /atom/proc/bullet_act so living mobs can have their own armor behavior checks without causing issues with needing their own on_hit call
clone_storage
A quick and easy way to /clone/ a storage datum for an atom (does not copy over contents, only the datum details)
connect_to_shuttle
Connect this atom to a shuttle
container_resist_act
Called when something resists while this atom is its loc
contains
Returns true if the src countain the atom target
contents_explosion
Handle what happens when your contents are exploded by a bomb
create_forensics
Creates our forensics datum
create_reagents
Convenience proc to create a reagents holder for an atom
Arguments:
- max_vol - maximum volume of holder
- flags - flags to pass to the holder
create_storage
A quick and easy way to create a storage datum for an atom
crowbar_act
Called on an object when a tool with crowbar capabilities is used to left click an object
crowbar_act_secondary
Called on an object when a tool with crowbar capabilities is used to right click an object
cut_overlays
Tracks the current index into build_overlays so that we can preserve ordering.
do_alert_animation
Does the MGS ! animation
do_hurt_animation
Plays an animation for getting hit.
drop_location
Where atoms should drop if taken from this atom
emag_act
Respond to an emag being used on our atom
Default behaviour is to send COMSIG_ATOM_EMAG_ACT and return
emp_act
React to an EMP of the given severity
Default behaviour is to send the COMSIG_ATOM_EMP_ACT signal
If the signal does not return protection, and there are attached wires then we call emp_pulse on the wires
We then return the protection value
ex_act
React to being hit by an explosion
Should be called through the EX_ACT wrapper macro. The wrapper takes care of the COMSIG_ATOM_EX_ACT signal. as well as calling /atom/proc/contents_explosion.
examine
Called when a mob examines (shift click or verb) this atom
Default behaviour is to get the name and icon of the object and it's reagents where the [TRANSPARENT] flag is set on the reagents holder
Produces a signal COMSIG_PARENT_EXAMINE
examine_more
Called when a mob examines (shift click or verb) this atom twice (or more) within EXAMINE_MORE_WINDOW (default 1 second)
This is where you can put extra information on something that may be superfluous or not important in critical gameplay moments, while allowing people to manually double-examine to take a closer look
Produces a signal COMSIG_PARENT_EXAMINE_MORE
expose_reagents
-
Handles exposing this atom to a list of reagents.
-
Sends COMSIG_ATOM_EXPOSE_REAGENTS
-
Calls expose_atom() for every reagent in the reagent list.
-
Arguments:
-
- reagents: The list of reagents the atom is being exposed to.
-
- source: The reagent holder the reagents are being sourced from.
-
- methods: How the atom is being exposed to the reagents. Bitflags.
-
- volume_modifier: Volume multiplier.
-
- show_message: Whether to display anything to mobs when they are exposed.
-
- exposed_temperature: The temperature of the reagent during exposure
find_all_cells_containing
debug proc for checking if a movable is in multiple cells when it shouldnt be (ie always unless multitile entering is implemented)
find_type_in_direction
Scans direction to find targets to smooth with.
get_all_contents
Returns the src and all recursive contents as a list.
get_all_contents_ignoring
Like get_all_contents_type, but uses a typecache list as argument
get_all_contents_type
identical to get_all_contents but returns a list of atoms of the type passed in the argument.
get_all_orbiters
Recursive getter method to return a list of all ghosts orbitting this atom
This will work fine without manually passing arguments.
- processed - The list of atoms we've already convered
- source - Is this the atom for who we're counting up all the orbiters?
- ignored_stealthed_admins - If TRUE, don't count admins who are stealthmoded and orbiting this
get_antag_info
Returns a list of antagonist-related information about this object.
get_controls_info
Returns a list of controls information about this object.
get_custom_material_amount
Gets the total amount of materials in this atom.
get_dumping_location
*s
-
If someone's trying to dump items onto our atom, where should they be dumped to?
-
Return a loc to place objects, or null to stop dumping.
get_examine_name
Get the name of this object for examine
You can override what is returned from this proc by registering to listen for the COMSIG_ATOM_GET_EXAMINE_NAME signal
get_examine_string
Generate the full examine string of this atom (including icon for goonchat)
get_flock_id
Returns the name that the flock has given an object. Flavor.
get_hud_pixel_y
Returns a pixel_y value to use for hud code
get_id_examine_strings
Returns an extended list of examine strings for any contained ID cards.
Arguments:
- user - The user who is doing the examining.
get_integrity
This mostly exists to keep atom_integrity private. Might be useful in the future.
get_integrity_percentage
Retrieves the atom's current damage as a percentage where 100%
is 100
.
get_lore_info
Returns a list of lore information about this object.
get_master_material
Gets the most common material in the object.
get_material_composition
Returns the material composition of the atom.
Used when recycling items, specifically to turn alloys back into their component mats.
Exists because I'd need to add a way to un-alloy alloys or otherwise deal with people converting the entire stations material supply into alloys.
Arguments:
- flags: A set of flags determining how exactly the materials are broken down.
get_mechanics_info
Returns a list of mechanics information for this object.
get_name_chaser
Used to insert text after the name but before the description in examine()
get_remote_view_fullscreens
the vision impairment to give to the mob whose perspective is set to that atom
(e.g. an unfocused camera giving you an impaired vision when looking through it)
handle_atom_del
This proc is called when an atom in our contents has it's Destroy called
Default behaviour is to simply send COMSIG_ATOM_CONTENTS_DEL
handle_fall
Used for making a sound when a mob involuntarily falls into the ground.
handle_slip
Handle the atom being slipped over
has_gravity
Returns true if this atom has gravity for the passed in turf
Sends signals COMSIG_ATOM_HAS_GRAVITY and COMSIG_TURF_HAS_GRAVITY, both can force gravity with the forced gravity var.
micro-optimized to hell because this proc is very hot, being called several times per movement every movement.
HEY JACKASS, LISTEN IF YOU ADD SOMETHING TO THIS PROC, MAKE SURE /mob/living ACCOUNTS FOR IT Living mobs treat gravity in an event based manner. We've decomposed this proc into different checks for them to use. If you add more to it, make sure you do that, or things will behave strangely
Gravity situations:
- No gravity if you're not in a turf
- No gravity if this atom is in is a space turf
- Gravity if the area it's in always has gravity
- Gravity if there's a gravity generator on the z level
- Gravity if the Z level has an SSMappingTrait for ZTRAIT_GRAVITY
- otherwise no gravity
has_material_category
Fetches a list of all of the materials this object has with the desired material category.
Arguments:
- category: The category to check for
- any_flags: Any bitflags that must be present for the category
- all_flags: All bitflags that must be present for the category
- no_flags: Any bitflags that must not be present for the category
- mat_amount: The minimum amount of materials that must be present
has_material_type
Fetches a list of all of the materials this object has of the desired type. Returns null if there is no valid materials of the type
Arguments:
- mat_type: The type of material we are checking for
- exact: Whether to search for the exact material type
- mat_amount: The minimum required amount of material
hear_location
What atom is actually "Hearing".
hitby
React to being hit by a thrown object
Default behaviour is to call hitby_react on ourselves after 2 seconds if we are dense and under normal gravity.
Im not sure why this the case, maybe to prevent lots of hitby's if the thrown object is deleted shortly after hitting something (during explosions or other massive events that throw lots of items around - singularity being a notable example)
hitby_react
We have have actually hit the passed in atom
Default behaviour is to move back from the item that hit us
hulk_damage
Called to get the damage that hulks will deal to the atom.
in_contents_of
Return true if we're inside the passed in atom
is_drainable
Is this atom drainable of reagents
is_drawable
Can we draw from this atom with an injectable atom
is_injectable
Is this atom injectable into other atoms
is_open_container
Convenience proc to see if a container is open for chemistry handling
is_refillable
Can this atoms reagents be refilled
isinspace
Is this atom in space
log_message
Generic logging helper
reads the type of the log and writes it to the respective log file unless log_globally is FALSE Arguments:
- message - The message being logged
- message_type - the type of log the message is(ATTACK, SAY, etc)
- color - color of the log text
- log_globally - boolean checking whether or not we write this log to the log file
log_talk
Helper for logging chat messages or other logs with arbitrary inputs(e.g. announcements)
This proc compiles a log string by prefixing the tag to the message and suffixing what it was forced_by if anything if the message lacks a tag and suffix then it is logged on its own Arguments:
- message - The message being logged
- message_type - the type of log the message is(ATTACK, SAY, etc)
- tag - tag that indicates the type of text(announcement, telepathy, etc)
- log_globally - boolean checking whether or not we write this log to the log file
- forced_by - source that forced the dialogue if any
log_touch
For admins. Logs when mobs players with this thing.
lose_atmos_sensitivity
removes temperature sensitivity
makeHologram
Makes this atom look like a "hologram" So transparent, blue and with a scanline
mat_update_desc
This proc is called when a material updates an object's description
mech_melee_attack
Called when a mech melees a target with fists Handles damaging the target & associated effects return value is number of damage dealt Arguments:
- mecha_attacker: Mech attacking this target
- user: mob that initiated the attack from inside the mech as a controller
modify_max_integrity
changes max_integrity while retaining current health percentage, returns TRUE if the atom got broken.
multitool_act
Called on an object when a tool with multitool capabilities is used to left click an object
multitool_act_secondary
Called on an object when a tool with multitool capabilities is used to right click an object
multitool_check_buffer
Check if the multitool has an item in it's data buffer
narsie_act
Respond to narsie eating our atom
Default behaviour is to send COMSIG_ATOM_NARSIE_ACT and return
ninjadrain_act
Atom level proc for space ninja's glove interactions.
Proc which only occurs when space ninja uses his gloves on an atom. Does nothing by default, but effects will vary. Arguments:
- ninja_suit - The offending space ninja's suit.
- ninja - The human mob wearing the suit.
- ninja_gloves - The offending space ninja's gloves.
onAwayMission
Is the atom in an away mission
Must be in the away mission z-level to return TRUE
Also used in gamemode code for win conditions
onCentCom
Is this atom currently located on centcom
Specifically, is it on the z level and within the centcom areas
You can also be in a shuttleshuttle during endgame transit
Used in gamemode to identify mobs who have escaped and for some other areas of the code who don't want atoms where they shouldn't be
onSyndieBase
Is the atom in any of the centcom syndicate areas
Either in the syndie base on centcom, or any of their shuttles
Also used in gamemode code for win conditions
on_log
Called when the atom log's in or out
Default behaviour is to call on_log on the location this atom is in
on_mouse_enter
Fired whenever this atom is the most recent to be hovered over in the tick.
Preferred over MouseEntered if you do not need information such as the position of the mouse.
Especially because this is deferred over a tick, do not trust that client
is not null.
play_attack_sound
the sound played when the atom is damaged.
prepare_huds
Prepare the huds for this atom
Goes through hud_possible list and adds the images to the hud_list variable (if not already cached)
rcd_act
Respond to an RCD acting on our item
Default behaviour is to send COMSIG_ATOM_RCD_ACT and return FALSE
rcd_vals
Return the values you get when an RCD eats you?
register_context
Create a "Type-B" contextual screentip interaction, registering to add_context()
.
This will run add_context()
when the atom is hovered over by an item for context.
add_context()
will not be called unless this is run.
This is not necessary for Type-B interactions, as you can just apply the flag and register to the signal yourself.
relaydrive
A special case of relaymove() in which the person relaying the move may be "driving" this atom
This is a special case for vehicles and ridden animals where the relayed movement may be handled by the riding component attached to this atom. Returns TRUE as long as there's nothing blocking the movement, or FALSE if the signal gets a reply that specifically blocks the movement
relaymove
An atom we are buckled or is contained within us has tried to move
Default behaviour is to send a warning that the user can't move while buckled as long as the buckle_message_cooldown has expired (50 ticks)
remove_air
Remove air from this atom
remove_atom_colour
Removes an instance of colour_type from the atom's atom_colours list
repair_damage
Proc for recovering atom_integrity. Returns the amount repaired by
replace_smooth_overlays
Internal: Takes icon states as text to replace smoothing corner overlays
reset_plane_and_layer
Reset plane and layer values to their defaults.
returnArmor
Retreive an atom's armor, creating it if it doesn't exist
return_air
Return the current air environment in this atom
return_analyzable_air
Return the air if we can analyze it
return_breathable_air
Return air that a contained mob will be breathing.
return_temperature
Return atom temperature
run_atom_armor
returns the damage value of the attack after processing the atom's various armor protections
runechat_prefs_check
Returns the client runechat visible messages preference according to the message type.
rust_heretic_act
Causes effects when the atom gets hit by a rust effect from heretics
Override this if you want custom behaviour in whatever gets hit by the rust
screwdriver_act
Called on an object when a tool with screwdriver capabilities is used to left click an object
screwdriver_act_secondary
Called on an object when a tool with screwdriver capabilities is used to right click an object
setArmor
Setter for armor
setClosed
Used to set something as 'closed' if it's being used as a supplypod
Override this if you want an atom to be usable as a supplypod.
setDir
Hook for running code when a dir change occurs
Not recommended to use, listen for the COMSIG_ATOM_DIR_CHANGE signal instead (sent by this proc)
setOpened
Used to set something as 'open' if it's being used as a supplypod
Override this if you want an atom to be usable as a supplypod.
set_base_pixel_x
Setter for the base_pixel_x
variable to append behavior related to its changing.
set_base_pixel_y
Setter for the base_pixel_y
variable to append behavior related to its changing.
set_custom_materials
Sets the custom materials for an item.
set_density
Setter for the density
variable to append behavior related to its changing.
set_greyscale
Handles updates to greyscale value updates. The colors argument can be either a list or the full color string. Child procs should call parent last so the update happens after all changes.
set_hud_image_active
set every hud image in the given category active so other people with the given hud can see it. Arguments:
- hud_category - the index in our active_hud_list corresponding to an image now being shown.
- update_huds - if FALSE we will just put the hud_category into active_hud_list without actually updating the atom_hud datums subscribed to it
- exclusive_hud - if given a reference to an atom_hud, will just update that hud instead of all global ones attached to that category. This is because some atom_hud subtypes arent supposed to work via global categories, updating normally would affect all of these which we dont want.
set_hud_image_inactive
sets every hud image in the given category inactive so no one can see it
set_hud_image_vars
Update the icon_state of an atom hud image.
set_light_color
Setter for the light color of this atom.
set_light_curve
Setter for this atom's light falloff curve.
set_light_flags
Setter for the light flags of this atom.
set_light_on
Setter for whether or not this atom's light is on.
set_light_power
Setter for the light power of this atom.
set_light_range
Setter for the light range of this atom.
set_opacity
Updates the atom's opacity value.
This exists to act as a hook for associated behavior. It notifies (potentially) affected light sources so they can update (if needed).
set_smoothed_icon_state
Changes the icon state based on the new junction bitmask. Returns the old junction value.
shuttleRotate
Base proc
singularity_act
Respond to the singularity eating this atom
singularity_pull
Respond to the singularity pulling on us
Default behaviour is to send COMSIG_ATOM_SING_PULL and return
smooth_icon
do not use, use QUEUE_SMOOTH(atom)
take_damage
The essential proc to call when an atom must receive damage of any kind.
tool_act
Tool behavior procedure. Redirects to tool-specific procs by default.
You can override it to catch all tool interactions, for use in complex deconstruction procs.
Must return parent proc ..() in the end if overridden
transfer_mob_blood_dna
to add a mob's dna info into an object's blood_dna list.
unsafe_return_air
Return the current air environment in this atom. If this atom is a turf, it will not automatically update the zone.
update_above
Updates whatever openspace objects may be mimicking us. On turfs this queues an openturf update on the above openturf, on movables this updates their bound movable (if present). Meaningless on any type other than /turf
or /atom/movable
(incl. children).
update_appearance
Updates the appearence of the icon
Mostly delegates to update_name, update_desc, and update_icon
Arguments:
- updates: A set of bitflags dictating what should be updated. Defaults to [ALL]
update_atom_colour
Resets the atom's color to null, and then sets it to the highest priority colour available
update_desc
Updates the description of the atom
update_greyscale
Checks if this atom uses the GAGS system and if so updates the icon
update_icon
Updates the icon of the atom
update_icon_state
Updates the icon state of the atom
update_integrity
Handles the integrity of an atom changing. This must be called instead of changing integrity directly.
update_light
Will update the light (duh). Creates or destroys it if needed, makes it update values, makes sure it's got the correct source turf...
update_name
Updates the name of the atom
update_overlays
Updates the overlays of the atom
update_remote_sight
the sight changes to give to the mob whose perspective is set to that atom
(e.g. A mob with nightvision loses its nightvision while looking through a normal camera)
visible_message
Generate a visible message from this atom
Show a message to all player mobs who sees this atom
Show a message to the src mob (if the src is a mob)
Use for atoms performing visible actions
message is output to anyone who can see, e.g. "[src] does something!"
Vars:
- self_message (optional) is what the src mob sees e.g. "You do something!"
- blind_message (optional) is what blind people will hear e.g. "You hear something!"
- vision_distance (optional) define how many tiles away the message can be seen.
- ignored_mob (optional) doesn't show any message to a given mob if TRUE.
- separation (otional) is what goes between the name of the person and the message, defaults to " ". PARIAH ADDITION
vv_edit_var
call back when a var is edited on this atom
Can be used to implement special handling of vars
At the atom level, if you edit a var named "color" it will add the atom colour with admin level priority to the atom colours list
Also, if GLOB.Debug2 is FALSE, it sets the ADMIN_SPAWNED_1 flag on flags_1, which signifies the object has been admin edited
vv_get_dropdown
Return the markup to for the dropdown list for the VV panel for this atom
Override in subtypes to add custom VV handling in the VV panel
wash
Wash this atom
This will clean it off any temporary stuff like blood. Override this in your item to add custom cleaning behavior. Returns true if any washing was necessary and thus performed Arguments:
- clean_types: any of the CLEAN_ constants
welder_act
Called on an object when a tool with welder capabilities is used to left click an object
welder_act_secondary
Called on an object when a tool with welder capabilities is used to right click an object
wirecutter_act
Called on an object when a tool with wirecutter capabilities is used to left click an object
wirecutter_act_secondary
Called on an object when a tool with wirecutter capabilities is used to right click an object
wrench_act
Called on an object when a tool with wrench capabilities is used to left click an object
wrench_act_secondary
Called on an object when a tool with wrench capabilities is used to right click an object
zap_act
Respond to an electric bolt action on our item
Returns an amount of power to use for future shocks.
zas_canpass
Checks whether or not ZAS can occupy this atom's turf. Invoked by the ATMOS_CANPASS_TURF macro.
zas_update_loc
Tells ZAS to mark the tile the atom is in to update.