22 lines
24 KiB
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22 lines
24 KiB
HTML
<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><link rel="stylesheet" href="dmdoc.css"><title>/area - /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="area.html#var">Var Details</a> - <a href="area.html#proc">Proc Details</a></header><main><h1>area <aside>/<a href="area.html">area</a></aside><aside> inherits /<a href="atom.html">atom</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L6"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 6"></a></h1><p>A grouping of tiles into a logical space, mostly used by map editors</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="area.html#var/active_alarms">active_alarms</a></th><td>Alarm type to count of sources. Not usable for ^ because we handle fires differently</td></tr><tr><th><a href="area.html#var/alarm_manager">alarm_manager</a></th><td>We use this just for fire alarms, because they're area based right now so one alarm going poof shouldn't prevent you from clearing your alarms listing</td></tr><tr><th><a href="area.html#var/always_unpowered">always_unpowered</a></th><td>This gets overridden to 1 for space in area/Initialize(mapload).</td></tr><tr><th><a href="area.html#var/areasize">areasize</a></th><td>Size of the area in open turfs, only calculated for indoors areas.</td></tr><tr><th><a href="area.html#var/beauty">beauty</a></th><td>Beauty average per open turf in the area</td></tr><tr><th><a href="area.html#var/beauty_threshold">beauty_threshold</a></th><td>If a room is too big it doesn't have beauty.</td></tr><tr><th><a href="area.html#var/clockwork_warp_allowed">clockwork_warp_allowed</a></th><td>whether servants can warp into this area from Reebe</td></tr><tr><th><a href="area.html#var/clockwork_warp_fail">clockwork_warp_fail</a></th><td>Message to display when the clockwork warp fails</td></tr><tr><th><a href="area.html#var/considered_hull_exterior">considered_hull_exterior</a></th><td>Considered space for hull shielding</td></tr><tr><th><a href="area.html#var/dirt_buildup_allowed">dirt_buildup_allowed</a></th><td>Dirty flooring allowed</td></tr><tr><th><a href="area.html#var/fire">fire</a></th><td>Do we have an active fire alarm?</td></tr><tr><th><a href="area.html#var/flora_allowed">flora_allowed</a></th><td>If flora are allowed to spawn in this area randomly through tunnel generation</td></tr><tr><th><a href="area.html#var/hidden">hidden</a></th><td>Hides area from player Teleport function.</td></tr><tr><th><a href="area.html#var/map_generator">map_generator</a></th><td>This datum, if set, allows terrain generation behavior to be ran on Initialize()</td></tr><tr><th><a href="area.html#var/map_name">map_name</a></th><td>CIT SPECIFIC VARS
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Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.</td></tr><tr><th><a href="area.html#var/megafauna_spawn_allowed">megafauna_spawn_allowed</a></th><td>If megafauna can be spawned by natural random generation</td></tr><tr><th><a href="area.html#var/minimap_color">minimap_color</a></th><td>Color on minimaps, if it's null (which is default) it makes one at random.</td></tr><tr><th><a href="area.html#var/mob_spawn_allowed">mob_spawn_allowed</a></th><td>if mobs can be spawned by natural random generation</td></tr><tr><th><a href="area.html#var/mood_bonus">mood_bonus</a></th><td>Bonus mood for being in this area</td></tr><tr><th><a href="area.html#var/mood_message">mood_message</a></th><td>Mood message for being here, only shows up if mood_bonus != 0</td></tr><tr><th><a href="area.html#var/outdoors">outdoors</a></th><td>For space, the asteroid, lavaland, etc. Used with blueprints or with weather to determine if we are adding a new area (vs editing a station room)</td></tr><tr><th><a href="area.html#var/parallax_move_angle">parallax_move_angle</a></th><td>Parallax move dir - degrees clockwise from north</td></tr><tr><th><a href="area.html#var/parallax_move_speed">parallax_move_speed</a></th><td>Parallax move speed - 0 to disable</td></tr><tr><th><a href="area.html#var/parallax_moving">parallax_moving</a></th><td>Parallax moving?</td></tr><tr><th><a href="area.html#var/persistent_debris_allowed">persistent_debris_allowed</a></th><td>Persistent debris alowed</td></tr><tr><th><a href="area.html#var/requires_power">requires_power</a></th><td>Will objects this area be needing power?</td></tr><tr><th><a href="area.html#var/safe">safe</a></th><td>Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers</td></tr><tr><th><a href="area.html#var/sound_environment">sound_environment</a></th><td>Used to decide what kind of reverb the area makes sound have</td></tr><tr><th><a href="area.html#var/sub_areas">sub_areas</a></th><td>These two vars allow for multiple unique areas to be linked to a master area
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and share some functionalities such as APC powernet nodes, fire alarms etc, without sacrificing
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their own flags, statuses, variables and more snowflakes.
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Friendly reminder: no map edited areas.</td></tr><tr><th><a href="area.html#var/totalbeauty">totalbeauty</a></th><td>All beauty in this area combined, only includes indoor area.</td></tr><tr><th><a href="area.html#var/triggered_firealarms">triggered_firealarms</a></th><td>How many fire alarm sources do we have?</td></tr><tr><th><a href="area.html#var/tunnel_allowed">tunnel_allowed</a></th><td>If mining tunnel generation is allowed in this area</td></tr><tr><th><a href="area.html#var/valid_malf_hack">valid_malf_hack</a></th><td>malf ais can hack this</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="area.html#proc/Destroy">Destroy</a></th><td>Destroy an area and clean it up</td></tr><tr><th><a href="area.html#proc/Entered">Entered</a></th><td>Call back when an atom enters an area</td></tr><tr><th><a href="area.html#proc/Exited">Exited</a></th><td>Called when an atom exits an area</td></tr><tr><th><a href="area.html#proc/Initialize">Initialize</a></th><td>Initalize this area</td></tr><tr><th><a href="area.html#proc/LateInitialize">LateInitialize</a></th><td>Sets machine power levels in the area</td></tr><tr><th><a href="area.html#proc/ModifyFiredoors">ModifyFiredoors</a></th><td>Try to close all the firedoors in the area</td></tr><tr><th><a href="area.html#proc/New">New</a></th><td>Called when an area loads</td></tr><tr><th><a href="area.html#proc/reg_in_areas_in_z">reg_in_areas_in_z</a></th><td>Register this area as belonging to a z level</td></tr><tr><th><a href="area.html#proc/update_beauty">update_beauty</a></th><td>Divides total beauty in the room by roomsize to allow us to get an average beauty per tile.</td></tr><tr><th><a href="area.html#proc/update_icon_state">update_icon_state</a></th><td>Update the icon state of the area</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/active_alarms"><aside class="declaration">var </aside>active_alarms <aside>– /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L23"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 23"></a></h3><p>Alarm type to count of sources. Not usable for ^ because we handle fires differently</p><h3 id="var/alarm_manager"><aside class="declaration">var </aside>alarm_manager <aside>– /<a href="datum.html">datum</a>/<a href="datum/alarm_handler.html">alarm_handler</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L25"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 25"></a></h3><p>We use this just for fire alarms, because they're area based right now so one alarm going poof shouldn't prevent you from clearing your alarms listing</p><h3 id="var/always_unpowered"><aside class="declaration">var </aside>always_unpowered <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L50"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 50"></a></h3><p>This gets overridden to 1 for space in area/Initialize(mapload).</p><h3 id="var/areasize"><aside class="declaration">var </aside>areasize <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L40"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 40"></a></h3><p>Size of the area in open turfs, only calculated for indoors areas.</p><h3 id="var/beauty"><aside class="declaration">var </aside>beauty <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L32"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 32"></a></h3><p>Beauty average per open turf in the area</p><h3 id="var/beauty_threshold"><aside class="declaration">var </aside>beauty_threshold <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L34"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 34"></a></h3><p>If a room is too big it doesn't have beauty.</p><h3 id="var/clockwork_warp_allowed"><aside class="declaration">var </aside>clockwork_warp_allowed <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L88"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 88"></a></h3><p>whether servants can warp into this area from Reebe</p><h3 id="var/clockwork_warp_fail"><aside class="declaration">var </aside>clockwork_warp_fail <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L90"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 90"></a></h3><p>Message to display when the clockwork warp fails</p><h3 id="var/considered_hull_exterior"><aside class="declaration">var </aside>considered_hull_exterior <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L106"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 106"></a></h3><p>Considered space for hull shielding</p><h3 id="var/dirt_buildup_allowed"><aside class="declaration">var </aside>dirt_buildup_allowed <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L94"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 94"></a></h3><p>Dirty flooring allowed</p><h3 id="var/fire"><aside class="declaration">var </aside>fire <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L19"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 19"></a></h3><p>Do we have an active fire alarm?</p><h3 id="var/flora_allowed"><aside class="declaration">var </aside>flora_allowed <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L99"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 99"></a></h3><p>If flora are allowed to spawn in this area randomly through tunnel generation</p><h3 id="var/hidden"><aside class="declaration">var </aside>hidden <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L119"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 119"></a></h3><p>Hides area from player Teleport function.</p><h3 id="var/map_generator"><aside class="declaration">var </aside>map_generator <aside>– /<a href="datum.html">datum</a>/<a href="datum/map_generator.html">map_generator</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L75"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 75"></a></h3><p>This datum, if set, allows terrain generation behavior to be ran on Initialize()</p><h3 id="var/map_name"><aside class="declaration">var </aside>map_name <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L83"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 83"></a></h3><p>CIT SPECIFIC VARS
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Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.</p><h3 id="var/megafauna_spawn_allowed"><aside class="declaration">var </aside>megafauna_spawn_allowed <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L103"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 103"></a></h3><p>If megafauna can be spawned by natural random generation</p><h3 id="var/minimap_color"><aside class="declaration">var </aside>minimap_color <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L130"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 130"></a></h3><p>Color on minimaps, if it's null (which is default) it makes one at random.</p><h3 id="var/mob_spawn_allowed"><aside class="declaration">var </aside>mob_spawn_allowed <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L101"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 101"></a></h3><p>if mobs can be spawned by natural random generation</p><h3 id="var/mood_bonus"><aside class="declaration">var </aside>mood_bonus <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L43"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 43"></a></h3><p>Bonus mood for being in this area</p><h3 id="var/mood_message"><aside class="declaration">var </aside>mood_message <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L45"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 45"></a></h3><p>Mood message for being here, only shows up if mood_bonus != 0</p><h3 id="var/outdoors"><aside class="declaration">var </aside>outdoors <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L37"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 37"></a></h3><p>For space, the asteroid, lavaland, etc. Used with blueprints or with weather to determine if we are adding a new area (vs editing a station room)</p><h3 id="var/parallax_move_angle"><aside class="declaration">var </aside>parallax_move_angle <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L63"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 63"></a></h3><p>Parallax move dir - degrees clockwise from north</p><h3 id="var/parallax_move_speed"><aside class="declaration">var </aside>parallax_move_speed <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L61"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 61"></a></h3><p>Parallax move speed - 0 to disable</p><h3 id="var/parallax_moving"><aside class="declaration">var </aside>parallax_moving <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L59"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 59"></a></h3><p>Parallax moving?</p><h3 id="var/persistent_debris_allowed"><aside class="declaration">var </aside>persistent_debris_allowed <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L92"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 92"></a></h3><p>Persistent debris alowed</p><h3 id="var/requires_power"><aside class="declaration">var </aside>requires_power <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L48"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 48"></a></h3><p>Will objects this area be needing power?</p><h3 id="var/safe"><aside class="declaration">var </aside>safe <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L121"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 121"></a></h3><p>Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers</p><h3 id="var/sound_environment"><aside class="declaration">var </aside>sound_environment <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L78"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 78"></a></h3><p>Used to decide what kind of reverb the area makes sound have</p><h3 id="var/sub_areas"><aside class="declaration">var </aside>sub_areas <aside>– /list/area</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L142"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 142"></a></h3><p>These two vars allow for multiple unique areas to be linked to a master area
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and share some functionalities such as APC powernet nodes, fire alarms etc, without sacrificing
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their own flags, statuses, variables and more snowflakes.
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Friendly reminder: no map edited areas.</p><h3 id="var/totalbeauty"><aside class="declaration">var </aside>totalbeauty <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L30"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 30"></a></h3><p>All beauty in this area combined, only includes indoor area.</p><h3 id="var/triggered_firealarms"><aside class="declaration">var </aside>triggered_firealarms <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L21"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 21"></a></h3><p>How many fire alarm sources do we have?</p><h3 id="var/tunnel_allowed"><aside class="declaration">var </aside>tunnel_allowed <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L97"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 97"></a></h3><p>If mining tunnel generation is allowed in this area</p><h3 id="var/valid_malf_hack"><aside class="declaration">var </aside>valid_malf_hack <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L86"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 86"></a></h3><p>malf ais can hack this</p><h2 id="proc">Proc Details</h2><h3 id="proc/Destroy"><aside class="parent"><a title="/atom" href="atom.html#proc/Destroy">↑</a></aside>Destroy<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L314"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 314"></a></aside></h3><p>Destroy an area and clean it up</p>
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<p>Removes the area from GLOB.areas_by_type and also stops it processing on SSobj</p>
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<p>This is despite the fact that no code appears to put it on SSobj, but
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who am I to argue with old coders</p><h3 id="proc/Entered">Entered<aside>(/<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a>/M, /<a href="atom.html">atom</a>/OldLoc) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L542"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 542"></a></aside></h3><p>Call back when an atom enters an area</p>
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<p>Sends signals COMSIG_AREA_ENTERED and COMSIG_ENTER_AREA (to the atom)</p>
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<p>If the area has ambience, then it plays some ambience music to the ambience channel</p><h3 id="proc/Exited">Exited<aside>(/<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a>/M) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L590"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 590"></a></aside></h3><p>Called when an atom exits an area</p>
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<p>Sends signals COMSIG_AREA_EXITED and COMSIG_EXIT_AREA (to the atom)</p><h3 id="proc/Initialize"><aside class="parent"><a title="/atom" href="atom.html#proc/Initialize">↑</a></aside>Initialize<aside>(mapload) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L211"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 211"></a></aside></h3><p>Initalize this area</p>
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<p>intializes the dynamic area lighting and also registers the area with the z level via
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reg_in_areas_in_z</p>
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<p>returns INITIALIZE_HINT_LATELOAD</p><h3 id="proc/LateInitialize"><aside class="parent"><a title="/atom" href="atom.html#proc/LateInitialize">↑</a></aside>LateInitialize<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L269"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 269"></a></aside></h3><p>Sets machine power levels in the area</p><h3 id="proc/ModifyFiredoors"><aside class="declaration">proc </aside>ModifyFiredoors<aside>(opening) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L337"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 337"></a></aside></h3><p>Try to close all the firedoors in the area</p><h3 id="proc/New"><aside class="parent"><a title="/atom" href="atom.html#proc/New">↑</a></aside>New<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L185"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 185"></a></aside></h3><p>Called when an area loads</p>
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<p>Adds the item to the GLOB.areas_by_type list based on area type</p><h3 id="proc/reg_in_areas_in_z"><aside class="declaration">proc </aside>reg_in_areas_in_z<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L294"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 294"></a></aside></h3><p>Register this area as belonging to a z level</p>
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<p>Ensures the item is added to the SSmapping.areas_in_z list for this z</p><h3 id="proc/update_beauty"><aside class="declaration">proc </aside>update_beauty<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L575"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 575"></a></aside></h3><p>Divides total beauty in the room by roomsize to allow us to get an average beauty per tile.</p><h3 id="proc/update_icon_state"><aside class="parent"><a title="/atom" href="atom.html#proc/update_icon_state">↑</a></aside>update_icon_state<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/game/area/areas.dm#L425"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 425"></a></aside></h3><p>Update the icon state of the area</p>
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<p>Im not sure what the heck this does, somethign to do with weather being able to set icon
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states on areas?? where the heck would that even display?</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> |