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<title>&#x2F;obj - &#x2F;tg&#x2F; Station 13</title>
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<a href="index.html">&#x2F;tg&#x2F; Station 13</a> -
<a href="index.html#modules">Modules</a> -
<a href="index.html#types">Types</a>
&mdash; <a href="obj.html#var">Var Details</a> - <a href="obj.html#proc">Proc Details</a></header>
<main>
<h1>/<a href="obj.html">obj</a><aside> inherits /<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a></aside>
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/objs.dm#L2">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;objs.dm 2"/></a></h1>
<table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr>
<tr><th><a href="obj.html#var/damage_deflection">damage_deflection</a></th><td>Damage under this value will be completely ignored</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr>
<tr><th><a href="obj.html#proc/GetExplosionBlock">GetExplosionBlock</a></th><td>returns how much the object blocks an explosion. Used by subtypes.</td></tr>
<tr><th><a href="obj.html#proc/acid_act">acid_act</a></th><td>the obj's reaction when touched by acid</td></tr>
<tr><th><a href="obj.html#proc/acid_melt">acid_melt</a></th><td>called when the obj is destroyed by acid.</td></tr>
<tr><th><a href="obj.html#proc/acid_processing">acid_processing</a></th><td>the proc called by the acid subsystem to process the acid that's on the obj</td></tr>
<tr><th><a href="obj.html#proc/burn">burn</a></th><td>called when the obj is destroyed by fire</td></tr>
<tr><th><a href="obj.html#proc/deconstruct">deconstruct</a></th><td>the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.</td></tr>
<tr><th><a href="obj.html#proc/extinguish">extinguish</a></th><td>Called when the obj is no longer on fire.</td></tr>
<tr><th><a href="obj.html#proc/fire_act">fire_act</a></th><td>/ FIRE
Called when the obj is exposed to fire.</td></tr>
<tr><th><a href="obj.html#proc/hulk_damage">hulk_damage</a></th><td>Called to get the damage that hulks will deal to the obj.</td></tr>
<tr><th><a href="obj.html#proc/modify_max_integrity">modify_max_integrity</a></th><td>changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.</td></tr>
<tr><th><a href="obj.html#proc/obj_break">obj_break</a></th><td>called after the obj takes damage and integrity is below integrity_failure level</td></tr>
<tr><th><a href="obj.html#proc/obj_destruction">obj_destruction</a></th><td>what happens when the obj's integrity reaches zero.</td></tr>
<tr><th><a href="obj.html#proc/play_attack_sound">play_attack_sound</a></th><td>the sound played when the obj is damaged.</td></tr>
<tr><th><a href="obj.html#proc/run_obj_armor">run_obj_armor</a></th><td>returns the damage value of the attack after processing the obj's various armor protections</td></tr>
<tr><th><a href="obj.html#proc/take_damage">take_damage</a></th><td>the essential proc to call when an obj must receive damage of any kind.</td></tr>
<tr><th><a href="obj.html#proc/zap_act">zap_act</a></th><td>Called when the obj is hit by a tesla bolt.</td></tr>
<tr><th><a href="obj.html#proc/zap_buckle_check">zap_buckle_check</a></th><td>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.</td></tr></table>
<h2 id="var">Var Details</h2><h3 id="var/damage_deflection"><aside class="declaration">var </aside>damage_deflection
<aside>&ndash; </aside>
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/objs.dm#L16">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;objs.dm 16"/></a></h3>
<p>Damage under this value will be completely ignored</p><h2 id="proc">Proc Details</h2><h3 id="proc/GetExplosionBlock"><aside class="declaration">proc </aside>GetExplosionBlock<aside>()
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L278">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 278"/></a></aside>
</h3>
<p>returns how much the object blocks an explosion. Used by subtypes.</p><h3 id="proc/acid_act"><aside class="parent"><a title="/atom" href="atom.html#proc/acid_act">&uarr;</a></aside>acid_act<aside>(acidpwr, acid_volume)
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L169">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 169"/></a></aside>
</h3>
<p>the obj's reaction when touched by acid</p><h3 id="proc/acid_melt"><aside class="declaration">proc </aside>acid_melt<aside>()
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L193">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 193"/></a></aside>
</h3>
<p>called when the obj is destroyed by acid.</p><h3 id="proc/acid_processing"><aside class="declaration">proc </aside>acid_processing<aside>()
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L181">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 181"/></a></aside>
</h3>
<p>the proc called by the acid subsystem to process the acid that's on the obj</p><h3 id="proc/burn"><aside class="declaration">proc </aside>burn<aside>()
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L211">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 211"/></a></aside>
</h3>
<p>called when the obj is destroyed by fire</p><h3 id="proc/deconstruct"><aside class="declaration">proc </aside>deconstruct<aside>(disassembled)
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L243">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 243"/></a></aside>
</h3>
<p>the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.</p><h3 id="proc/extinguish"><aside class="declaration">proc </aside>extinguish<aside>()
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L217">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 217"/></a></aside>
</h3>
<p>Called when the obj is no longer on fire.</p><h3 id="proc/fire_act">fire_act<aside>(exposed_temperature, exposed_volume)
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L200">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 200"/></a></aside>
</h3>
<p>/ FIRE
Called when the obj is exposed to fire.</p><h3 id="proc/hulk_damage"><aside class="declaration">proc </aside>hulk_damage<aside>()
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L80">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 80"/></a></aside>
</h3>
<p>Called to get the damage that hulks will deal to the obj.</p><h3 id="proc/modify_max_integrity"><aside class="declaration">proc </aside>modify_max_integrity<aside>(new_max, can_break, damage_type)
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L261">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 261"/></a></aside>
</h3>
<p>changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.</p><h3 id="proc/obj_break"><aside class="declaration">proc </aside>obj_break<aside>(damage_flag)
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L248">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 248"/></a></aside>
</h3>
<p>called after the obj takes damage and integrity is below integrity_failure level</p><h3 id="proc/obj_destruction"><aside class="declaration">proc </aside>obj_destruction<aside>(damage_flag)
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L252">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 252"/></a></aside>
</h3>
<p>what happens when the obj's integrity reaches zero.</p><h3 id="proc/play_attack_sound"><aside class="declaration">proc </aside>play_attack_sound<aside>(damage_amount, damage_type, damage_flag)
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L40">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 40"/></a></aside>
</h3>
<p>the sound played when the obj is damaged.</p><h3 id="proc/run_obj_armor"><aside class="declaration">proc </aside>run_obj_armor<aside>(damage_amount, damage_type, damage_flag, attack_dir, armour_penetration)
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L24">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 24"/></a></aside>
</h3>
<p>returns the damage value of the attack after processing the obj's various armor protections</p><h3 id="proc/take_damage"><aside class="declaration">proc </aside>take_damage<aside>(damage_amount, damage_type, damage_flag, sound_effect, attack_dir, armour_penetration)
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L3">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 3"/></a></aside>
</h3>
<p>the essential proc to call when an obj must receive damage of any kind.</p><h3 id="proc/zap_act"><aside class="parent"><a title="/atom" href="atom.html#proc/zap_act">&uarr;</a></aside>zap_act<aside>(power, zap_flags, shocked_targets)
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L224">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 224"/></a></aside>
</h3>
<p>Called when the obj is hit by a tesla bolt.</p><h3 id="proc/zap_buckle_check"><aside class="declaration">proc </aside>zap_buckle_check<aside>(strength)
<a href="https://github.com/tgstation/tgstation/blob/3d3d7fcc2cc32d945b8427cb7e4524883dee7fa3/code/game/objects/obj_defense.dm#L233">
<img src="git.png" width="16" height="16" title="code&#x2F;game&#x2F;objects&#x2F;obj_defense.dm 233"/></a></aside>
</h3>
<p>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.</p></main>
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