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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/area_sound_manager - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/area_sound_manager.html#var">Var Details</a></header><main><h1>area_sound_manager <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/area_sound_manager.html">area_sound_manager</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/area_sound_manager.dm#L2"><img src="git.png" width="16" height="16" title="code/datums/components/area_sound_manager.dm 2"></a></h1><p>Allows you to set a theme for a set of areas without tying them to looping sounds explicitly</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/area_sound_manager.html#var/accepted_zs">accepted_zs</a></th><td>A list of "acceptable" z levels to be on. If you leave this, we're gonna delete ourselves</td></tr><tr><th><a href="datum/component/area_sound_manager.html#var/area_to_looping_type">area_to_looping_type</a></th><td>area -> looping sound type</td></tr><tr><th><a href="datum/component/area_sound_manager.html#var/our_loop">our_loop</a></th><td>Current sound loop</td></tr><tr><th><a href="datum/component/area_sound_manager.html#var/timerid">timerid</a></th><td>The timer id of our current start delay, if it exists</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/accepted_zs"><aside class="declaration">var </aside>accepted_zs <aside>– /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/area_sound_manager.dm#L8"><img src="git.png" width="16" height="16" title="code/datums/components/area_sound_manager.dm 8"></a></h3><p>A list of "acceptable" z levels to be on. If you leave this, we're gonna delete ourselves</p><h3 id="var/area_to_looping_type"><aside class="declaration">var </aside>area_to_looping_type <aside>– /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/area_sound_manager.dm#L4"><img src="git.png" width="16" height="16" title="code/datums/components/area_sound_manager.dm 4"></a></h3><p>area -> looping sound type</p><h3 id="var/our_loop"><aside class="declaration">var </aside>our_loop <aside>– /<a href="datum.html">datum</a>/<a href="datum/looping_sound.html">looping_sound</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/area_sound_manager.dm#L6"><img src="git.png" width="16" height="16" title="code/datums/components/area_sound_manager.dm 6"></a></h3><p>Current sound loop</p><h3 id="var/timerid"><aside class="declaration">var </aside>timerid <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/area_sound_manager.dm#L12"><img src="git.png" width="16" height="16" title="code/datums/components/area_sound_manager.dm 12"></a></h3><p>The timer id of our current start delay, if it exists</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/dejavu - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/dejavu.html#var">Var Details</a></header><main><h1>dejavu <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/dejavu.html">dejavu</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/dejavu.dm#L4"><img src="git.png" width="16" height="16" title="code/datums/components/dejavu.dm 4"></a></h1><p>A component to reset the parent to its previous state after some time passes</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/dejavu.html#var/brain_loss">brain_loss</a></th><td>The starting value of brain loss at the beginning of the effect</td></tr><tr><th><a href="datum/component/dejavu.html#var/brute_loss">brute_loss</a></th><td>The starting value of brute loss at the beginning of the effect
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This only applies to simple animals</td></tr><tr><th><a href="datum/component/dejavu.html#var/clone_loss">clone_loss</a></th><td>The starting value of clone loss at the beginning of the effect</td></tr><tr><th><a href="datum/component/dejavu.html#var/integrity">integrity</a></th><td>The starting value of integrity at the beginning of the effect
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This only applies to objects</td></tr><tr><th><a href="datum/component/dejavu.html#var/oxy_loss">oxy_loss</a></th><td>The starting value of oxygen loss at the beginning of the effect</td></tr><tr><th><a href="datum/component/dejavu.html#var/rewind_interval">rewind_interval</a></th><td>How long to wait between each rewind</td></tr><tr><th><a href="datum/component/dejavu.html#var/rewind_type">rewind_type</a></th><td>Determined by the type of the parent so different behaviours can happen per type</td></tr><tr><th><a href="datum/component/dejavu.html#var/rewinds_remaining">rewinds_remaining</a></th><td>How many rewinds will happen before the effect ends</td></tr><tr><th><a href="datum/component/dejavu.html#var/saved_bodyparts">saved_bodyparts</a></th><td>A list of body parts saved at the beginning of the effect</td></tr><tr><th><a href="datum/component/dejavu.html#var/starting_turf">starting_turf</a></th><td>The turf the parent was on when this components was applied, they get moved back here after the duration</td></tr><tr><th><a href="datum/component/dejavu.html#var/tox_loss">tox_loss</a></th><td>The starting value of toxin loss at the beginning of the effect</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/brain_loss"><aside class="declaration">var </aside>brain_loss <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/dejavu.dm#L21"><img src="git.png" width="16" height="16" title="code/datums/components/dejavu.dm 21"></a></h3><p>The starting value of brain loss at the beginning of the effect</p><h3 id="var/brute_loss"><aside class="declaration">var </aside>brute_loss <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/dejavu.dm#L24"><img src="git.png" width="16" height="16" title="code/datums/components/dejavu.dm 24"></a></h3><p>The starting value of brute loss at the beginning of the effect
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This only applies to simple animals</p><h3 id="var/clone_loss"><aside class="declaration">var </aside>clone_loss <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/dejavu.dm#L15"><img src="git.png" width="16" height="16" title="code/datums/components/dejavu.dm 15"></a></h3><p>The starting value of clone loss at the beginning of the effect</p><h3 id="var/integrity"><aside class="declaration">var </aside>integrity <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/dejavu.dm#L27"><img src="git.png" width="16" height="16" title="code/datums/components/dejavu.dm 27"></a></h3><p>The starting value of integrity at the beginning of the effect
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This only applies to objects</p><h3 id="var/oxy_loss"><aside class="declaration">var </aside>oxy_loss <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/dejavu.dm#L19"><img src="git.png" width="16" height="16" title="code/datums/components/dejavu.dm 19"></a></h3><p>The starting value of oxygen loss at the beginning of the effect</p><h3 id="var/rewind_interval"><aside class="declaration">var </aside>rewind_interval <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/dejavu.dm#L12"><img src="git.png" width="16" height="16" title="code/datums/components/dejavu.dm 12"></a></h3><p>How long to wait between each rewind</p><h3 id="var/rewind_type"><aside class="declaration">var </aside>rewind_type <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/dejavu.dm#L8"><img src="git.png" width="16" height="16" title="code/datums/components/dejavu.dm 8"></a></h3><p>Determined by the type of the parent so different behaviours can happen per type</p><h3 id="var/rewinds_remaining"><aside class="declaration">var </aside>rewinds_remaining <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/dejavu.dm#L10"><img src="git.png" width="16" height="16" title="code/datums/components/dejavu.dm 10"></a></h3><p>How many rewinds will happen before the effect ends</p><h3 id="var/saved_bodyparts"><aside class="declaration">var </aside>saved_bodyparts <aside>– /list/datum/saved_bodypart</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/dejavu.dm#L31"><img src="git.png" width="16" height="16" title="code/datums/components/dejavu.dm 31"></a></h3><p>A list of body parts saved at the beginning of the effect</p><h3 id="var/starting_turf"><aside class="declaration">var </aside>starting_turf <aside>– /<a href="turf.html">turf</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/dejavu.dm#L6"><img src="git.png" width="16" height="16" title="code/datums/components/dejavu.dm 6"></a></h3><p>The turf the parent was on when this components was applied, they get moved back here after the duration</p><h3 id="var/tox_loss"><aside class="declaration">var </aside>tox_loss <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/dejavu.dm#L17"><img src="git.png" width="16" height="16" title="code/datums/components/dejavu.dm 17"></a></h3><p>The starting value of toxin loss at the beginning of the effect</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/embedded - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/embedded.html#var">Var Details</a> - <a href="datum/component/embedded.html#proc">Proc Details</a></header><main><h1>embedded <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/embedded.html">embedded</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/embedded.dm#L32"><img src="git.png" width="16" height="16" title="code/datums/components/embedded.dm 32"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/embedded.html#var/harmful">harmful</a></th><td>if both our pain multiplier and jostle pain multiplier are 0, we're harmless and can omit most of the damage related stuff</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/component/embedded.html#proc/Topic">Topic</a></th><td>Someone is ripping out the item from the turf by hand</td></tr><tr><th><a href="datum/component/embedded.html#proc/byeItemCarbon">byeItemCarbon</a></th><td>Something deleted or moved our weapon while it was embedded, how rude!</td></tr><tr><th><a href="datum/component/embedded.html#proc/fallOutCarbon">fallOutCarbon</a></th><td>Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()</td></tr><tr><th><a href="datum/component/embedded.html#proc/initCarbon">initCarbon</a></th><td>//////////HUMAN PROCS////////////////</td></tr><tr><th><a href="datum/component/embedded.html#proc/initTurf">initTurf</a></th><td>///////////TURF PROCS////////////////</td></tr><tr><th><a href="datum/component/embedded.html#proc/itemMoved">itemMoved</a></th><td>This proc handles if something knocked the invisible item loose from the turf somehow (probably an explosion). Just make it visible and say it fell loose, then get outta here.</td></tr><tr><th><a href="datum/component/embedded.html#proc/jostleCheck">jostleCheck</a></th><td>Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.</td></tr><tr><th><a href="datum/component/embedded.html#proc/processCarbon">processCarbon</a></th><td>Items embedded/stuck to carbons both check whether they randomly fall out (if applicable), as well as if the target mob and limb still exists.
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Items harmfully embedded in carbons have an additional check for random pain (if applicable)</td></tr><tr><th><a href="datum/component/embedded.html#proc/ripOutCarbon">ripOutCarbon</a></th><td>Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()</td></tr><tr><th><a href="datum/component/embedded.html#proc/safeRemoveCarbon">safeRemoveCarbon</a></th><td>This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely.
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Pass TRUE for to_hands if we want it to go to the victim's hands when they pull it out</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/harmful"><aside class="declaration">var </aside>harmful <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/embedded.dm#L52"><img src="git.png" width="16" height="16" title="code/datums/components/embedded.dm 52"></a></h3><p>if both our pain multiplier and jostle pain multiplier are 0, we're harmless and can omit most of the damage related stuff</p><h2 id="proc">Proc Details</h2><h3 id="proc/Topic"><aside class="parent"><a title="/datum" href="datum.html#proc/Topic">↑</a></aside>Topic<aside>(/<a href="datum.html">datum</a>/source, href_list) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/embedded.dm#L355"><img src="git.png" width="16" height="16" title="code/datums/components/embedded.dm 355"></a></aside></h3><p>Someone is ripping out the item from the turf by hand</p><h3 id="proc/byeItemCarbon"><aside class="declaration">proc </aside>byeItemCarbon<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/embedded.dm#L251"><img src="git.png" width="16" height="16" title="code/datums/components/embedded.dm 251"></a></aside></h3><p>Something deleted or moved our weapon while it was embedded, how rude!</p><h3 id="proc/fallOutCarbon"><aside class="declaration">proc </aside>fallOutCarbon<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/embedded.dm#L176"><img src="git.png" width="16" height="16" title="code/datums/components/embedded.dm 176"></a></aside></h3><p>Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()</p><h3 id="proc/initCarbon"><aside class="declaration">proc </aside>initCarbon<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/embedded.dm#L132"><img src="git.png" width="16" height="16" title="code/datums/components/embedded.dm 132"></a></aside></h3><p>//////////HUMAN PROCS////////////////</p>
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<p>Set up an instance of embedding for a carbon. This is basically an extension of Initialize() so not much to say</p><h3 id="proc/initTurf"><aside class="declaration">proc </aside>initTurf<aside>(/<a href="datum.html">datum</a>/<a href="datum/thrownthing.html">thrownthing</a>/throwingdatum) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/embedded.dm#L301"><img src="git.png" width="16" height="16" title="code/datums/components/embedded.dm 301"></a></aside></h3><p>///////////TURF PROCS////////////////</p>
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<p>Turfs are much lower maintenance, since we don't care if they're in pain, but since they don't bleed or scream, we draw an overlay to show their status.
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The only difference pointy/sticky items make here is text descriptors and pointy objects making a spark shower on impact.</p><h3 id="proc/itemMoved"><aside class="declaration">proc </aside>itemMoved<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/embedded.dm#L370"><img src="git.png" width="16" height="16" title="code/datums/components/embedded.dm 370"></a></aside></h3><p>This proc handles if something knocked the invisible item loose from the turf somehow (probably an explosion). Just make it visible and say it fell loose, then get outta here.</p><h3 id="proc/jostleCheck"><aside class="declaration">proc </aside>jostleCheck<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/embedded.dm#L159"><img src="git.png" width="16" height="16" title="code/datums/components/embedded.dm 159"></a></aside></h3><p>Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.</p><h3 id="proc/processCarbon"><aside class="declaration">proc </aside>processCarbon<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/embedded.dm#L267"><img src="git.png" width="16" height="16" title="code/datums/components/embedded.dm 267"></a></aside></h3><p>Items embedded/stuck to carbons both check whether they randomly fall out (if applicable), as well as if the target mob and limb still exists.
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Items harmfully embedded in carbons have an additional check for random pain (if applicable)</p><h3 id="proc/ripOutCarbon"><aside class="declaration">proc </aside>ripOutCarbon<aside>(/<a href="datum.html">datum</a>/source, /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/I, /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/bodypart.html">bodypart</a>/limb) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/embedded.dm#L192"><img src="git.png" width="16" height="16" title="code/datums/components/embedded.dm 192"></a></aside></h3><p>Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()</p><h3 id="proc/safeRemoveCarbon"><aside class="declaration">proc </aside>safeRemoveCarbon<aside>(to_hands) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/embedded.dm#L218"><img src="git.png" width="16" height="16" title="code/datums/components/embedded.dm 218"></a></aside></h3><p>This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely.
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Pass TRUE for to_hands if we want it to go to the victim's hands when they pull it out</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/explodable - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/explodable.html#proc">Proc Details</a></header><main><h1>explodable <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/explodable.html">explodable</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/explodable.dm#L2"><img src="git.png" width="16" height="16" title="code/datums/components/explodable.dm 2"></a></h1><p>Component specifically for explosion sensetive things, currently only applies to heat based explosions but can later perhaps be used for things that are dangerous to handle carelessly like nitroglycerin.</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/component/explodable.html#proc/detonate">detonate</a></th><td>Expldoe and remove the object</td></tr><tr><th><a href="datum/component/explodable.html#proc/explodable_attack">explodable_attack</a></th><td>Called when you use this object to attack sopmething</td></tr><tr><th><a href="datum/component/explodable.html#proc/explodable_attack_zone">explodable_attack_zone</a></th><td>Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants.</td></tr><tr><th><a href="datum/component/explodable.html#proc/is_hitting_zone">is_hitting_zone</a></th><td>Checks if we're hitting the zone this component is covering</td></tr></table><h2 id="proc">Proc Details</h2><h3 id="proc/detonate"><aside class="declaration">proc </aside>detonate<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/explodable.dm#L102"><img src="git.png" width="16" height="16" title="code/datums/components/explodable.dm 102"></a></aside></h3><p>Expldoe and remove the object</p><h3 id="proc/explodable_attack"><aside class="declaration">proc </aside>explodable_attack<aside>(/<a href="datum.html">datum</a>/source, /<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a>/target, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/explodable.dm#L45"><img src="git.png" width="16" height="16" title="code/datums/components/explodable.dm 45"></a></aside></h3><p>Called when you use this object to attack sopmething</p><h3 id="proc/explodable_attack_zone"><aside class="declaration">proc </aside>explodable_attack_zone<aside>(/<a href="datum.html">datum</a>/source, damage, damagetype, def_zone) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/explodable.dm#L49"><img src="git.png" width="16" height="16" title="code/datums/components/explodable.dm 49"></a></aside></h3><p>Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants.</p><h3 id="proc/is_hitting_zone"><aside class="declaration">proc </aside>is_hitting_zone<aside>(def_zone) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/explodable.dm#L65"><img src="git.png" width="16" height="16" title="code/datums/components/explodable.dm 65"></a></aside></h3><p>Checks if we're hitting the zone this component is covering</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/field_of_vision - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/field_of_vision.html#var">Var Details</a> - <a href="datum/component/field_of_vision.html#proc">Proc Details</a></header><main><h1>field_of_vision <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/field_of_vision.html">field_of_vision</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L36"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 36"></a></h1><p>Field of Vision component. Does totally what you probably think it does,
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ergo preventing players from seeing what's behind them.</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/field_of_vision.html#var/adj_mask">adj_mask</a></th><td>A circle image used to somewhat uncover the adjacent portion of the shadow cone, making mobs and objects behind us somewhat visible.
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||||
The owner mask is still required for those mob going over the default 32x32 px size btw.</td></tr><tr><th><a href="datum/component/field_of_vision.html#var/angle">angle</a></th><td>How much is the cone rotated clockwise, purely backend. Please use rotate_shadow_cone() if you must.</td></tr><tr><th><a href="datum/component/field_of_vision.html#var/current_fov_size">current_fov_size</a></th><td>The current screen size this field of vision is meant to fit for.</td></tr><tr><th><a href="datum/component/field_of_vision.html#var/fov">fov</a></th><td>That special invisible, almost neigh indestructible movable
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||||
that holds both shadow cone mask and image and follows the player around.</td></tr><tr><th><a href="datum/component/field_of_vision.html#var/nested_locs">nested_locs</a></th><td>A list of nested locations the mob is in, to ensure the above image works correctly.</td></tr><tr><th><a href="datum/component/field_of_vision.html#var/owner_mask">owner_mask</a></th><td>An image whose render_source is kept up to date to prevent the mob (or the topmost movable holding it) from being hidden by the mask.
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||||
Will make it use vis_contents instead once a few byonds bugs with images and vis contents are fixed.</td></tr><tr><th><a href="datum/component/field_of_vision.html#var/rot_scale">rot_scale</a></th><td>Used to scale the shadow cone when rotating it to fit over the edges of the screen.</td></tr><tr><th><a href="datum/component/field_of_vision.html#var/shadow_angle">shadow_angle</a></th><td>The inner angle of this cone, right hardset to 90, 180, or 270 degrees, until someone figures out a way to make it dynamic.</td></tr><tr><th><a href="datum/component/field_of_vision.html#var/shadow_mask">shadow_mask</a></th><td>The mask portion of the cone, placed on a * render target plane so while not visible it still applies the filter.</td></tr><tr><th><a href="datum/component/field_of_vision.html#var/visual_shadow">visual_shadow</a></th><td>The visual portion of the cone, placed on the highest layer of the wall plane</td></tr><tr><th><a href="datum/component/field_of_vision.html#var/width_n_height_offsets">width_n_height_offsets</a></th><td>A static list of offsets based on icon width and height, because render sources are centered unlike most other visuals,
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and that gives us some problems when the icon is larger or smaller than world.icon_size</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/component/field_of_vision.html#proc/generate_fov_holder">generate_fov_holder</a></th><td>Generates the holder and images (if not generated yet) and adds them to client.images.
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Run when the component is registered to a player mob, or upon login.</td></tr><tr><th><a href="datum/component/field_of_vision.html#proc/hide_fov">hide_fov</a></th><td>Hides the shadow, other visibility comsig procs will take it into account. Called when the mob dies.</td></tr><tr><th><a href="datum/component/field_of_vision.html#proc/manual_centered_render_source">manual_centered_render_source</a></th><td>A hacky comsig proc for things that somehow decide to change icon on the go. may make a change_icon_file() proc later but...</td></tr><tr><th><a href="datum/component/field_of_vision.html#proc/on_change_view">on_change_view</a></th><td>Called when the client view size is changed.</td></tr><tr><th><a href="datum/component/field_of_vision.html#proc/on_loc_moved">on_loc_moved</a></th><td>Pretty much like the above, but meant for other movables the mob is stored in (bodybags, boxes, mechs etc).</td></tr><tr><th><a href="datum/component/field_of_vision.html#proc/on_mob_moved">on_mob_moved</a></th><td>Called when the owner mob moves around. Used to keep shadow located right behind us,
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As well as modify the owner mask to match the topmost item.</td></tr><tr><th><a href="datum/component/field_of_vision.html#proc/on_reset_perspective">on_reset_perspective</a></th><td>Hides the shadow when looking through other items, shows it otherwise.</td></tr><tr><th><a href="datum/component/field_of_vision.html#proc/resize_fov">resize_fov</a></th><td>Resizes the shadow to match the current screen size.
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||||
Run when the client view size is changed, or if the player has a viewsize different than "15x15" on login/comp registration.</td></tr><tr><th><a href="datum/component/field_of_vision.html#proc/rotate_shadow_cone">rotate_shadow_cone</a></th><td>Rotates the shadow cone to a certain degree. Backend shenanigans.</td></tr><tr><th><a href="datum/component/field_of_vision.html#proc/show_fov">show_fov</a></th><td>Shows the shadow. Called when the mob is revived.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/adj_mask"><aside class="declaration">var </aside>adj_mask <aside>– /<a href="image.html">image</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L65"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 65"></a></h3><p>A circle image used to somewhat uncover the adjacent portion of the shadow cone, making mobs and objects behind us somewhat visible.
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||||
The owner mask is still required for those mob going over the default 32x32 px size btw.</p><h3 id="var/angle"><aside class="declaration">var </aside>angle <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L47"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 47"></a></h3><p>How much is the cone rotated clockwise, purely backend. Please use rotate_shadow_cone() if you must.</p><h3 id="var/current_fov_size"><aside class="declaration">var </aside>current_fov_size <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L45"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 45"></a></h3><p>The current screen size this field of vision is meant to fit for.</p><h3 id="var/fov"><aside class="declaration">var </aside>fov <aside>– /<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a>/<a href="atom/movable/fov_holder.html">fov_holder</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L43"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 43"></a></h3><p>That special invisible, almost neigh indestructible movable
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||||
that holds both shadow cone mask and image and follows the player around.</p><h3 id="var/nested_locs"><aside class="declaration">var </aside>nested_locs <aside>– /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L67"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 67"></a></h3><p>A list of nested locations the mob is in, to ensure the above image works correctly.</p><h3 id="var/owner_mask"><aside class="declaration">var </aside>owner_mask <aside>– /<a href="image.html">image</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L60"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 60"></a></h3><p>An image whose render_source is kept up to date to prevent the mob (or the topmost movable holding it) from being hidden by the mask.
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Will make it use vis_contents instead once a few byonds bugs with images and vis contents are fixed.</p><h3 id="var/rot_scale"><aside class="declaration">var </aside>rot_scale <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L49"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 49"></a></h3><p>Used to scale the shadow cone when rotating it to fit over the edges of the screen.</p><h3 id="var/shadow_angle"><aside class="declaration">var </aside>shadow_angle <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L51"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 51"></a></h3><p>The inner angle of this cone, right hardset to 90, 180, or 270 degrees, until someone figures out a way to make it dynamic.</p><h3 id="var/shadow_mask"><aside class="declaration">var </aside>shadow_mask <aside>– /<a href="image.html">image</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L53"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 53"></a></h3><p>The mask portion of the cone, placed on a * render target plane so while not visible it still applies the filter.</p><h3 id="var/visual_shadow"><aside class="declaration">var </aside>visual_shadow <aside>– /<a href="image.html">image</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L55"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 55"></a></h3><p>The visual portion of the cone, placed on the highest layer of the wall plane</p><h3 id="var/width_n_height_offsets"><aside class="declaration">var </aside>width_n_height_offsets <aside>– /static/list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L72"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 72"></a></h3><p>A static list of offsets based on icon width and height, because render sources are centered unlike most other visuals,
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and that gives us some problems when the icon is larger or smaller than world.icon_size</p><h2 id="proc">Proc Details</h2><h3 id="proc/generate_fov_holder"><aside class="declaration">proc </aside>generate_fov_holder<aside>(/<a href="mob.html">mob</a>/M, _angle) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L119"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 119"></a></aside></h3><p>Generates the holder and images (if not generated yet) and adds them to client.images.
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Run when the component is registered to a player mob, or upon login.</p><h3 id="proc/hide_fov"><aside class="declaration">proc </aside>hide_fov<aside>(/<a href="mob.html">mob</a>/source) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L190"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 190"></a></aside></h3><p>Hides the shadow, other visibility comsig procs will take it into account. Called when the mob dies.</p><h3 id="proc/manual_centered_render_source"><aside class="declaration">proc </aside>manual_centered_render_source<aside>(/<a href="mob.html">mob</a>/source, old_icon) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L244"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 244"></a></aside></h3><p>A hacky comsig proc for things that somehow decide to change icon on the go. may make a change_icon_file() proc later but...</p><h3 id="proc/on_change_view"><aside class="declaration">proc </aside>on_change_view<aside>(/<a href="mob.html">mob</a>/source, client, /list/old_view, /list/view) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L205"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 205"></a></aside></h3><p>Called when the client view size is changed.</p><h3 id="proc/on_loc_moved"><aside class="declaration">proc </aside>on_loc_moved<aside>(/<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a>/source, /<a href="atom.html">atom</a>/oldloc, dir, forced) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L229"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 229"></a></aside></h3><p>Pretty much like the above, but meant for other movables the mob is stored in (bodybags, boxes, mechs etc).</p><h3 id="proc/on_mob_moved"><aside class="declaration">proc </aside>on_mob_moved<aside>(/<a href="mob.html">mob</a>/source, /<a href="atom.html">atom</a>/oldloc, dir, forced) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L212"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 212"></a></aside></h3><p>Called when the owner mob moves around. Used to keep shadow located right behind us,
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||||
As well as modify the owner mask to match the topmost item.</p><h3 id="proc/on_reset_perspective"><aside class="declaration">proc </aside>on_reset_perspective<aside>(/<a href="mob.html">mob</a>/source, /<a href="atom.html">atom</a>/target) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L198"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 198"></a></aside></h3><p>Hides the shadow when looking through other items, shows it otherwise.</p><h3 id="proc/resize_fov"><aside class="declaration">proc </aside>resize_fov<aside>(/list/old_view, /list/view) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L169"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 169"></a></aside></h3><p>Resizes the shadow to match the current screen size.
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||||
Run when the client view size is changed, or if the player has a viewsize different than "15x15" on login/comp registration.</p><h3 id="proc/rotate_shadow_cone"><aside class="declaration">proc </aside>rotate_shadow_cone<aside>(new_angle) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L155"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 155"></a></aside></h3><p>Rotates the shadow cone to a certain degree. Backend shenanigans.</p><h3 id="proc/show_fov"><aside class="declaration">proc </aside>show_fov<aside>(/<a href="mob.html">mob</a>/source) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/field_of_vision.dm#L194"><img src="git.png" width="16" height="16" title="code/datums/components/field_of_vision.dm 194"></a></aside></h3><p>Shows the shadow. Called when the mob is revived.</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/identification - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/identification.html#var">Var Details</a></header><main><h1>identification <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/identification.html">identification</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/identification.dm#L4"><img src="git.png" width="16" height="16" title="code/datums/components/identification.dm 4"></a></h1><p>Identification components</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/identification.html#var/additional_examine_text">additional_examine_text</a></th><td>If this is set, show this on examine to the examiner if they know how to use it.</td></tr><tr><th><a href="datum/component/identification.html#var/deconstructor_reveal_text">deconstructor_reveal_text</a></th><td>Added to deconstructive analyzer say on success if set</td></tr><tr><th><a href="datum/component/identification.html#var/identification_effect_flags">identification_effect_flags</a></th><td>General flags for what we should do.</td></tr><tr><th><a href="datum/component/identification.html#var/identification_flags">identification_flags</a></th><td>General flags for how we should work.</td></tr><tr><th><a href="datum/component/identification.html#var/identification_method_flags">identification_method_flags</a></th><td>General flags for how we can be identified.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/additional_examine_text"><aside class="declaration">var </aside>additional_examine_text <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/identification.dm#L12"><img src="git.png" width="16" height="16" title="code/datums/components/identification.dm 12"></a></h3><p>If this is set, show this on examine to the examiner if they know how to use it.</p><h3 id="var/deconstructor_reveal_text"><aside class="declaration">var </aside>deconstructor_reveal_text <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/identification.dm#L14"><img src="git.png" width="16" height="16" title="code/datums/components/identification.dm 14"></a></h3><p>Added to deconstructive analyzer say on success if set</p><h3 id="var/identification_effect_flags"><aside class="declaration">var </aside>identification_effect_flags <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/identification.dm#L8"><img src="git.png" width="16" height="16" title="code/datums/components/identification.dm 8"></a></h3><p>General flags for what we should do.</p><h3 id="var/identification_flags"><aside class="declaration">var </aside>identification_flags <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/identification.dm#L6"><img src="git.png" width="16" height="16" title="code/datums/components/identification.dm 6"></a></h3><p>General flags for how we should work.</p><h3 id="var/identification_method_flags"><aside class="declaration">var </aside>identification_method_flags <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/identification.dm#L10"><img src="git.png" width="16" height="16" title="code/datums/components/identification.dm 10"></a></h3><p>General flags for how we can be identified.</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/identification/syndicate - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>syndicate <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/identification.html">identification</a>/<a href="datum/component/identification/syndicate.html">syndicate</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/identification.dm#L84"><img src="git.png" width="16" height="16" title="code/datums/components/identification.dm 84"></a></h1><p>Identification component subtype - Syndicate</p>
|
||||
<p>Checks if the user is a traitor.</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/knockback - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/knockback.html#var">Var Details</a> - <a href="datum/component/knockback.html#proc">Proc Details</a></header><main><h1>knockback <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/knockback.html">knockback</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/knockback.dm#L1"><img src="git.png" width="16" height="16" title="code/datums/components/knockback.dm 1"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/knockback.html#var/throw_anchored">throw_anchored</a></th><td>whether this can throw anchored targets (tables, etc)</td></tr><tr><th><a href="datum/component/knockback.html#var/throw_distance">throw_distance</a></th><td>distance the atom will be thrown</td></tr><tr><th><a href="datum/component/knockback.html#var/throw_gentle">throw_gentle</a></th><td>whether this is a gentle throw (default false means people thrown into walls are stunned / take damage)</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/component/knockback.html#proc/do_knockback">do_knockback</a></th><td>Throw a target in a direction</td></tr><tr><th><a href="datum/component/knockback.html#proc/hostile_attackingtarget">hostile_attackingtarget</a></th><td>triggered after a hostile simplemob attacks something</td></tr><tr><th><a href="datum/component/knockback.html#proc/item_afterattack">item_afterattack</a></th><td>triggered after an item attacks something</td></tr><tr><th><a href="datum/component/knockback.html#proc/projectile_hit">projectile_hit</a></th><td>triggered after a projectile hits something</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/throw_anchored"><aside class="declaration">var </aside>throw_anchored <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/knockback.dm#L5"><img src="git.png" width="16" height="16" title="code/datums/components/knockback.dm 5"></a></h3><p>whether this can throw anchored targets (tables, etc)</p><h3 id="var/throw_distance"><aside class="declaration">var </aside>throw_distance <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/knockback.dm#L3"><img src="git.png" width="16" height="16" title="code/datums/components/knockback.dm 3"></a></h3><p>distance the atom will be thrown</p><h3 id="var/throw_gentle"><aside class="declaration">var </aside>throw_gentle <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/knockback.dm#L9"><img src="git.png" width="16" height="16" title="code/datums/components/knockback.dm 9"></a></h3><p>whether this is a gentle throw (default false means people thrown into walls are stunned / take damage)</p><h2 id="proc">Proc Details</h2><h3 id="proc/do_knockback"><aside class="declaration">proc </aside>do_knockback<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/thrower, throw_dir) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/knockback.dm#L53"><img src="git.png" width="16" height="16" title="code/datums/components/knockback.dm 53"></a></aside></h3><p>Throw a target in a direction</p>
|
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<p>Arguments:</p>
|
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<ul>
|
||||
<li>target - Target atom to throw</li>
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<li>thrower - Thing that caused this atom to be thrown</li>
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<li>throw_dir - Direction to throw the atom</li>
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</ul><h3 id="proc/hostile_attackingtarget"><aside class="declaration">proc </aside>hostile_attackingtarget<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/<a href="mob/living/simple_animal.html">simple_animal</a>/<a href="mob/living/simple_animal/hostile.html">hostile</a>/attacker, /<a href="atom.html">atom</a>/target) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/knockback.dm#L37"><img src="git.png" width="16" height="16" title="code/datums/components/knockback.dm 37"></a></aside></h3><p>triggered after a hostile simplemob attacks something</p><h3 id="proc/item_afterattack"><aside class="declaration">proc </aside>item_afterattack<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/source, /<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/user, proximity_flag, click_parameters) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/knockback.dm#L31"><img src="git.png" width="16" height="16" title="code/datums/components/knockback.dm 31"></a></aside></h3><p>triggered after an item attacks something</p><h3 id="proc/projectile_hit"><aside class="declaration">proc </aside>projectile_hit<aside>(/<a href="atom.html">atom</a>/fired_from, /<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a>/firer, /<a href="atom.html">atom</a>/target, Angle) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/knockback.dm#L41"><img src="git.png" width="16" height="16" title="code/datums/components/knockback.dm 41"></a></aside></h3><p>triggered after a projectile hits something</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/label - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/label.html#var">Var Details</a> - <a href="datum/component/label.html#proc">Proc Details</a></header><main><h1>label <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/label.html">label</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/label.dm#L12"><img src="git.png" width="16" height="16" title="code/datums/components/label.dm 12"></a></h1><p>The label component.</p>
|
||||
<p>This component is used to manage labels applied by the hand labeler.</p>
|
||||
<p>Atoms can only have one instance of this component, and therefore only one label at a time.
|
||||
This is to avoid having names like "Backpack (label1) (label2) (label3)". This is annoying and abnoxious to read.</p>
|
||||
<p>When a player clicks the atom with a hand labeler to apply a label, this component gets applied to it.
|
||||
If the labeler is off, the component will be removed from it, and the label will be removed from its name.</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/label.html#var/label_name">label_name</a></th><td>The name of the label the player is applying to the parent.</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/component/label.html#proc/Examine">Examine</a></th><td>This proc will trigger when someone examines the parent.
|
||||
It will attach the text found in the body of the proc to the <code>examine_list</code> and display it to the player examining the parent.</td></tr><tr><th><a href="datum/component/label.html#proc/InheritComponent">InheritComponent</a></th><td>This proc will fire after the parent is hit by a hand labeler which is trying to apply another label.
|
||||
Since the parent already has a label, it will remove the old one from the parent's name, and apply the new one.</td></tr><tr><th><a href="datum/component/label.html#proc/OnAttackby">OnAttackby</a></th><td>This proc will trigger when any object is used to attack the parent.</td></tr><tr><th><a href="datum/component/label.html#proc/apply_label">apply_label</a></th><td>Applies a label to the name of the parent in the format of: "parent_name (label)"</td></tr><tr><th><a href="datum/component/label.html#proc/remove_label">remove_label</a></th><td>Removes the label from the parent's name</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/label_name"><aside class="declaration">var </aside>label_name <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/label.dm#L17"><img src="git.png" width="16" height="16" title="code/datums/components/label.dm 17"></a></h3><p>The name of the label the player is applying to the parent.</p><h2 id="proc">Proc Details</h2><h3 id="proc/Examine"><aside class="declaration">proc </aside>Examine<aside>(/<a href="datum.html">datum</a>/source, /<a href="mob.html">mob</a>/user, /list/examine_list) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/label.dm#L75"><img src="git.png" width="16" height="16" title="code/datums/components/label.dm 75"></a></aside></h3><p>This proc will trigger when someone examines the parent.
|
||||
It will attach the text found in the body of the proc to the <code>examine_list</code> and display it to the player examining the parent.</p>
|
||||
<p>Arguments:</p>
|
||||
<ul>
|
||||
<li>source: The parent.</li>
|
||||
<li>user: The mob exmaining the parent.</li>
|
||||
<li>examine_list: The current list of text getting passed from the parent's normal examine() proc.</li>
|
||||
</ul><h3 id="proc/InheritComponent"><aside class="parent"><a title="/datum/component" href="datum/component.html#proc/InheritComponent">↑</a></aside>InheritComponent<aside>(/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/label.html">label</a>/new_comp, i_am_original, _label_name) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/label.dm#L35"><img src="git.png" width="16" height="16" title="code/datums/components/label.dm 35"></a></aside></h3><p>This proc will fire after the parent is hit by a hand labeler which is trying to apply another label.
|
||||
Since the parent already has a label, it will remove the old one from the parent's name, and apply the new one.</p><h3 id="proc/OnAttackby"><aside class="declaration">proc </aside>OnAttackby<aside>(/<a href="datum.html">datum</a>/source, /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/attacker, /<a href="mob.html">mob</a>/user) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/label.dm#L54"><img src="git.png" width="16" height="16" title="code/datums/components/label.dm 54"></a></aside></h3><p>This proc will trigger when any object is used to attack the parent.</p>
|
||||
<p>If the attacking object is not a hand labeler, it will return.
|
||||
If the attacking object is a hand labeler it will restore the name of the parent to what it was before this component was added to it, and the component will be deleted.</p>
|
||||
<p>Arguments:</p>
|
||||
<ul>
|
||||
<li>source: The parent.</li>
|
||||
<li>attacker: The object that is hitting the parent.</li>
|
||||
<li>user: The mob who is wielding the attacking object.</li>
|
||||
</ul><h3 id="proc/apply_label"><aside class="declaration">proc </aside>apply_label<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/label.dm#L79"><img src="git.png" width="16" height="16" title="code/datums/components/label.dm 79"></a></aside></h3><p>Applies a label to the name of the parent in the format of: "parent_name (label)"</p><h3 id="proc/remove_label"><aside class="declaration">proc </aside>remove_label<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/label.dm#L84"><img src="git.png" width="16" height="16" title="code/datums/components/label.dm 84"></a></aside></h3><p>Removes the label from the parent's name</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/mood - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/mood.html#proc">Proc Details</a></header><main><h1>mood <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/mood.html">mood</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/mood.dm#L7"><img src="git.png" width="16" height="16" title="code/datums/components/mood.dm 7"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/component/mood.html#proc/direct_sanity_drain">direct_sanity_drain</a></th><td>Causes direct drain of someone's sanity, call it with a numerical value corresponding how badly you want to hurt their sanity</td></tr><tr><th><a href="datum/component/mood.html#proc/on_revive">on_revive</a></th><td>Called when parent is revived.</td></tr><tr><th><a href="datum/component/mood.html#proc/update_mood">update_mood</a></th><td>Called after moodevent/s have been added/removed.</td></tr></table><h2 id="proc">Proc Details</h2><h3 id="proc/direct_sanity_drain"><aside class="declaration">proc </aside>direct_sanity_drain<aside>(/<a href="datum.html">datum</a>/source, amount) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/mood.dm#L401"><img src="git.png" width="16" height="16" title="code/datums/components/mood.dm 401"></a></aside></h3><p>Causes direct drain of someone's sanity, call it with a numerical value corresponding how badly you want to hurt their sanity</p><h3 id="proc/on_revive"><aside class="declaration">proc </aside>on_revive<aside>(/<a href="datum.html">datum</a>/source, full_heal) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/mood.dm#L393"><img src="git.png" width="16" height="16" title="code/datums/components/mood.dm 393"></a></aside></h3><p>Called when parent is revived.</p><h3 id="proc/update_mood"><aside class="declaration">proc </aside>update_mood<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/mood.dm#L102"><img src="git.png" width="16" height="16" title="code/datums/components/mood.dm 102"></a></aside></h3><p>Called after moodevent/s have been added/removed.</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/multiple_lives - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/multiple_lives.html#var">Var Details</a></header><main><h1>multiple_lives <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/multiple_lives.html">multiple_lives</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/multiple_lives.dm#L5"><img src="git.png" width="16" height="16" title="code/datums/components/multiple_lives.dm 5"></a></h1><p>A simple component that spawns a mob of the same type and transfers itself to it when parent dies.
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||||
For more complex behaviors, use the COMSIG_ON_MULTIPLE_LIVES_RESPAWN comsig.</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/multiple_lives.html#var/lives_left">lives_left</a></th><td>The number of respawns the living mob has left.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/lives_left"><aside class="declaration">var </aside>lives_left <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/multiple_lives.dm#L11"><img src="git.png" width="16" height="16" title="code/datums/components/multiple_lives.dm 11"></a></h3><p>The number of respawns the living mob has left.</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/omen - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/omen.html#var">Var Details</a> - <a href="datum/component/omen.html#proc">Proc Details</a></header><main><h1>omen <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/omen.html">omen</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/omen.dm#L9"><img src="git.png" width="16" height="16" title="code/datums/components/omen.dm 9"></a></h1><p>omen.dm: For when you want someone to have a really bad day</p>
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<p>When you attach an omen component to someone, they start running the risk of all sorts of bad environmental injuries, like nearby vending machines randomly falling on you,
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or hitting your head really hard when you slip and fall, or... well, for now those two are all I have. More will come.</p>
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<p>Omens are removed once the victim is either maimed by one of the possible injuries, or if they receive a blessing (read: bashing with a bible) from the chaplain.</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/omen.html#var/vessel">vessel</a></th><td>Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/component/omen.html#proc/check_accident">check_accident</a></th><td>check_accident() is called each step we take</td></tr><tr><th><a href="datum/component/omen.html#proc/check_bless">check_bless</a></th><td>Hijack the mood system to see if we get the blessing mood event to cancel the omen</td></tr><tr><th><a href="datum/component/omen.html#proc/check_slip">check_slip</a></th><td>If we get knocked down, see if we have a really bad slip and bash our head hard</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/vessel"><aside class="declaration">var </aside>vessel <aside>– /<a href="obj.html">obj</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/omen.dm#L15"><img src="git.png" width="16" height="16" title="code/datums/components/omen.dm 15"></a></h3><p>Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending</p><h2 id="proc">Proc Details</h2><h3 id="proc/check_accident"><aside class="declaration">proc </aside>check_accident<aside>(/<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a>/our_guy) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/omen.dm#L43"><img src="git.png" width="16" height="16" title="code/datums/components/omen.dm 43"></a></aside></h3><p>check_accident() is called each step we take</p>
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<p>While we're walking around, roll to see if there's any environmental hazards (currently only vending machines) on one of the adjacent tiles we can trigger.
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We do the prob() at the beginning to A. add some tension for /when/ it will strike, and B. (more importantly) ameliorate the fact that we're checking up to 5 turfs's contents each time</p><h3 id="proc/check_bless"><aside class="declaration">proc </aside>check_bless<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/our_guy, category) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/omen.dm#L70"><img src="git.png" width="16" height="16" title="code/datums/components/omen.dm 70"></a></aside></h3><p>Hijack the mood system to see if we get the blessing mood event to cancel the omen</p><h3 id="proc/check_slip"><aside class="declaration">proc </aside>check_slip<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/our_guy, amount) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/omen.dm#L55"><img src="git.png" width="16" height="16" title="code/datums/components/omen.dm 55"></a></aside></h3><p>If we get knocked down, see if we have a really bad slip and bash our head hard</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/personal_crafting - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/personal_crafting.html#proc">Proc Details</a></header><main><h1>personal_crafting <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/personal_crafting.html">personal_crafting</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/crafting/crafting.dm#L13"><img src="git.png" width="16" height="16" title="code/datums/components/crafting/crafting.dm 13"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/component/personal_crafting.html#proc/check_contents">check_contents</a></th><td>Check that the contents of the recipe meet the requirements.</td></tr></table><h2 id="proc">Proc Details</h2><h3 id="proc/check_contents"><aside class="declaration">proc </aside>check_contents<aside>(/<a href="atom.html">atom</a>/a, /<a href="datum.html">datum</a>/<a href="datum/crafting_recipe.html">crafting_recipe</a>/R, /list/contents) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/crafting/crafting.dm#L74"><img src="git.png" width="16" height="16" title="code/datums/components/crafting/crafting.dm 74"></a></aside></h3><p>Check that the contents of the recipe meet the requirements.</p>
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<p>user: The /mob that initated the crafting.
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R: The /datum/crafting_recipe being attempted.
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contents: List of items to search for R's reqs.</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/plumbing/acclimator - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/plumbing/acclimator.html#proc">Proc Details</a></header><main><h1>acclimator <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/plumbing.html">plumbing</a>/<a href="datum/component/plumbing/acclimator.html">acclimator</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/plumbing/chemical_acclimator.dm#L1"><img src="git.png" width="16" height="16" title="code/datums/components/plumbing/chemical_acclimator.dm 1"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/component/plumbing/acclimator.html#proc/process">process</a></th><td>We're overriding process and not send_request, because all process does is do the requests, so we might aswell cut out the middle man and save some code from running</td></tr></table><h2 id="proc">Proc Details</h2><h3 id="proc/process"><aside class="parent"><a title="/datum" href="datum.html#proc/process">↑</a></aside>process<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/plumbing/chemical_acclimator.dm#L18"><img src="git.png" width="16" height="16" title="code/datums/components/plumbing/chemical_acclimator.dm 18"></a></aside></h3><p>We're overriding process and not send_request, because all process does is do the requests, so we might aswell cut out the middle man and save some code from running</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/plumbing/filter - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/plumbing/filter.html#proc">Proc Details</a></header><main><h1>filter <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/plumbing.html">plumbing</a>/<a href="datum/component/plumbing/filter.html">filter</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/plumbing/filter.dm#L2"><img src="git.png" width="16" height="16" title="code/datums/components/plumbing/filter.dm 2"></a></h1><p>The magical plumbing component used by the chemical filters. The different supply connects behave differently depending on the filters set on the chemical filter</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/component/plumbing/filter.html#proc/can_give_in_direction">can_give_in_direction</a></th><td>We check if the direction and reagent are valid to give. Needed for filters since different outputs have different behaviours</td></tr></table><h2 id="proc">Proc Details</h2><h3 id="proc/can_give_in_direction"><aside class="declaration">proc </aside>can_give_in_direction<aside>(dir, reagent) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/plumbing/filter.dm#L48"><img src="git.png" width="16" height="16" title="code/datums/components/plumbing/filter.dm 48"></a></aside></h3><p>We check if the direction and reagent are valid to give. Needed for filters since different outputs have different behaviours</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/pricetag - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/pricetag.html#var">Var Details</a></header><main><h1>pricetag <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/pricetag.html">pricetag</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/pricetag.dm#L1"><img src="git.png" width="16" height="16" title="code/datums/components/pricetag.dm 1"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/pricetag.html#var/default_profit_ratio">default_profit_ratio</a></th><td>Payee gets 100% of the value if no ratio has been set.</td></tr><tr><th><a href="datum/component/pricetag.html#var/payees">payees</a></th><td>List of bank accounts this pricetag pays out to. Format is payees[bank_account] = profit_ratio.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/default_profit_ratio"><aside class="declaration">var </aside>default_profit_ratio <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/pricetag.dm#L3"><img src="git.png" width="16" height="16" title="code/datums/components/pricetag.dm 3"></a></h3><p>Payee gets 100% of the value if no ratio has been set.</p><h3 id="var/payees"><aside class="declaration">var </aside>payees <aside>– /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/pricetag.dm#L5"><img src="git.png" width="16" height="16" title="code/datums/components/pricetag.dm 5"></a></h3><p>List of bank accounts this pricetag pays out to. Format is payees[bank_account] = profit_ratio.</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/squeak - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/squeak.html#var">Var Details</a></header><main><h1>squeak <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/squeak.html">squeak</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/squeak.dm#L1"><img src="git.png" width="16" height="16" title="code/datums/components/squeak.dm 1"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/squeak.html#var/cross_squeak_delay_chance">cross_squeak_delay_chance</a></th><td>chance we'll be stopped from squeaking by cooldown when something crossing us squeaks</td></tr><tr><th><a href="datum/component/squeak.html#var/sound_extra_range">sound_extra_range</a></th><td>extra-range for this component's sound</td></tr><tr><th><a href="datum/component/squeak.html#var/sound_falloff_distance">sound_falloff_distance</a></th><td>when sounds start falling off for the squeak</td></tr><tr><th><a href="datum/component/squeak.html#var/sound_falloff_exponent">sound_falloff_exponent</a></th><td>sound exponent for squeak. Defaults to 10 as squeaking is loud and annoying enough.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/cross_squeak_delay_chance"><aside class="declaration">var </aside>cross_squeak_delay_chance <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/squeak.dm#L20"><img src="git.png" width="16" height="16" title="code/datums/components/squeak.dm 20"></a></h3><p>chance we'll be stopped from squeaking by cooldown when something crossing us squeaks</p><h3 id="var/sound_extra_range"><aside class="declaration">var </aside>sound_extra_range <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/squeak.dm#L23"><img src="git.png" width="16" height="16" title="code/datums/components/squeak.dm 23"></a></h3><p>extra-range for this component's sound</p><h3 id="var/sound_falloff_distance"><aside class="declaration">var </aside>sound_falloff_distance <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/squeak.dm#L25"><img src="git.png" width="16" height="16" title="code/datums/components/squeak.dm 25"></a></h3><p>when sounds start falling off for the squeak</p><h3 id="var/sound_falloff_exponent"><aside class="declaration">var </aside>sound_falloff_exponent <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/squeak.dm#L27"><img src="git.png" width="16" height="16" title="code/datums/components/squeak.dm 27"></a></h3><p>sound exponent for squeak. Defaults to 10 as squeaking is loud and annoying enough.</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/storage/concrete/tcg - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/storage/concrete/tcg.html#proc">Proc Details</a></header><main><h1>tcg <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/storage.html">storage</a>/<a href="datum/component/storage/concrete/tcg.html">concrete/tcg</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/storage/concrete/tcg.dm#L4"><img src="git.png" width="16" height="16" title="code/datums/components/storage/concrete/tcg.dm 4"></a></h1><p>A storage component to be used on card piles, for use as hands/decks/discard piles. Don't use on something that's not a card pile!</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/component/storage/concrete/tcg.html#proc/can_be_inserted">can_be_inserted</a></th><td>The deck that the card pile is using for FAIR PLAY.</td></tr></table><h2 id="proc">Proc Details</h2><h3 id="proc/can_be_inserted">can_be_inserted<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/I, stop_messages, /<a href="mob.html">mob</a>/M) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/storage/concrete/tcg.dm#L11"><img src="git.png" width="16" height="16" title="code/datums/components/storage/concrete/tcg.dm 11"></a></aside></h3><p>The deck that the card pile is using for FAIR PLAY.</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/twitch_plays - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/twitch_plays.html#var">Var Details</a></header><main><h1>twitch_plays <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/twitch_plays.html">twitch_plays</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/twitch_plays.dm#L4"><img src="git.png" width="16" height="16" title="code/datums/components/twitch_plays.dm 4"></a></h1><p>Observers voting on things through orbiting</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/twitch_plays.html#var/players">players</a></th><td>Observers</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/players"><aside class="declaration">var </aside>players <aside>– /list/mob</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/twitch_plays.dm#L6"><img src="git.png" width="16" height="16" title="code/datums/components/twitch_plays.dm 6"></a></h3><p>Observers</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/twitch_plays/simple_movement - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/twitch_plays/simple_movement.html#var">Var Details</a></header><main><h1>simple_movement <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/twitch_plays.html">twitch_plays</a>/<a href="datum/component/twitch_plays/simple_movement.html">simple_movement</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/twitch_plays.dm#L39"><img src="git.png" width="16" height="16" title="code/datums/components/twitch_plays.dm 39"></a></h1><p>Simple movement one</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/twitch_plays/simple_movement.html#var/allow_diagonal">allow_diagonal</a></th><td>Allow diagonals</td></tr><tr><th><a href="datum/component/twitch_plays/simple_movement.html#var/votes">votes</a></th><td>Movement votes by observer</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/allow_diagonal"><aside class="declaration">var </aside>allow_diagonal <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/twitch_plays.dm#L43"><img src="git.png" width="16" height="16" title="code/datums/components/twitch_plays.dm 43"></a></h3><p>Allow diagonals</p><h3 id="var/votes"><aside class="declaration">var </aside>votes <aside>– /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/twitch_plays.dm#L41"><img src="git.png" width="16" height="16" title="code/datums/components/twitch_plays.dm 41"></a></h3><p>Movement votes by observer</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/uplink - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/uplink.html#var">Var Details</a></header><main><h1>uplink <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/uplink.html">uplink</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/uplink.dm#L11"><img src="git.png" width="16" height="16" title="code/datums/components/uplink.dm 11"></a></h1><p>Uplinks</p>
|
||||
<p>All /obj/item(s) have a hidden_uplink var. By default it's null. Give the item one with 'new(src') (it must be in it's contents). Then add 'uses.'
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||||
Use whatever conditionals you want to check that the user has an uplink, and then call interact() on their uplink.
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||||
You might also want the uplink menu to open if active. Check if the uplink is 'active' and then interact() with it.</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/component/uplink.html#var/unlock_text">unlock_text</a></th><td>Instructions on how to access the uplink based on location</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/unlock_text"><aside class="declaration">var </aside>unlock_text <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/uplink.dm#L31"><img src="git.png" width="16" height="16" title="code/datums/components/uplink.dm 31"></a></h3><p>Instructions on how to access the uplink based on location</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/component/virtual_reality - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="datum/component/virtual_reality.html#proc">Proc Details</a></header><main><h1>virtual_reality <aside>/<a href="datum.html">datum</a>/<a href="datum/component.html">component</a>/<a href="datum/component/virtual_reality.html">virtual_reality</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/virtual_reality.dm#L9"><img src="git.png" width="16" height="16" title="code/datums/components/virtual_reality.dm 9"></a></h1><p>The virtual reality turned component.
|
||||
Originally created to overcome issues of mob polymorphing locking the player inside virtual reality
|
||||
and allow for a more "immersive" virtual reality in a virtual reality experience.
|
||||
It relies on comically complex order of logic, expect things to break if procs such as mind/transfer_to() are revamped.
|
||||
In short, a barebone not so hardcoded VR framework.
|
||||
If you plan to add more devices that make use of this component, remember to isolate their code outta here where possible.</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/component/virtual_reality.html#proc/PostTransfer">PostTransfer</a></th><td>Required for the component to be transferable from mob to mob.</td></tr><tr><th><a href="datum/component/virtual_reality.html#proc/action_trigger">action_trigger</a></th><td>The following procs simply acts as hooks for quit(), since components do not use callbacks anymore</td></tr><tr><th><a href="datum/component/virtual_reality.html#proc/connect">connect</a></th><td>Called when attempting to connect a mob to a virtual reality mob.
|
||||
This will return FALSE if the mob is without player or dead. TRUE otherwise</td></tr><tr><th><a href="datum/component/virtual_reality.html#proc/on_player_transfer">on_player_transfer</a></th><td>Takes care of moving the component from a mob to another when their mind or ckey is transferred.
|
||||
The very reason this component even exists (else one would be stuck playing as a monky if monkyified)</td></tr><tr><th><a href="datum/component/virtual_reality.html#proc/player_hijacked">player_hijacked</a></th><td>Called when someone or something else is somewhat about to replace the mastermind's mob key somehow.
|
||||
And potentially lock the player in a broken virtual reality plot. Not really something to be proud of.</td></tr><tr><th><a href="datum/component/virtual_reality.html#proc/pre_player_transfer">pre_player_transfer</a></th><td>Called to stop the player mind from being transferred should the new mob happen to be one of our masterminds'.
|
||||
Since the target's mind.current is going to be null'd in the mind transfer process,
|
||||
This has to be done in a different signal proc than on_player_transfer(), by then the mastermind.current will be null.</td></tr><tr><th><a href="datum/component/virtual_reality.html#proc/quit">quit</a></th><td>Takes care of deleting itself, moving the player back to the mastermind's current and queueing the parent for deletion.
|
||||
It supports nested virtual realities by recursively calling vr_in_a_vr(), which in turns calls quit(),
|
||||
up to the deepest level, where the ckey will be transferred back to our mastermind's mob instead.
|
||||
The above operation is skipped when session_paused is TRUE (ergo no player in control of the current mob).
|
||||
vars:</td></tr><tr><th><a href="datum/component/virtual_reality.html#proc/switch_player">switch_player</a></th><td>Called when the mastermind mind is transferred to another mob.
|
||||
This is pretty much just going to simply quit the session until machineries support polymorphed occupants etcetera.</td></tr><tr><th><a href="datum/component/virtual_reality.html#proc/vr_in_a_vr">vr_in_a_vr</a></th><td>Used for recursive virtual realities shenanigeans and should be called by the above proc.</td></tr><tr><th><a href="datum/component/virtual_reality.html#proc/you_only_live_once">you_only_live_once</a></th><td>emag_act() hook. Makes the game deadlier, killing the mastermind mob too should the parent die.</td></tr></table><h2 id="proc">Proc Details</h2><h3 id="proc/PostTransfer"><aside class="parent"><a title="/datum/component" href="datum/component.html#proc/PostTransfer">↑</a></aside>PostTransfer<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/virtual_reality.dm#L172"><img src="git.png" width="16" height="16" title="code/datums/components/virtual_reality.dm 172"></a></aside></h3><p>Required for the component to be transferable from mob to mob.</p><h3 id="proc/action_trigger"><aside class="declaration">proc </aside>action_trigger<aside>(/<a href="datum.html">datum</a>/<a href="datum/action.html">action</a>/source, /<a href="obj.html">obj</a>/target) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/virtual_reality.dm#L179"><img src="git.png" width="16" height="16" title="code/datums/components/virtual_reality.dm 179"></a></aside></h3><p>The following procs simply acts as hooks for quit(), since components do not use callbacks anymore</p><h3 id="proc/connect"><aside class="declaration">proc </aside>connect<aside>(/<a href="mob.html">mob</a>/M) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/virtual_reality.dm#L79"><img src="git.png" width="16" height="16" title="code/datums/components/virtual_reality.dm 79"></a></aside></h3><p>Called when attempting to connect a mob to a virtual reality mob.
|
||||
This will return FALSE if the mob is without player or dead. TRUE otherwise</p><h3 id="proc/on_player_transfer"><aside class="declaration">proc </aside>on_player_transfer<aside>(/<a href="datum.html">datum</a>/source, /<a href="mob.html">mob</a>/new_mob, /<a href="mob.html">mob</a>/old_mob) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/virtual_reality.dm#L166"><img src="git.png" width="16" height="16" title="code/datums/components/virtual_reality.dm 166"></a></aside></h3><p>Takes care of moving the component from a mob to another when their mind or ckey is transferred.
|
||||
The very reason this component even exists (else one would be stuck playing as a monky if monkyified)</p><h3 id="proc/player_hijacked"><aside class="declaration">proc </aside>player_hijacked<aside>(/<a href="datum.html">datum</a>/source, /<a href="mob.html">mob</a>/our_character, /<a href="mob.html">mob</a>/their_character) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/virtual_reality.dm#L146"><img src="git.png" width="16" height="16" title="code/datums/components/virtual_reality.dm 146"></a></aside></h3><p>Called when someone or something else is somewhat about to replace the mastermind's mob key somehow.
|
||||
And potentially lock the player in a broken virtual reality plot. Not really something to be proud of.</p><h3 id="proc/pre_player_transfer"><aside class="declaration">proc </aside>pre_player_transfer<aside>(/<a href="datum.html">datum</a>/source, /<a href="mob.html">mob</a>/new_mob, /<a href="mob.html">mob</a>/old_mob) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/virtual_reality.dm#L127"><img src="git.png" width="16" height="16" title="code/datums/components/virtual_reality.dm 127"></a></aside></h3><p>Called to stop the player mind from being transferred should the new mob happen to be one of our masterminds'.
|
||||
Since the target's mind.current is going to be null'd in the mind transfer process,
|
||||
This has to be done in a different signal proc than on_player_transfer(), by then the mastermind.current will be null.</p><h3 id="proc/quit"><aside class="declaration">proc </aside>quit<aside>(deathcheck, cleanup, /<a href="mob.html">mob</a>/override) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/virtual_reality.dm#L208"><img src="git.png" width="16" height="16" title="code/datums/components/virtual_reality.dm 208"></a></aside></h3><p>Takes care of deleting itself, moving the player back to the mastermind's current and queueing the parent for deletion.
|
||||
It supports nested virtual realities by recursively calling vr_in_a_vr(), which in turns calls quit(),
|
||||
up to the deepest level, where the ckey will be transferred back to our mastermind's mob instead.
|
||||
The above operation is skipped when session_paused is TRUE (ergo no player in control of the current mob).
|
||||
vars:</p>
|
||||
<ul>
|
||||
<li>deathcheck is used to kill the master, you want this FALSE unless for stuff that doesn't involve emagging.</li>
|
||||
<li>cleanup is used to queue the parent for the next vr_clean_master's run, where they'll be deleted should they be dead.</li>
|
||||
<li>mob/override is used for the recursive virtual reality explained above and shouldn't be used outside of vr_in_a_vr().</li>
|
||||
</ul><h3 id="proc/switch_player"><aside class="declaration">proc </aside>switch_player<aside>(/<a href="datum.html">datum</a>/source, /<a href="mob.html">mob</a>/new_mob, /<a href="mob.html">mob</a>/old_mob) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/virtual_reality.dm#L110"><img src="git.png" width="16" height="16" title="code/datums/components/virtual_reality.dm 110"></a></aside></h3><p>Called when the mastermind mind is transferred to another mob.
|
||||
This is pretty much just going to simply quit the session until machineries support polymorphed occupants etcetera.</p><h3 id="proc/vr_in_a_vr"><aside class="declaration">proc </aside>vr_in_a_vr<aside>(/<a href="mob.html">mob</a>/player, deathcheck, lethal_cleanup) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/virtual_reality.dm#L242"><img src="git.png" width="16" height="16" title="code/datums/components/virtual_reality.dm 242"></a></aside></h3><p>Used for recursive virtual realities shenanigeans and should be called by the above proc.</p><h3 id="proc/you_only_live_once"><aside class="declaration">proc </aside>you_only_live_once<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/components/virtual_reality.dm#L100"><img src="git.png" width="16" height="16" title="code/datums/components/virtual_reality.dm 100"></a></aside></h3><p>emag_act() hook. Makes the game deadlier, killing the mastermind mob too should the parent die.</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>
|
||||
Reference in New Issue
Block a user