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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 &quot;acceptable&quot; 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 -&gt; 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 &quot;acceptable&quot; 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 -&gt; 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
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
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
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
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.
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.
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>
<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>
<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.
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.
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.
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,
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.
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
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.
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,
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.
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,
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.
Run when the client view size is changed, or if the player has a viewsize different than &quot;15x15&quot; 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.
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
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.
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,
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.
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,
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.
Run when the client view size is changed, or if the player has a viewsize different than &quot;15x15&quot; 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>
<p>Arguments:</p>
<ul>
<li>target - Target atom to throw</li>
<li>thrower - Thing that caused this atom to be thrown</li>
<li>throw_dir - Direction to throw the atom</li>
</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 &quot;Backpack (label1) (label2) (label3)&quot;. 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: &quot;parent_name (label)&quot;</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: &quot;parent_name (label)&quot;</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.
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>
<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,
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>
<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>
<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.
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>
<p>user: The /mob that initated the crafting.
R: The /datum/crafting_recipe being attempted.
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.'
Use whatever conditionals you want to check that the user has an uplink, and then call interact() on their uplink.
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 &quot;immersive&quot; 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>