Yogstation 13 - Modules - TypesVar Details - Proc Details

/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_listall of this atom's HUD images which can actually be seen by players with that hud
age_restrictedWhether spessmen with an ID with an age below AGE_MINOR (21 by default) can buy this item
armorArmor datum used by the atom
articleIf non-null, overrides a/an/some in all cases
atom_coloursused to store the different colors on an atom
atom_integrityCurrent integrity, defaults to max_integrity on init
base_icon_statethe base icon state used for anything that changes their icon state.
base_pixel_xDefault pixel x shifting for the atom's icon.
base_pixel_yDefault pixel y shifting for the atom's icon.
bottom_left_cornerSmoothing variable
bottom_right_cornerSmoothing variable
buckle_message_cooldownCooldown tick timer for buckle messages
canSmoothWithList 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_atmos_passCheck if atmos can pass in this atom (ATMOS_PASS_YES, ATMOS_PASS_NO, ATMOS_PASS_DENSITY, ATMOS_PASS_PROC)
custom_materialsThe 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.)
custom_premium_priceEconomy cost of item in premium vendor
custom_priceEconomy cost of item
damage_deflectionDamage under this value will be completely ignored
demo_last_appearanceLast appearance of the atom for demo saving purposes
explosion_blockValue used to increment ex_act() if reactionary_explosions is on
fingerprintslastLast fingerprints to touch this atom
flags_1First atom flags var
greyscale_colorsA string of hex format colors to be used by greyscale sprites, ex: "#0054aa#badcff"
greyscale_configThe config type to use for greyscaled sprites. Both this and greyscale_colors must be assigned to work.
hud_listall 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_possibleHUD images that this atom can provide.
integrity_failureIntegrity level when this atom will "break" (whatever that means) 0 if we have no special broken behavior, otherwise is a percentage of at what point the atom breaks. 0.5 being 50%
interaction_flags_atomIntearaction flags
lightOur light source. Don't fuck with this directly unless you have a good reason!
light_angleAngle of light to show in light_dir 360 is a circle, 90 is a cone, etc.
light_colorHexadecimal RGB string representing the colour of the light. White by default.
light_dirWhat angle to project light in
light_flagsBitflags to determine lighting-related atom properties.
light_heightHow many tiles "up" this light is. 1 is typical, should only really change this if it's a floor light
light_onBoolean variable for toggleable lights. Has no effect without the proper light_system, light_range and light_power values.
light_powerIntensity of the light. The stronger, the less shadows you will see on the lit area.
light_rangeRange of the light in tiles. Zero means no light.
light_sourcesAny 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_systemLight systems, both shouldn't be active at the same time.
managed_overlaysoverlays 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_overlaysvis overlays managed by SSvis_overlays to automaticaly turn them like other overlays
material_flagsBitfield for how the atom handles materials.
max_integrityMaximum integrity
proximity_monitorProximity monitor associated with this atom
rad_insulationRadiation insulation types
reagentsReagents holder
realized_overlaysList of overlay "keys" (info about the appearance) -> mutable versions of static appearances Drawn from the overlays list
realized_underlaysList of underlay "keys" (info about the appearance) -> mutable versions of static appearances Drawn from the underlays list
smoothing_flagsIcon-smoothing behavior.
smoothing_groupsWhat smoothing groups does this atom belongs to, to match canSmoothWith. If null, nobody can smooth with it. Must be sorted.
smoothing_junctionWhat directions this is currently smoothing with. IMPORTANT: This uses the smoothing direction flags as defined in icon_smoothing.dm, instead of the BYOND flags.
targeted_byMobs that are currently do_after'ing this atom, to be cleared from on Destroy()
top_left_cornerSmoothing variable
top_right_cornerSmoothing variable
update_on_zLazylist of all images (or atoms, I'm sorry) (hopefully attached to us) to update when we change z levels You will need to manage adding/removing from this yourself, but I'll do the updating for you
update_overlays_on_zLazylist of all overlays attached to us to update when we change z levels You will need to manage adding/removing from this yourself, but I'll do the updating for you Oh and note, if order of addition is important this WILL break that. so mind yourself
uses_integrityany atom that uses integrity and can be damaged must set this to true, otherwise the integrity procs will throw an error

Procs

AllowDropAre you allowed to drop this atom
BeamThis 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.
CanAllowThroughReturns true or false to allow the mover to move through src
CanPassCan the mover object pass this atom, while heading for the target turf
CheckExitAre you allowed to pass a sided object of the same dir
CheckPartsEnsure a list of atoms/reagents exists inside this atom
DestroyTop level of the destroy chain for most atoms
EnteredAn atom has entered this atom's contents
ExitAn atom is attempting to exit this atom's contents
ExitedAn atom has exited this atom's contents
HandleTurfChangecalled when the turf the atom resides on is ChangeTurfed
HasProximityIs this atom within 1 tile of another atom
InitializeThe primary method that objects are setup in SS13 with
LateInitializeLate Intialization, for code that should run after all atoms have run Intialization
NewSends a signal that the new atom src, has been created at loc Called when an atom is created in byond (built in engine proc)
RemoveInvisibilityRemoves the specified invisibility source from the tracker
SetInvisibilitySets invisibility according to priority. If you want to be able to undo the value you set back to what it would be otherwise, you should provide an id here and remove it using RemoveInvisibility(id)
SpinAnimationProc called when you want the atom to spin around the center of its icon (or where it would be if its transform var is translated) By default, it makes the atom spin forever and ever at a speed of 60 rpm.
TopicPasses Stat Browser Panel clicks to the game and calls client click on an atom
acid_actRespond to acid being used on our atom
add_atom_colourAdds an instance of colour_type to the atom's atom_colours list
add_emitterATOM PROCS priority is in descending order so 10 is the highest 1 is the lowest
add_mob_bloodto add blood from a mob onto something, and transfer their dna info
analyzer_actAnalyzer act
assume_airTake air from the passed in gas mixture datum
atom_breakCalled after the atom takes damage and integrity is below integrity_failure level
atom_destructionwhat happens when the atom's integrity reaches zero.
atom_fixCalled when integrity is repaired above the breaking point having been broken before
attack_hand_secondaryWhen the user uses their hand on an item while holding right-click Returns a SECONDARY_ATTACK_* value.
attack_hulkThis atom has been hit by a hulkified mob in hulk mode (user)
audible_messageShow a message to all mobs in earshot of this atom
balloon_alertCreates text that will float from the atom upwards to the viewer.
balloon_alert_to_viewersCreate balloon alerts (text that floats up) to everything within range. Will only display to people who can see.
balloon_or_messageCreates a balloon alert, or sends a chat message dependant on client preferences. Args: viewer - mob that gets message/alert, alert - balloon alert text, message - text message that the mob gets if the preference is toggled, equals to alert message if not passed in the proc
bitmask_smoothBasic smoothing proc. The atom checks for adjacent directions to smooth with and changes the icon_state based on that.
blob_actReact to a hit by a blob objecd
bullet_actReact to a hit by a projectile object
calculate_adjacenciesScans all adjacent turfs to find targets to smooth with.
check_eyeCheck if this atoms eye is still alive (probably)
component_storage_contents_dump_actImplement the behaviour for when a user click drags another storage item to you
connect_to_shuttleConnect this atom to a shuttle
contents_explosionHandle what happens when your contents are exploded by a bomb
contents_ui_distancepublic
create_reagentsConvenience proc to create a reagents holder for an atom
crowbar_actCrowbar act
do_alert_animationDoes the MGS ! animation
do_spin_animationAnimates source spinning around itself. For docmentation on the args, check atom/proc/SpinAnimation()
drop_locationWhere atoms should drop if taken from this atom
emag_actRespond to an emag being used on our atom
emp_actReact to an EMP of the given severity
ex_actReact to being hit by an explosion
examineCalled when a mob examines (shift click or verb) this atom
examine_moreCalled when a mob examines (shift click or verb) this atom twice (or more) within EXAMINE_MORE_WINDOW (default 1.5 seconds)
find_type_in_directionScans direction to find targets to smooth with.
flick_overlayFlicks a certain overlay onto an atom, handling icon_state strings
flick_overlay_viewTakes the passed in MA/icon_state, mirrors it onto ourselves, and displays that in world for duration seconds Returns the displayed object, you can animate it and all, but you don't own it, we'll delete it after the duration
get_all_orbitersRecursive getter method to return a list of all ghosts orbitting this atom
get_dumping_locationGet the best place to dump the items contained in the source storage item?
get_examine_nameGet the name of this object for examine
get_examine_stringGenerate the full examine string of this atom (including icon for goonchat)
get_integrityThis mostly exists to keep atom_integrity private. Might be useful in the future.
get_material_composition*Returns the material composition of the atom.
get_remote_view_fullscreensthe vision impairment to give to the mob whose perspective is set to that atom
handle_atom_delThis proc is called when an atom in our contents has it's Destroy() called
handle_fallCalled when gravity returns after floating I think
handle_slipHandle the atom being slipped over
has_gravityReturns true if this atom has gravity for the passed in turf
hitbyReact to being hit by a thrown object
hitby_reactWe have have actually hit the passed in atom
honk_actRespond to honkmother eating our atom
hulk_damageCalled to get the damage that hulks will deal to the atom.
in_contents_ofReturn true if we're inside the passed in atom
is_drainableIs this atom drainable of reagents
is_drawableCan we draw from this atom with an injectable atom
is_injectableIs this atom injectable into other atoms
is_open_containerConvenience proc to see if a container is open for chemistry handling
is_refillableCan this atoms reagents be refilled
is_spillableCan this atom spill its reagents
isinspaceIs this atom in space
log_messageGeneric logging helper
log_talkHelper for logging chat messages or other logs with arbitrary inputs (e.g. announcements)
mat_update_descThis proc is called when a material updates an object's description
mech_melee_attackHandle melee attack by a mech
modify_max_integritychanges max_integrity while retaining current health percentage, returns TRUE if the atom got broken.
multitool_actMultitool act
multitool_check_bufferCheck if the multitool has an item in it's data buffer
narsie_actRespond to narsie eating our atom
onCentComIs this atom currently located on centcom
onSyndieBaseIs the atom in any of the centcom syndicate areas
on_logCalled when the atom log's in or out
play_attack_soundthe sound played when the atom is damaged.
prepare_hudsPrepare the huds for this atom
rad_actRespond to a radioactive wave hitting this atom
ratvar_actRespond to ratvar eating our atom
rcd_actRespond to an RCD acting on our item
rcd_valsReturn the values you get when an RCD eats you?
realize_overlaysTakes the atoms's existing overlays and underlays, and makes them mutable so they can be properly vv'd in the realized_overlays/underlays list
relaymoveAn atom we are buckled or is contained within us has tried to move
remove_airRemove air from this atom
remove_atom_colourRemoves an instance of colour_type from the atom's atom_colours list
repair_damageProc for recovering atom_integrity. Returns the amount repaired by
replace_smooth_overlaysInternal: Takes icon states as text to replace smoothing corner overlays
return_airReturn the current air environment in this atom
return_analyzable_airReturn the air if we can analyze it
return_temperatureReturn atom temperature
run_atom_armorreturns the damage value of the attack after processing the atom's various armor protections
runechat_prefs_checkReturns the client runechat visible messages preference according to the message type.
rust_heretic_actCauses effects when the atom gets hit by a rust effect from heretics
screwdriver_actScrewdriver act
setClosedUsed to set something as 'closed' if it's being used as a supplypod
setDirHook for running code when a dir change occurs
setOpenedUsed to set something as 'open' if it's being used as a supplypod
setShiftUsed to change the pixel shift of an atom
set_custom_materialsSets the custom materials for an item.
set_densitySetter for the density variable to append behavior related to its changing.
set_greyscaleHandles 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_activeset every hud image in the given category active so other people with the given hud can see it. Arguments:
set_hud_image_inactivesets every hud image in the given category inactive so no one can see it
set_light_angleSetter for the light angle of this atom
set_light_colorSetter for the light color of this atom.
set_light_dirSetter for the light direction of this atom
set_light_flagsSetter for the light flags of this atom.
set_light_heightSetter for the height of our light
set_light_onSetter for whether or not this atom's light is on.
set_light_powerSetter for the light power of this atom.
set_light_rangeSetter for the light range of this atom.
set_opacityUpdates the atom's opacity value.
set_smoothed_icon_stateChanges the icon state based on the new junction bitmask
shuttleRotateBase proc
singularity_actRespond to the singularity eating this atom
singularity_pullRespond to the singularity pulling on us
smooth_icondo not use, use QUEUE_SMOOTH(atom)
spasm_animationSimilar to shake but more spasm-y and jerk-y
storage_contents_dump_actImplement the behaviour for when a user click drags a storage object to your atom
swarmer_actDetermines what happens to an atom when a swarmer interacts with it
take_damageThe essential proc to call when an atom must receive damage of any kind.
tool_actTool behavior procedure. Redirects to tool-specific procs by default.
transfer_mob_blood_dnato add a mob's dna info into an object's blood_dna list.
update_appearanceUpdates the appearence of the icon
update_descUpdates the description of the atom
update_greyscaleChecks if this atom uses the GAGS system and if so updates the icon
update_iconUpdates the icon of the atom
update_icon_stateUpdates the icon state of the atom
update_integrityHandles the integrity of an atom changing. This must be called instead of changing integrity directly.
update_lightWill update the light (duh). Creates or destroys it if needed, makes it update values, makes sure it's got the correct source turf...
update_nameUpdates the name of the atom
update_overlaysUpdates the overlays of the atom
update_remote_sightthe sight changes to give to the mob whose perspective is set to that atom
visible_messageGenerate a visible message from this atom
vv_edit_varResets the atom's color to null, and then sets it to the highest priority colour available call back when a var is edited on this atom
vv_get_dropdownReturn the markup to for the dropdown list for the VV panel for this atom
washWash this atom
wash_creamwash cream off this object
welder_actWelder act
wirecutter_actWirecutter act
wrench_actWrench act

Var Details

active_hud_list

all of this atom's HUD images which can actually be seen by players with that hud

age_restricted

Whether spessmen with an ID with an age below AGE_MINOR (21 by default) can buy this item

armor

Armor datum used by the atom

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_integrity

Current integrity, defaults to max_integrity on init

base_icon_state

the base icon state used for anything that changes their icon state.

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_atmos_pass

Check if atmos can pass in this atom (ATMOS_PASS_YES, ATMOS_PASS_NO, ATMOS_PASS_DENSITY, ATMOS_PASS_PROC)

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.)

custom_premium_price

Economy cost of item in premium vendor

custom_price

Economy cost of item

damage_deflection

Damage under this value will be completely ignored

demo_last_appearance

Last appearance of the atom for demo saving purposes

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

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.

integrity_failure

Integrity level when this atom will "break" (whatever that means) 0 if we have no special broken behavior, otherwise is a percentage of at what point the atom breaks. 0.5 being 50%

interaction_flags_atom

Intearaction flags

light

Our light source. Don't fuck with this directly unless you have a good reason!

light_angle

Angle of light to show in light_dir 360 is a circle, 90 is a cone, etc.

light_color

Hexadecimal RGB string representing the colour of the light. White by default.

light_dir

What angle to project light in

light_flags

Bitflags to determine lighting-related atom properties.

light_height

How many tiles "up" this light is. 1 is typical, should only really change this if it's a floor light

light_on

Boolean variable for toggleable lights. Has no effect without the proper light_system, light_range and light_power values.

light_power

Intensity of the light. The stronger, the less shadows you will see on the lit area.

light_range

Range of the light in tiles. Zero means no light.

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.

max_integrity

Maximum integrity

proximity_monitor

Proximity monitor associated with this atom

rad_insulation

Radiation insulation types

reagents

Reagents holder

realized_overlays

List of overlay "keys" (info about the appearance) -> mutable versions of static appearances Drawn from the overlays list

realized_underlays

List of underlay "keys" (info about the appearance) -> mutable versions of static appearances Drawn from the underlays list

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.

targeted_by

Mobs that are currently do_after'ing this atom, to be cleared from on Destroy()

top_left_corner

Smoothing variable

top_right_corner

Smoothing variable

update_on_z

Lazylist of all images (or atoms, I'm sorry) (hopefully attached to us) to update when we change z levels You will need to manage adding/removing from this yourself, but I'll do the updating for you

update_overlays_on_z

Lazylist of all overlays attached to us to update when we change z levels You will need to manage adding/removing from this yourself, but I'll do the updating for you Oh and note, if order of addition is important this WILL break that. so mind yourself

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

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.

CanAllowThrough

Returns true or false to allow the mover to move through src

CanPass

Can the mover object pass this atom, while heading for the target turf

CheckExit

Are you allowed to pass a sided object of the same 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

Destroy

Top level of the destroy chain for most atoms

Cleans up the following:

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

Return value should be set to FALSE if the moving atom is unable to leave, otherwise leave value the result of the parent call

Exited

An atom has exited this atom's contents

Default behaviour is to send the COMSIG_ATOM_EXITED

HandleTurfChange

called when the turf the atom resides on is ChangeTurfed

Default behaviour is to loop through atom contents and call their HandleTurfChange() proc

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:

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 it will never be called.

useful for doing things like finding other machines on GLOB.machines 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

Sends a signal that the new atom src, has been created at loc 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.

RemoveInvisibility

Removes the specified invisibility source from the tracker

SetInvisibility

Sets invisibility according to priority. If you want to be able to undo the value you set back to what it would be otherwise, you should provide an id here and remove it using RemoveInvisibility(id)

SpinAnimation

Proc called when you want the atom to spin around the center of its icon (or where it would be if its transform var is translated) By default, it makes the atom spin forever and ever at a speed of 60 rpm.

Arguments:

Topic

Passes Stat Browser Panel clicks to the game and calls client click on an atom

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_emitter

ATOM PROCS priority is in descending order so 10 is the highest 1 is the lowest

add_mob_blood

to add blood from a mob onto something, and transfer their dna info

analyzer_act

Analyzer act

assume_air

Take air from the passed in gas mixture datum

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_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)

audible_message

Show a message to all mobs in earshot of this atom

Use for objects performing audible actions

vars:

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.

balloon_or_message

Creates a balloon alert, or sends a chat message dependant on client preferences. Args: viewer - mob that gets message/alert, alert - balloon alert text, message - text message that the mob gets if the preference is toggled, equals to alert message if not passed in the proc

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

calculate_adjacencies

Scans all adjacent turfs to find targets to smooth with.

check_eye

Check if this atoms eye is still alive (probably)

component_storage_contents_dump_act

Implement the behaviour for when a user click drags another storage item to you

In this case we get as many of the tiems from the target items compoent storage and then put everything into ourselves (or our storage component)

TODO these should be purely component items that intercept the atom clicks higher in the call chain

connect_to_shuttle

Connect this atom to a shuttle

contents_explosion

Handle what happens when your contents are exploded by a bomb

contents_ui_distance

public

Check the distance for a living mob. Really only used for checks outside the context of a mob. Otherwise, use shared_living_ui_distance().

required src_object The object which owns the UI. required user mob The mob who opened/is using the UI.

return UI_state The state of the UI.

create_reagents

Convenience proc to create a reagents holder for an atom

Arguments:

crowbar_act

Crowbar act

do_alert_animation

Does the MGS ! animation

do_spin_animation

Animates source spinning around itself. For docmentation on the args, check atom/proc/SpinAnimation()

drop_location

Where atoms should drop if taken from this atom

emag_act

Respond to an emag being used on our atom

Args:

Returns: TRUE if the emag had any effect, falsey otherwise.

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

Default behaviour is to call contents_explosion() and send the COMSIG_ATOM_EX_ACT signal

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_ATOM_EXAMINE

examine_more

Called when a mob examines (shift click or verb) this atom twice (or more) within EXAMINE_MORE_WINDOW (default 1.5 seconds)

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_ATOM_EXAMINE_MORE

find_type_in_direction

Scans direction to find targets to smooth with.

flick_overlay

Flicks a certain overlay onto an atom, handling icon_state strings

flick_overlay_view

Takes the passed in MA/icon_state, mirrors it onto ourselves, and displays that in world for duration seconds Returns the displayed object, you can animate it and all, but you don't own it, we'll delete it after the duration

get_all_orbiters

Recursive getter method to return a list of all ghosts orbitting this atom

This will work fine without manually passing arguments.

get_dumping_location

Get the best place to dump the items contained in the source storage item?

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_integrity

This mostly exists to keep atom_integrity private. Might be useful in the future.

get_material_composition

*Returns the material composition of the atom.

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

Called when gravity returns after floating I think

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

Gravity situations:

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

honk_act

Respond to honkmother eating our atom

Default behaviour is to send COMSIG_ATOM_HONK_ACT and return

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

is_spillable

Can this atom spill its reagents

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)

mat_update_desc

This proc is called when a material updates an object's description

mech_melee_attack

Handle melee attack by a mech

modify_max_integrity

changes max_integrity while retaining current health percentage, returns TRUE if the atom got broken.

multitool_act

Multitool act

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

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

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)

rad_act

Respond to a radioactive wave hitting this atom

Default behaviour is to send COMSIG_ATOM_RAD_ACT and return

ratvar_act

Respond to ratvar eating our atom

Default behaviour is to send COMSIG_ATOM_RATVAR_ACT and return

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?

realize_overlays

Takes the atoms's existing overlays and underlays, and makes them mutable so they can be properly vv'd in the realized_overlays/underlays list

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

return_air

Return the current air environment in this atom

return_analyzable_air

Return the air if we can analyze it

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

Screwdriver act

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.

setShift

Used to change the pixel shift of an atom

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_light_angle

Setter for the light angle of this atom

set_light_color

Setter for the light color of this atom.

set_light_dir

Setter for the light direction of this atom

set_light_flags

Setter for the light flags of this atom.

set_light_height

Setter for the height of our light

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

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)

spasm_animation

Similar to shake but more spasm-y and jerk-y

storage_contents_dump_act

Implement the behaviour for when a user click drags a storage object to your atom

This behaviour is usually to mass transfer, but this is no longer a used proc as it just calls the underyling /datum/component/storage dump act if a component exists

TODO these should be purely component items that intercept the atom clicks higher in the call chain

swarmer_act

Determines what happens to an atom when a swarmer interacts with it

Determines behavior upon being interacted on by a swarmer. Arguments:

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.

update_appearance

Updates the appearence of the icon

Mostly delegates to update_name, update_desc, and update_icon

Arguments:

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. "The [src] does something!"

Vars:

vv_edit_var

Resets the atom's color to null, and then sets it to the highest priority colour available 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:

wash_cream

wash cream off this object

(for the love of space jesus please make this a component)

welder_act

Welder act

wirecutter_act

Wirecutter act

wrench_act

Wrench act