/tg/ Station 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
ai_controllerAI controller that controls this atom. type on init, then turned into an instance during runtime
articleIf non-null, overrides a/an/some in all cases
atom_coloursused to store the different colors on an atom
atom_storagethe datum handler for our contents - see create_storage() for creation method
base_icon_stateUsed for changing icon states for different base sprites.
base_pixel_wDefault pixel w shifting for the atom's icon.
base_pixel_xDefault pixel x shifting for the atom's icon.
base_pixel_yDefault pixel y shifting for the atom's icon.
base_pixel_zDefault pixel z shifting for the atom's icon.
bottom_left_cornerSmoothing variable
bottom_right_cornerSmoothing variable
buckle_message_cooldownCooldown tick timer for buckle messages
cached_color_filterCurrently used color filter - cached because its applied to all of our overlays because BYOND is horrific
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_astar_passHow this atom should react to having its astar blocking checked
can_atmos_passCheck if atmos can pass in this atom (ATMOS_PASS_YES, ATMOS_PASS_NO, ATMOS_PASS_DENSITY, ATMOS_PASS_PROC)
chat_colorLast color calculated for the the chatmessage overlays
chat_color_darkenedA luminescence-shifted value of the last color calculated for chatmessage overlays
chat_color_nameLast name used to calculate a color for the chatmessage overlays
custom_acid_overlayThe icon state intended to be used for the acid component. Used to override the default acid overlay icon state.
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.) The list referenced by this var can be shared by multiple objects and should not be directly modified. Instead, use set_custom_materials.
damage_deflectionDamage under this value will be completely ignored
examine_thatsText that appears preceding the name in /atom/proc/examine_title
explosive_resistanceHow much this atom resists explosions by, in the end
fingerprintslastLast fingerprints to touch this atom
flags_1First atom flags var
forensicsforensics datum, contains fingerprints, fibres, blood_dna and hiddenprints on this atom
ghost_screentipswhether ghosts can see screentips on it
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.
interaction_flags_atomIntearaction flags
interaction_flags_clickFlags to check for in can_perform_action. Used in alt-click & ctrl-click checks
interaction_flags_mouse_dropFlags to check for in can_perform_action for mouse drag & drop checks. To bypass checks see interaction_flags_atom mouse drop 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.
material_modifierModifier that raises/lowers the effect of the amount of a material, prevents small and easy to get items from being death machines.
mergersHolds merger groups currently active on the atom. Do not access directly, use GetMergeGroup() instead.
orbit_targetReference to atom being orbited
orbitersThe orbiter component, if there's anything orbiting this atom
pass_flags_selfpass_flags that we are. If any of this matches a pass_flag on a moving thing, by default, we let them through.
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
receive_ricochet_chance_modWhen a projectile tries to ricochet off this atom, the projectile ricochet chance is multiplied by this
receive_ricochet_damage_coeffWhen a projectile ricochets off this atom, it deals the normal damage * this modifier to this atom
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.
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.
CanAStarPassThis proc is used for telling whether something can pass by this atom in a given direction, for use by the pathfinding system.
CanAllowThroughReturns true or false to allow the mover to move through src
CanPassWhether the mover object can avoid being blocked by this atom, while arriving from (or leaving through) the border_dir.
CanReachA backwards depth-limited breadth-first-search to see if the target is logically "in" anything adjacent to us.
CheckPartsEnsure a list of atoms/reagents exists inside this atom
ClickBefore 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.
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
GetMergeGroupGets a merger datum representing the connected blob of objects in the allowed_types argument
HasProximityIs this atom within 1 tile of another atom
InitializeThe primary method that objects are setup in SS13 with
IsObscuredIs the atom obscured by a PREVENT_CLICK_UNDER_1 object above it
LateInitializeLate Initialization, for code that should run after all atoms have run Initialization
NewCalled 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)
ShakePerform a shake on an atom, resets its position afterwards
ShowProcessingGuiCreates the radial and processes the selected option
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
_Clickstupid workaround for byond not recognizing the /atom/Click typepath for the queued click callbacks
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_blood_DNAAdds blood dna to the atom
add_contextCreates 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_listAdd a list of fibers to the atom
add_fibersAdds a single fiber to the atom
add_fingerprintAdds a single fingerprint to the atom
add_fingerprint_listAdds a list of fingerprints to the atom
add_hiddenprintAdds a single hiddenprint to the atom
add_hiddenprint_listAdds a list of hiddenprints to the atom
add_mob_bloodto add blood from a mob onto something, and transfer their dna info
analyzer_actCalled on an object when a tool with analyzer capabilities is used to left click an object
analyzer_act_secondaryCalled on an object when a tool with analyzer capabilities is used to right click an object
animate_atom_livingproc to animate the target into a living creature
apply_main_material_effectsA proc for material effects that only the main material (which the atom's primarly composed of) should apply.
apply_material_effectsproc responsible for applying material effects when setting materials.
apply_single_mat_effectApply material effects of a single material.
assume_airTake air from the passed in gas mixture datum
atmos_conditions_changedRun when you update the conditions in which an /atom might want to start reacting to its turf's air
atmos_endWhat to do when our requirements are no longer met
atmos_exposeThis is your process() proc
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_ai_secondaryWhat happens when the AI holds right-click on an item. Returns a SECONDARY_ATTACK_* value.
attack_alien_secondaryCalled when an alien right clicks an atom. Returns a SECONDARY_ATTACK_* value.
attack_animalCalled when a simple animal is unarmed attacking / clicking on this atom.
attack_animal_secondaryCalled when a simple animal or basic mob right clicks an atom. Returns a SECONDARY_ATTACK_* value.
attack_basic_mobWhen a basic mob attacks something, either by AI or user.
attack_droneDefaults to attack_hand. Override it when you don't want drones to do same stuff as humans.
attack_drone_secondaryCalled when a maintenance drone right clicks an atom. Defaults to attack_hand_secondary. When overriding it, remember that it ought to return a SECONDARY_ATTACK_* value.
attack_handReturn 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_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)
attack_larva_secondaryCalled when an alien larva right clicks an atom. Returns a SECONDARY_ATTACK_* value.
attack_pai_secondaryCalled when a pAI right clicks an atom. Returns a SECONDARY_ATTACK_* value.
attack_pawAttacked by monkey. It doesn't need its own *_secondary proc as it just uses attack_hand_secondary instead.
attack_robotWhat happens when the cyborg holds left-click on an item.
attack_robot_secondaryWhat happens when the cyborg without active module holds right-click on an item. Returns a SECONDARY_ATTACK_* value.
attack_self_tkTelekinesis item attack_self act.
attack_tkTelekinesis attack act, happens when the TK user clicks on a non-adjacent target in range.
attackbyCalled on an object being hit by an item
attackby_secondaryCalled on an object being right-clicked on by an item
attacked_byCalled from /obj/item/proc/attack_atom and /obj/item/proc/attack if the attack succeeds
attempt_chargeUsed to attempt to charge an object with a payment component.
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.
base_item_interaction
base_mouse_drop_handlerCalled when all sanity checks for mouse dropping have passed. Handles adjacency & other sanity checks before delegating the event down to lower level handlers. Do not override unless you are trying to create hud & screen elements which do not require proximity or other checks
base_ranged_item_interaction
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.
change_material_modifierRemove the old effects, change the material_modifier variable, and then reapply all the effects.
check_projectile_armorA 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
click_alt
click_alt_secondary
click_ctrl
click_ctrl_shift
clone_storageA quick and easy way to /clone/ a storage datum for an atom (does not copy over contents, only the datum details)
color_atom_overlaySame as update_atom_color, but simplifies overlay coloring
connect_to_shuttleConnect this atom to a shuttle
container_resist_actCalled when something resists while this atom is its loc
containsReturns true if the src countain the atom target
contents_explosionHandle what happens when your contents are exploded by a bomb
create_digital_auraCreates a digital effect around the target
create_reagentsConvenience proc to create a reagents holder for an atom
create_storageA quick and easy way to create a storage datum for an atom
crowbar_actCalled on an object when a tool with crowbar capabilities is used to left click an object
crowbar_act_secondaryCalled on an object when a tool with crowbar capabilities is used to right click an object
debugSets up this light source to be debugged, setting up in world buttons to control and move it Also freezes it, so it can't change in future
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 this atom: /mob/verb/examinate
examine_descriptorWhat this atom should be called in examine tags
examine_moreCalled when a mob examines (shift click or verb) this atom twice (or more) within EXAMINE_MORE_WINDOW (default 1 second)
examine_post_descriptorReturns a list of strings to be displayed after the descriptor
examine_tagsA list of "tags" displayed after atom's description in examine. This should return an assoc list of tags -> tooltips for them. If item is null, then no tooltip is assigned.
examine_titleFormats the atom's name into a string for use in examine (as the "title" of the atom)
expose_reagents
extinguishSends COMSIG_ATOM_EXTINGUISH signal, which properly removes burning component if it is present.
finalize_material_effectsCalled by apply_material_effects(). It ACTUALLY handles applying effects common to all atoms (depending on material flags)
finalize_remove_material_effectsCalled by remove_material_effects(). It ACTUALLY handles removing effects common to all atoms (depending on material flags)
find_all_cells_containingdebug proc for checking if a movable is in multiple cells when it shouldnt be (ie always unless multitile entering is implemented)
find_grid_statistics_for_z_leveldebug proc for finding how full the cells of src's z level are
find_type_in_directionScans direction to find targets to smooth with.
fire_actRespond to fire being used on our atom
fire_projectileFire a projectile from this atom at another atom
flick_overlayFlicks a certain overlay onto an atom, handling icon_state strings
flick_overlay_staticFlickers an overlay on an atom
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
gather_material_colorA proc used by both finalize_material_effects() and finalize_remove_material_effects() to get the colors that will later be applied to or removed from the atom
get_all_contentsReturns the src and all recursive contents as a list.
get_all_contents_ignoringLike get_all_contents_type, but uses a typecache list as argument
get_all_contents_skipping_traitsReturns the src and all recursive contents, but skipping going any deeper if an atom has a specific trait.
get_all_contents_typeidentical to get_all_contents but returns a list of atoms of the type passed in the argument.
get_all_orbitersRecursive getter method to return a list of all ghosts orbitting this atom
get_armorGet the atom's armor reference
get_armor_ratingHelper to get a specific rating for the atom's armor
get_custom_material_amountGets the total amount of materials in this atom.
get_digital_overlaysReturns a list of overlays to be used for the digital effect
get_dumping_locationIf someone's trying to dump items onto our atom, where should they be dumped to?
get_examine_iconIcon displayed in examine
get_examine_nameGet the name of this object for examine
get_id_examine_stringsReturns an extended list of examine strings for any contained ID cards.
get_integrityThis mostly exists to keep atom_integrity private. Might be useful in the future.
get_integrity_percentageSimilar to get_integrity, but returns the percentage as [0-1] instead.
get_master_materialGets the most common material in the object.
get_material_compositionReturns the material composition of the atom.
get_material_english_listReturns a string like "plasma, paper and glass" from a list of materials
get_material_greyscale_configSearches for a subtype of config_type that is to be used in its place for specific materials (like shimmering gold for cleric maces)
get_material_multiplierA proc that can be used to selectively control the stat changes and effects from a material without affecting the others.
get_material_prefixesReturns the prefixes to attach to the atom when setting materials, from a list argument.
get_name_chaserUsed to insert text after the name but before the description in examine()
get_oversized_icon_offsetsReturns an x and y value require to reverse the transformations made to center an oversized icon
get_remote_view_fullscreensthe vision impairment to give to the mob whose perspective is set to that atom
get_save_vars
get_visible_nameUsed by mobs to determine the name for someone wearing a mask, or with a disfigured or missing face. By default just returns the atom's name. add_id_name will control whether or not we append "(as [id_name])". force_real_name will always return real_name and add (as face_name/id_name) if it doesn't match their appearance
handle_basic_attackThis exists so stuff can override the default call of attack_animal for attack_basic_mob Remove this when simple animals are removed and everything can be handled on attack basic mob.
handle_fallUsed for making a sound when a mob involuntarily falls into the ground.
handle_slipHandle the atom being slipped over
has_gravityReturns true if this atom has gravity for the passed in turf
has_material_categoryFetches a list of all of the materials this object has with the desired material category.
has_material_typeFetches 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
hitbyReact to being hit by a thrown object
hitby_reactWe have have actually hit the passed in 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
initialize_materialsThe second part of set_custom_materials(), which handles applying the new materials It is a separate proc because Initialize calls may make use of this since they should've no prior materials to remove.
is_atom_colourChecks if this atom has the passed color Can optionally be supplied with a range of priorities, IE only checking "washable" or above
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
isinspaceIs this atom in space
item_interactionCalled when this atom has an item used on it. IE, a mob is clicking on this atom with an item.
item_interaction_secondaryCalled when this atom has an item used on it WITH RIGHT CLICK, IE, a mob is right clicking on this atom with an item. Default behavior has it run the same code as left click.
log_messageGeneric logging helper
log_talkHelper for logging chat messages or other logs with arbitrary inputs (e.g. announcements)
makeHologramMakes this atom look like a "hologram" So transparent, blue, with a scanline and an emissive glow This is acomplished using a combination of filters and render steps/overlays The degree of the opacity is optional, based off the opacity arg (0 -> 1)
manual_emoteAllows the intrepid coder to send a basic emote Takes text as input, sends it out to those who need to know after some light parsing If you need something more complex, make it into a datum emote Arguments:
mech_melee_attack
mix_material_colorsManages mixing, adding or removing the material colors from the atom in absence of the MATERIAL_GREYSCALE flag.
modify_max_integritychanges max_integrity while retaining current health percentage, returns TRUE if the atom got broken.
mouse_drop_draggedThe proc that should be overridden by subtypes to handle mouse drop. Called on the atom being dragged
mouse_drop_receiveThe proc that should be overridden by subtypes to handle mouse drop. Called on the atom receiving a dragged object
multitool_actCalled on an object when a tool with multitool capabilities is used to left click an object
multitool_act_secondaryCalled on an object when a tool with multitool capabilities is used to right click an object
narsie_actRespond to narsie eating our atom
ninjadrain_actAtom level proc for space ninja's glove interactions.
onAwayMissionIs the atom in an away mission
onCentComIs this atom currently located on centcom (or riding off into the sunset on a shuttle)
onSyndieBaseIs the atom in any of the syndicate areas
on_escaped_shuttleChecks that we're on a shuttle that's escaped
on_logCalled when the atom log's in or out
on_mouse_enterFired 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.
on_saboteurOverride on subtype to add behaviour. Whatever happens when we are sabotaged
on_update_integrityHandle updates to your atom's integrity
play_attack_soundthe sound played when the atom is damaged.
prepare_hudsPrepare the huds for this atom
projectile_hitWrapper for bullet_act used for atom-specific calculations, i.e. armor
propagate_radiation_pulseA common proc used to send COMSIG_ATOM_PROPAGATE_RAD_PULSE to adjacent atoms Only used for uranium (false/tram)walls to spread their radiation pulses
ranged_item_interactionCalled when this atom has an item used on it from a distance. IE, a mob is clicking on this atom with an item and is not adjacent.
ranged_item_interaction_secondaryCalled when this atom has an item used on it from a distance WITH RIGHT CLICK, IE, a mob is right clicking on this atom with an item and is not adjacent.
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
register_contextCreate 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.
relaydriveA special case of relaymove() in which the person relaying the move may be "driving" this atom
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
remove_digital_auraRemoves the digital effect around the target
remove_main_material_effectsA proc to remove the material effects previously applied by the (ex-)main material
remove_material_effectsProc responsible for removing material effects when setting materials.
remove_single_mat_effectRemove material effects of a single material.
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_actCalled on an object when a tool with screwdriver capabilities is used to left click an object
screwdriver_act_secondaryCalled on an object when a tool with screwdriver capabilities is used to right click an object
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
set_armorSets the armor of this atom to the specified armor
set_armor_ratingHelper to update the atom's armor to a new armor with the specified rating
set_base_pixel_xSetter for the base_pixel_x variable to append behavior related to its changing.
set_base_pixel_ySetter for the base_pixel_y variable to append behavior related to its changing.
set_custom_materialsSets the custom materials for an atom. This is what you want to call, since most of the ones below are mainly internal.
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
set_wiresSets the wire datum of an atom
should_atmos_processWe use this proc to check if we should start processing an item, or continue processing it. Returns true/false as expected
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
take_damageThe essential proc to call when an atom must receive damage of any kind.
tamedCalled after the atom is 'tamed' for type-specific operations, Usually called by the tameable component but also other things.
toggle_material_flagsFor enabling and disabling material effects from an item (mainly VV)
tool_act
transfer_mob_blood_dnato add a mob's dna info into an object's blood_dna list.
undebugDisables light debugging, so you can let a scene fall to what it visually should be, or just fix admin fuckups
update_appearanceUpdates the appearence of the icon
update_atom_colourResets the atom's color to null, and then sets it to the highest priority colour available
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_inhand_iconChecks the atom's loc and calls update_held_items on it if it is a mob.
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_varcall 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
welder_actCalled on an object when a tool with welder capabilities is used to left click an object
welder_act_secondaryCalled on an object when a tool with welder capabilities is used to right click an object
wirecutter_actCalled on an object when a tool with wirecutter capabilities is used to left click an object
wirecutter_act_secondaryCalled on an object when a tool with wirecutter capabilities is used to right click an object
wrench_actCalled on an object when a tool with wrench capabilities is used to left click an object
wrench_act_secondaryCalled on an object when a tool with wrench capabilities is used to right click an object
zap_actRespond to an electric bolt action on our item

Var Details

active_hud_list

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

ai_controller

AI controller that controls this atom. type on init, then turned into an instance during runtime

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_w

Default pixel w shifting for the atom's icon.

base_pixel_x

Default pixel x shifting for the atom's icon.

base_pixel_y

Default pixel y shifting for the atom's icon.

base_pixel_z

Default pixel z 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

cached_color_filter

Currently used color filter - cached because its applied to all of our overlays because BYOND is horrific

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

can_atmos_pass

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

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_acid_overlay

The icon state intended to be used for the acid component. Used to override the default acid overlay icon state.

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

examine_thats

Text that appears preceding the name in /atom/proc/examine_title

explosive_resistance

How much this atom resists explosions by, in the end

fingerprintslast

Last fingerprints to touch this atom

flags_1

First atom flags var

forensics

forensics datum, contains fingerprints, fibres, blood_dna and hiddenprints on this atom

ghost_screentips

whether ghosts can see screentips on it

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.

interaction_flags_atom

Intearaction flags

interaction_flags_click

Flags to check for in can_perform_action. Used in alt-click & ctrl-click checks

interaction_flags_mouse_drop

Flags to check for in can_perform_action for mouse drag & drop checks. To bypass checks see interaction_flags_atom mouse drop 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.

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

orbiters

The orbiter component, if there's anything orbiting this atom

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

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

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

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

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.

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:

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

CanPass

Whether the mover object can avoid being blocked by this atom, while arriving from (or leaving through) the border_dir.

CanReach

A backwards depth-limited breadth-first-search to see if the target is logically "in" anything adjacent to us.

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:

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

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 initialization in the base atom/New(), After the map has loaded, then Initialize is called on all atoms one by one. NB: this is also true for loading map templates as well, so they don't Initialize 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 initialized during the Atom subsystem initialization, 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 initialized 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 initialized (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 Initialization, for code that should run after all atoms have run Initialization

To have your LateIntialize proc be called, your atoms Initialization 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 Initialization 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 Initialization proc, mostly we run the preloader if the preloader is being used and then call InitAtom of which the ultimate result is that the Initialize 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)

Shake

Perform a shake on an atom, resets its position afterwards

ShowProcessingGui

Creates the radial and processes the selected option

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

_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

Adds blood dna to the atom

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 to the atom

add_fibers

Adds a single fiber to the atom

add_fingerprint

Adds a single fingerprint to the atom

add_fingerprint_list

Adds a list of fingerprints to the atom

add_hiddenprint

Adds a single hiddenprint to the atom

add_hiddenprint_list

Adds a list of hiddenprints to the atom

add_mob_blood

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

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

animate_atom_living

proc to animate the target into a living creature

apply_main_material_effects

A proc for material effects that only the main material (which the atom's primarly composed of) should apply.

apply_material_effects

proc responsible for applying material effects when setting materials.

apply_single_mat_effect

Apply material effects of a single material.

assume_air

Take air from the passed in gas mixture datum

atmos_conditions_changed

Run when you update the conditions in which an /atom might want to start reacting to its turf's air

atmos_end

What to do when our requirements are no longer met

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:

attack_alien_secondary

Called when an alien right clicks an atom. Returns a SECONDARY_ATTACK_* value.

attack_animal

Called when a simple animal is unarmed attacking / clicking on this atom.

attack_animal_secondary

Called when a simple animal or basic mob right clicks an atom. Returns a SECONDARY_ATTACK_* value.

attack_basic_mob

When a basic mob attacks something, either by AI or user.

attack_drone

Defaults to attack_hand. Override it when you don't want drones to do same stuff as humans.

attack_drone_secondary

Called when a maintenance drone right clicks an atom. Defaults to attack_hand_secondary. When overriding it, remember that it ought to return a SECONDARY_ATTACK_* value.

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_larva_secondary

Called when an alien larva right clicks an atom. Returns a SECONDARY_ATTACK_* value.

attack_pai_secondary

Called when a pAI right clicks an atom. Returns a SECONDARY_ATTACK_* value.

attack_paw

Attacked by monkey. It doesn't need its own *_secondary proc as it just uses attack_hand_secondary instead.

attack_robot

What happens when the cyborg holds left-click on an item.

Arguments:

attack_robot_secondary

What happens when the cyborg without active module holds right-click on an item. Returns a SECONDARY_ATTACK_* value.

Arguments:

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

Arguments:

See: /obj/item/proc/melee_attack_chain

attackby_secondary

Called on an object being right-clicked on by an item

Arguments:

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:

balloon_alert

Creates text that will float from the atom upwards to the viewer.

Args:

balloon_alert_to_viewers

Create balloon alerts (text that floats up) to everything within range. Will only display to people who can see.

base_item_interaction

Item interaction

Handles non-combat interactions of a tool on this atom, such as using a tool on a wall to deconstruct it, or scanning someone with a health analyzer

base_mouse_drop_handler

Called when all sanity checks for mouse dropping have passed. Handles adjacency & other sanity checks before delegating the event down to lower level handlers. Do not override unless you are trying to create hud & screen elements which do not require proximity or other checks

base_ranged_item_interaction

Ranged item interaction

Handles non-combat ranged interactions of a tool on this atom, such as shooting a gun in the direction of someone*, having a scanner you can point at someone to scan them at any distance, or pointing a laser pointer at something.

*While this intuitively sounds combat related, it is not, because a "combat use" of a gun is gun-butting.

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

@params

calculate_adjacencies

Scans all adjacent turfs to find targets to smooth with.

change_material_modifier

Remove the old effects, change the material_modifier variable, and then reapply all the effects.

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

click_alt

Custom alt click interaction

Override this to change default alt click behavior. Return CLICK_ACTION_SUCCESS, CLICK_ACTION_BLOCKING or NONE.

Guard clauses

Consider adding interaction_flags_click before adding unique guard clauses.

Return flags

Forgetting your return will cause the default alt click behavior to occur thereafter.

The difference between NONE and BLOCKING can get hazy, but I like to keep NONE limited to guard clauses and "never" cases.

A good usage for BLOCKING over NONE is when it's situational for the item and there's some feedback indicating this.

Examples:

User is a ghost, alt clicks on item with special disk eject: NONE

Machine broken, no feedback: NONE

Alt click a pipe to max output but its already max: BLOCKING

Alt click a gun that normally works, but is out of ammo: BLOCKING

User unauthorized, machine beeps: BLOCKING

@param {mob} user - The person doing the alt clicking.

click_alt_secondary

Custom alt click secondary interaction

Override this to change default alt right click behavior.

Guard clauses

Consider adding interaction_flags_click before adding unique guard clauses.

click_ctrl

Custom ctrl click interaction

Override this to change default ctrl click behavior. Return CLICK_ACTION_SUCCESS, CLICK_ACTION_BLOCKING or NONE.

Guard clauses

Consider adding interaction_flags_click before adding unique guard clauses.

Return flags

Forgetting your return will cause the default ctrl click behavior to occur thereafter.

Returning any value besides NONE will stop the attack chain and thus stop the object from getting pulled/grabbed

click_ctrl_shift

Custom ctrl shift click interaction

Guard clauses

Consider adding interaction_flags_click before adding unique guard clauses.

clone_storage

A quick and easy way to /clone/ a storage datum for an atom (does not copy over contents, only the datum details)

Imperfect, does not copy over ALL variables, only important ones (max storage size, etc)

color_atom_overlay

Same as update_atom_color, but simplifies overlay coloring

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_digital_aura

Creates a digital effect around the target

create_reagents

Convenience proc to create a reagents holder for an atom

Arguments:

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

debug

Sets up this light source to be debugged, setting up in world buttons to control and move it Also freezes it, so it can't change in future

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_PRE_EMP_ACT and COMSIG_ATOM_EMP_ACT signal

If the pre-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.

Returns TRUE by default, and behavior should be implemented on children procs on a per-atom basis. Should only return FALSE if we resist the explosion for any reason. We assume that the default is TRUE because all atoms should be considered destructible in some manner unless they explicitly opt out (in our current framework). However, the return value itself doesn't have any external consumers, it's only so children procs can listen to the value from their parent procs (due to the nature of the EX_ACT macro). Thus, the return value only matters on overrides of this proc, and the only thing that truly matters is the code that is executed (applying damage, calling damage procs, etc.)

examine

Called when a mob examines this atom: /mob/verb/examinate

Default behaviour is to get the name and icon of the object and its reagents where the [TRANSPARENT] flag is set on the reagents holder

Produces a signal COMSIG_ATOM_EXAMINE, for modifying the list returned from this proc

examine_descriptor

What this atom should be called in examine tags

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_ATOM_EXAMINE_MORE

examine_post_descriptor

Returns a list of strings to be displayed after the descriptor

examine_tags

A list of "tags" displayed after atom's description in examine. This should return an assoc list of tags -> tooltips for them. If item is null, then no tooltip is assigned.

For example:

. = list()
.["small"] = "It is a small item."
.["fireproof"] = "It is made of fire-retardant materials."
.["and conductive"] = "It's made of conductive materials and whatnot. Blah blah blah." // having "and " in the end tag's main text/key works too!

will result in

It is a small, fireproof and conductive item.

where "item" is pulled from /atom/proc/examine_descriptor

examine_title

Formats the atom's name into a string for use in examine (as the "title" of the atom)

expose_reagents

extinguish

Sends COMSIG_ATOM_EXTINGUISH signal, which properly removes burning component if it is present.

Default behaviour is to send COMSIG_ATOM_ACID_ACT and return

finalize_material_effects

Called by apply_material_effects(). It ACTUALLY handles applying effects common to all atoms (depending on material flags)

finalize_remove_material_effects

Called by remove_material_effects(). It ACTUALLY handles removing effects common to all atoms (depending on material flags)

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_grid_statistics_for_z_level

debug proc for finding how full the cells of src's z level are

find_type_in_direction

Scans direction to find targets to smooth with.

fire_act

Respond to fire being used on our atom

Default behaviour is to send COMSIG_ATOM_FIRE_ACT and return

fire_projectile

Fire a projectile from this atom at another atom

flick_overlay

Flicks a certain overlay onto an atom, handling icon_state strings

flick_overlay_static

Flickers an overlay on an atom

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

gather_material_color

A proc used by both finalize_material_effects() and finalize_remove_material_effects() to get the colors that will later be applied to or removed from the atom

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_skipping_traits

Returns the src and all recursive contents, but skipping going any deeper if an atom has a specific trait.

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.

get_armor

Get the atom's armor reference

get_armor_rating

Helper to get a specific rating for the atom's armor

get_custom_material_amount

Gets the total amount of materials in this atom.

get_digital_overlays

Returns a list of overlays to be used for the digital effect

get_dumping_location

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_icon

Icon displayed in examine

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_id_examine_strings

Returns an extended list of examine strings for any contained ID cards.

Arguments:

get_integrity

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

get_integrity_percentage

Similar to get_integrity, but returns the percentage as [0-1] instead.

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:

get_material_english_list

Returns a string like "plasma, paper and glass" from a list of materials

get_material_greyscale_config

Searches for a subtype of config_type that is to be used in its place for specific materials (like shimmering gold for cleric maces)

get_material_multiplier

A proc that can be used to selectively control the stat changes and effects from a material without affecting the others.

For example, we can have items made of two different materials, with the primary contributing a good 1.2 multiplier and the second a meager 0.3.

The GET_MATERIAL_MODIFIER macro will handles some modifications where the minimum should be 1 if above 1 and the maximum be 1 if below 1. Just don't return negative values.

get_material_prefixes

Returns the prefixes to attach to the atom when setting materials, from a list argument.

get_name_chaser

Used to insert text after the name but before the description in examine()

get_oversized_icon_offsets

Returns an x and y value require to reverse the transformations made to center an oversized icon

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)

get_save_vars

Map exporter Inputting a list of turfs into convert_map_to_tgm() will output a string with the turfs and their objects / areas on said turf into the TGM mapping format for .dmm files. This file can then be opened in the map editor or imported back into the game.

This has been made semi-modular so you should be able to use these functions elsewhere in code if you ever need to get a file in the .dmm format

get_visible_name

Used by mobs to determine the name for someone wearing a mask, or with a disfigured or missing face. By default just returns the atom's name. add_id_name will control whether or not we append "(as [id_name])". force_real_name will always return real_name and add (as face_name/id_name) if it doesn't match their appearance

handle_basic_attack

This exists so stuff can override the default call of attack_animal for attack_basic_mob Remove this when simple animals are removed and everything can be handled on attack basic mob.

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:

has_material_category

Fetches a list of all of the materials this object has with the desired material category.

Arguments:

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:

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)

Worth of note: If hitby returns TRUE, it means the object has been blocked or catched by src. So far, this is only possible for living mobs and carbons, who can hold shields and catch thrown items.

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

initialize_materials

The second part of set_custom_materials(), which handles applying the new materials It is a separate proc because Initialize calls may make use of this since they should've no prior materials to remove.

is_atom_colour

Checks if this atom has the passed color Can optionally be supplied with a range of priorities, IE only checking "washable" or above

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

item_interaction

Called when this atom has an item used on it. IE, a mob is clicking on this atom with an item.

Return an ITEM_INTERACT_ flag in the event the interaction was handled, to cancel further interaction code. Return NONE to allow default interaction / tool handling.

item_interaction_secondary

Called when this atom has an item used on it WITH RIGHT CLICK, IE, a mob is right clicking on this atom with an item. Default behavior has it run the same code as left click.

Return an ITEM_INTERACT_ flag in the event the interaction was handled, to cancel further interaction code. Return NONE to allow default interaction / tool handling.

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:

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:

makeHologram

Makes this atom look like a "hologram" So transparent, blue, with a scanline and an emissive glow This is acomplished using a combination of filters and render steps/overlays The degree of the opacity is optional, based off the opacity arg (0 -> 1)

manual_emote

Allows the intrepid coder to send a basic emote Takes text as input, sends it out to those who need to know after some light parsing If you need something more complex, make it into a datum emote Arguments:

Returns TRUE if it was able to run the emote, FALSE otherwise.

mech_melee_attack

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. returning a value puts our mech onto attack cooldown. Arguments:

mix_material_colors

Manages mixing, adding or removing the material colors from the atom in absence of the MATERIAL_GREYSCALE flag.

modify_max_integrity

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

mouse_drop_dragged

The proc that should be overridden by subtypes to handle mouse drop. Called on the atom being dragged

mouse_drop_receive

The proc that should be overridden by subtypes to handle mouse drop. Called on the atom receiving a dragged object

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

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:

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 (or riding off into the sunset on a shuttle)

Specifically, is it on the z level and within the centcom areas. You can also be in a shuttle 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

Returns TRUE if this atom is on centcom or an escape shuttle, or FALSE if not

onSyndieBase

Is the atom in any of the syndicate areas

Either in the syndie base, or any of their shuttles

Also used in gamemode code for win conditions

Returns TRUE if this atom is on the syndicate recon base, any of its shuttles, or an escape shuttle, or FALSE if not

on_escaped_shuttle

Checks that we're on a shuttle that's escaped

Returns TRUE if this atom is on a shuttle which is escaping or has escaped, or FALSE otherwise

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.

on_saboteur

Override on subtype to add behaviour. Whatever happens when we are sabotaged

on_update_integrity

Handle updates to your atom's integrity

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)

projectile_hit

Wrapper for bullet_act used for atom-specific calculations, i.e. armor

@params

propagate_radiation_pulse

A common proc used to send COMSIG_ATOM_PROPAGATE_RAD_PULSE to adjacent atoms Only used for uranium (false/tram)walls to spread their radiation pulses

ranged_item_interaction

Called when this atom has an item used on it from a distance. IE, a mob is clicking on this atom with an item and is not adjacent.

Does NOT include Telekinesis users, they are considered adjacent generally.

Return an ITEM_INTERACT_ flag in the event the interaction was handled, to cancel further interaction code.

ranged_item_interaction_secondary

Called when this atom has an item used on it from a distance WITH RIGHT CLICK, IE, a mob is right clicking on this atom with an item and is not adjacent.

Default behavior has it run the same code as left click.

Return an ITEM_INTERACT_ flag in the event the interaction was handled, to cancel further interaction code.

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

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

remove_digital_aura

Removes the digital effect around the target

remove_main_material_effects

A proc to remove the material effects previously applied by the (ex-)main material

remove_material_effects

Proc responsible for removing material effects when setting materials.

remove_single_mat_effect

Remove material effects of a single material.

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 /turf/rust_turf should be used instead for overriding rust on turfs

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

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_armor

Sets the armor of this atom to the specified armor

set_armor_rating

Helper to update the atom's armor to a new armor with the specified rating

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 atom. This is what you want to call, since most of the ones below are mainly internal.

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

set_wires

Sets the wire datum of an atom

should_atmos_process

We use this proc to check if we should start processing an item, or continue processing it. Returns true/false as expected

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

take_damage

The essential proc to call when an atom must receive damage of any kind.

tamed

Called after the atom is 'tamed' for type-specific operations, Usually called by the tameable component but also other things.

toggle_material_flags

For enabling and disabling material effects from an item (mainly VV)

tool_act

Tool Act

Handles using specific tools on this atom directly. Only called when combat mode is off.

Handles the tool_acts in particular, such as wrenches and screwdrivers.

This can be overridden to handle unique "tool interactions" IE using an item like a tool (when it's not actually one) This is particularly useful for things that shouldn't be inserted into storage (because tool acting runs before storage checks) but otherwise does nothing that [item_interaction] doesn't already do.

In other words, use sparingly. It's harder to use (correctly) than [item_interaction].

transfer_mob_blood_dna

to add a mob's dna info into an object's blood_dna list.

undebug

Disables light debugging, so you can let a scene fall to what it visually should be, or just fix admin fuckups

update_appearance

Updates the appearence of the icon

Mostly delegates to update_name, update_desc, and update_icon

Arguments:

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_inhand_icon

Checks the atom's loc and calls update_held_items on it if it is a mob.

This should only be used in situations when you are unable to use /datum/element/update_icon_updates_onmob for whatever reason. Check code/datums/elements/update_icon_updates_onmob.dm before using this. Adding that to the atom and calling update_appearance will work for most cases.

Arguments:

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

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:

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

Default behaviour is to return, we define here to allow for cleaner code later on