20 lines
45 KiB
HTML
20 lines
45 KiB
HTML
<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>/obj/vehicle/sealed/mecha - /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="obj/vehicle/sealed/mecha.html#var">Var Details</a> - <a href="obj/vehicle/sealed/mecha.html#proc">Proc Details</a></header><main><h1>mecha <aside>/<a href="obj.html">obj</a>/<a href="obj/vehicle.html">vehicle</a>/<a href="obj/vehicle/sealed/mecha.html">sealed/mecha</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L20"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 20"></a></h1><p>WELCOME TO MECHA.DM, ENJOY YOUR STAY</p>
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<p>Mechs are now (finally) vehicles, this means you can make them multicrew
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They can also grant select ability buttons based on occupant bitflags</p>
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<p>Movement is handled through vehicle_move() which is called by relaymove
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Clicking is done by way of signals registering to the entering mob
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NOTE: MMIS are NOT mobs but instead contain a brain that is, so you need special checks
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AI also has special checks becaus it gets in and out of the mech differently
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Always call remove_occupant(mob) when leaving the mech so the mob is removed properly</p>
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<p>For multi-crew, you need to set how the occupants recieve ability bitflags corresponding to their status on the vehicle(i.e: driver, gunner etc)
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Abilities can then be set to only apply for certain bitflags and are assigned as such automatically</p>
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<p>Clicks are wither translated into mech_melee_attack (see mech_melee_attack.dm)
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Or are used to call action() on equipped gear
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Cooldown for gear is on the mech because exploits</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/active_thrusters">active_thrusters</a></th><td>/Action vars
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Ref to any active thrusters we might have</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/allow_diagonal_movement">allow_diagonal_movement</a></th><td>Whether this mech is allowed to move diagonally</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/bumpsmash">bumpsmash</a></th><td>Whether or not the mech destroys walls by running into it.</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/cabin_air">cabin_air</a></th><td>Internal air mix datum</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/capacitor">capacitor</a></th><td>Keeps track of the mech's capacitor</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/cell">cell</a></th><td>Keeps track of the mech's cell</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/completely_disabled">completely_disabled</a></th><td>Just stop the mech from doing anything</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/connected_port">connected_port</a></th><td>The connected air port, if we have one</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/construction_state">construction_state</a></th><td>Whether the mechs maintenance protocols are on or off</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/defense_mode">defense_mode</a></th><td>Bool for energy shield on/off</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/deflect_chance">deflect_chance</a></th><td>chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/destruction_sleep_duration">destruction_sleep_duration</a></th><td>Time you get slept for if you get forcible ejected by the mech exploding</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/dir_in">dir_in</a></th><td>What direction will the mech face when entered/powered on? Defaults to South.</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/dna_lock">dna_lock</a></th><td>Stores the DNA enzymes of a carbon so tht only they can access the mech</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/equipment_disabled">equipment_disabled</a></th><td>if we cant use our equipment(such as due to EMP)</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/exit_delay">exit_delay</a></th><td>TIme taken to leave the mech</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/facing_modifiers">facing_modifiers</a></th><td>Modifiers for directional armor</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/internal_damage">internal_damage</a></th><td>Bitflags for internal damage</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/internal_damage_threshold">internal_damage_threshold</a></th><td>health percentage below which internal damage is possible</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/internal_tank">internal_tank</a></th><td>The internal air tank obj of the mech</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/internal_tank_valve">internal_tank_valve</a></th><td>The setting of the valve on the internal tank</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/internals_req_access">internals_req_access</a></th><td>required access to change internal components</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/is_currently_ejecting">is_currently_ejecting</a></th><td>Currently ejecting, and unable to do things</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/lavaland_only">lavaland_only</a></th><td>Bool for whether this mech can only be used on lavaland</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/leg_overload_coeff">leg_overload_coeff</a></th><td>Energy use modifier for leg overload</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/leg_overload_mode">leg_overload_mode</a></th><td>Bool for leg overload on/off</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/lights_power">lights_power</a></th><td>How powerful our lights are</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/max_equip">max_equip</a></th><td>Maximum amount of equipment we can have</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/mecha_flags">mecha_flags</a></th><td>Contains flags for the mecha</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/melee_cooldown">melee_cooldown</a></th><td>Cooldown duration between melee punches</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/melee_energy_drain">melee_energy_drain</a></th><td>How much energy we drain each time we mechpunch someone</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/normal_step_energy_drain">normal_step_energy_drain</a></th><td>How much energy the mech will consume each time it moves. This variable is a backup for when leg actuators affect the energy drain.</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/operation_req_access">operation_req_access</a></th><td>required access level for mecha operation</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/overload_step_energy_drain_min">overload_step_energy_drain_min</a></th><td>The minimum amount of energy charge consumed by leg overload</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/phase_state">phase_state</a></th><td>icon_state for flick() when phazing</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/phasing">phasing</a></th><td>Bool for if the mech is currently phasing</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/phasing_energy_drain">phasing_energy_drain</a></th><td>Power we use every time we phaze through something</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/radio">radio</a></th><td>Special version of the radio, which is unsellable</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/scanmod">scanmod</a></th><td>Keeps track of the mech's scanning module</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/selected">selected</a></th><td>Current active equipment</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/silicon_icon_state">silicon_icon_state</a></th><td>Whether outside viewers can see the pilot inside
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In case theres a different iconstate for AI/MMI pilot(currently only used for ripley)</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/smashcooldown">smashcooldown</a></th><td>Cooldown length between bumpsmashes</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/smoke_charges">smoke_charges</a></th><td>Remaining smoke charges</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/smoke_cooldown">smoke_cooldown</a></th><td>Cooldown between using smoke</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/spark_system">spark_system</a></th><td>Spark effects are handled by this datum</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/step_energy_drain">step_energy_drain</a></th><td>How much energy the mech will consume each time it moves. this is the current active energy consumed</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/step_silent">step_silent</a></th><td>Whether our steps are silent, for example in zero-G</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/stepsound">stepsound</a></th><td>Sound played when the mech moves</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/strafe">strafe</a></th><td>Wether we are strafing</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/turnsound">turnsound</a></th><td>Sound played when the mech walks</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/use_internal_tank">use_internal_tank</a></th><td>////////ATMOS
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Whether we are currrently drawing from the internal tank</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#var/wreckage">wreckage</a></th><td>Typepath for the wreckage it spawns when destroyed</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/Topic">Topic</a></th><td>Topic</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/add_airtank">add_airtank</a></th><td>Helpers</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/add_capacitor">add_capacitor</a></th><td>Adds a capacitor, for use in Map-spawned mechs, Nuke Ops mechs, and admin-spawned mechs. Mechs built by hand will replace this.</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/add_cell">add_cell</a></th><td>Adds a cell, for use in Map-spawned mechs, Nuke Ops mechs, and admin-spawned mechs. Mechs built by hand will replace this.</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/add_scanmod">add_scanmod</a></th><td>Adds a scanning module, for use in Map-spawned mechs, Nuke Ops mechs, and admin-spawned mechs. Mechs built by hand will replace this.</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/aimob_enter_mech">aimob_enter_mech</a></th><td>Handles an actual AI (simple_animal mecha pilot) entering the mech</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/aimob_exit_mech">aimob_exit_mech</a></th><td>Handles an actual AI (simple_animal mecha pilot) exiting the mech</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/ammo_resupply">ammo_resupply</a></th><td>Ammo stuff</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/attack_ai">attack_ai</a></th><td>AI piloting</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/check_for_internal_damage">check_for_internal_damage</a></th><td>Internal damage</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/generate_action_type">generate_action_type</a></th><td>MECHA ACTIONS</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/get_actions">get_actions</a></th><td>Returns HTML for mech actions. Ideally, this proc would be empty for the base mecha. Segmented for easy refactoring.</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/get_commands">get_commands</a></th><td>HTML for commands.</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/get_equipment_list">get_equipment_list</a></th><td>HTML for list of equipment.</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/get_stats_html">get_stats_html</a></th><td>Rendering stats window</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/get_stats_part">get_stats_part</a></th><td>Returns the status of the mech.</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/has_charge">has_charge</a></th><td>Power stuff</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/on_mouseclick">on_mouseclick</a></th><td>Action processing</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/operation_allowed">operation_allowed</a></th><td>Access stuff</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/play_stepsound">play_stepsound</a></th><td>///// Movement procs ////////</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/remove_air">remove_air</a></th><td>Atmospheric stuff</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/report_internal_damage">report_internal_damage</a></th><td>HTML for internal damage.</td></tr><tr><th><a href="obj/vehicle/sealed/mecha.html#proc/stationary_repair">stationary_repair</a></th><td>Repairs internal damage if the mech hasn't moved.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/active_thrusters"><aside class="declaration">var </aside>active_thrusters <aside>– /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mecha_parts/mecha_equipment.html">mecha_parts/mecha_equipment</a>/thrusters</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L132"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 132"></a></h3><p>/Action vars
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Ref to any active thrusters we might have</p><h3 id="var/allow_diagonal_movement"><aside class="declaration">var </aside>allow_diagonal_movement <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L68"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 68"></a></h3><p>Whether this mech is allowed to move diagonally</p><h3 id="var/bumpsmash"><aside class="declaration">var </aside>bumpsmash <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L70"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 70"></a></h3><p>Whether or not the mech destroys walls by running into it.</p><h3 id="var/cabin_air"><aside class="declaration">var </aside>cabin_air <aside>– /<a href="datum.html">datum</a>/<a href="datum/gas_mixture.html">gas_mixture</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L80"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 80"></a></h3><p>Internal air mix datum</p><h3 id="var/capacitor"><aside class="declaration">var </aside>capacitor <aside>– /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/stock_parts/capacitor</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L54"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 54"></a></h3><p>Keeps track of the mech's capacitor</p><h3 id="var/cell"><aside class="declaration">var </aside>cell <aside>– /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/stock_parts/cell.html">stock_parts/cell</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L50"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 50"></a></h3><p>Keeps track of the mech's cell</p><h3 id="var/completely_disabled"><aside class="declaration">var </aside>completely_disabled <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L66"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 66"></a></h3><p>Just stop the mech from doing anything</p><h3 id="var/connected_port"><aside class="declaration">var </aside>connected_port <aside>– /<a href="obj.html">obj</a>/<a href="obj/machinery.html">machinery</a>/<a href="obj/machinery/atmospherics.html">atmospherics</a>/components/unary/portables_connector</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L82"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 82"></a></h3><p>The connected air port, if we have one</p><h3 id="var/construction_state"><aside class="declaration">var </aside>construction_state <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L56"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 56"></a></h3><p>Whether the mechs maintenance protocols are on or off</p><h3 id="var/defense_mode"><aside class="declaration">var </aside>defense_mode <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L135"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 135"></a></h3><p>Bool for energy shield on/off</p><h3 id="var/deflect_chance"><aside class="declaration">var </aside>deflect_chance <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L44"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 44"></a></h3><p>chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.</p><h3 id="var/destruction_sleep_duration"><aside class="declaration">var </aside>destruction_sleep_duration <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L121"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 121"></a></h3><p>Time you get slept for if you get forcible ejected by the mech exploding</p><h3 id="var/dir_in"><aside class="declaration">var </aside>dir_in <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L34"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 34"></a></h3><p>What direction will the mech face when entered/powered on? Defaults to South.</p><h3 id="var/dna_lock"><aside class="declaration">var </aside>dna_lock <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L60"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 60"></a></h3><p>Stores the DNA enzymes of a carbon so tht only they can access the mech</p><h3 id="var/equipment_disabled"><aside class="declaration">var </aside>equipment_disabled <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L48"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 48"></a></h3><p>if we cant use our equipment(such as due to EMP)</p><h3 id="var/exit_delay"><aside class="declaration">var </aside>exit_delay <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L119"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 119"></a></h3><p>TIme taken to leave the mech</p><h3 id="var/facing_modifiers"><aside class="declaration">var </aside>facing_modifiers <aside>– /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L46"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 46"></a></h3><p>Modifiers for directional armor</p><h3 id="var/internal_damage"><aside class="declaration">var </aside>internal_damage <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L92"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 92"></a></h3><p>Bitflags for internal damage</p><h3 id="var/internal_damage_threshold"><aside class="declaration">var </aside>internal_damage_threshold <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L90"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 90"></a></h3><p>health percentage below which internal damage is possible</p><h3 id="var/internal_tank"><aside class="declaration">var </aside>internal_tank <aside>– /<a href="obj.html">obj</a>/<a href="obj/machinery.html">machinery</a>/<a href="obj/machinery/portable_atmospherics/canister.html">portable_atmospherics/canister</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L78"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 78"></a></h3><p>The internal air tank obj of the mech</p><h3 id="var/internal_tank_valve"><aside class="declaration">var </aside>internal_tank_valve <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L76"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 76"></a></h3><p>The setting of the valve on the internal tank</p><h3 id="var/internals_req_access"><aside class="declaration">var </aside>internals_req_access <aside>– /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L97"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 97"></a></h3><p>required access to change internal components</p><h3 id="var/is_currently_ejecting"><aside class="declaration">var </aside>is_currently_ejecting <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L126"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 126"></a></h3><p>Currently ejecting, and unable to do things</p><h3 id="var/lavaland_only"><aside class="declaration">var </aside>lavaland_only <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L164"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 164"></a></h3><p>Bool for whether this mech can only be used on lavaland</p><h3 id="var/leg_overload_coeff"><aside class="declaration">var </aside>leg_overload_coeff <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L140"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 140"></a></h3><p>Energy use modifier for leg overload</p><h3 id="var/leg_overload_mode"><aside class="declaration">var </aside>leg_overload_mode <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L138"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 138"></a></h3><p>Bool for leg overload on/off</p><h3 id="var/lights_power"><aside class="declaration">var </aside>lights_power <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L64"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 64"></a></h3><p>How powerful our lights are</p><h3 id="var/max_equip"><aside class="declaration">var </aside>max_equip <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L106"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 106"></a></h3><p>Maximum amount of equipment we can have</p><h3 id="var/mecha_flags"><aside class="declaration">var </aside>mecha_flags <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L58"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 58"></a></h3><p>Contains flags for the mecha</p><h3 id="var/melee_cooldown"><aside class="declaration">var </aside>melee_cooldown <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L116"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 116"></a></h3><p>Cooldown duration between melee punches</p><h3 id="var/melee_energy_drain"><aside class="declaration">var </aside>melee_energy_drain <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L40"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 40"></a></h3><p>How much energy we drain each time we mechpunch someone</p><h3 id="var/normal_step_energy_drain"><aside class="declaration">var </aside>normal_step_energy_drain <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L36"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 36"></a></h3><p>How much energy the mech will consume each time it moves. This variable is a backup for when leg actuators affect the energy drain.</p><h3 id="var/operation_req_access"><aside class="declaration">var </aside>operation_req_access <aside>– /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L95"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 95"></a></h3><p>required access level for mecha operation</p><h3 id="var/overload_step_energy_drain_min"><aside class="declaration">var </aside>overload_step_energy_drain_min <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L42"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 42"></a></h3><p>The minimum amount of energy charge consumed by leg overload</p><h3 id="var/phase_state"><aside class="declaration">var </aside>phase_state <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L155"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 155"></a></h3><p>icon_state for flick() when phazing</p><h3 id="var/phasing"><aside class="declaration">var </aside>phasing <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L151"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 151"></a></h3><p>Bool for if the mech is currently phasing</p><h3 id="var/phasing_energy_drain"><aside class="declaration">var </aside>phasing_energy_drain <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L153"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 153"></a></h3><p>Power we use every time we phaze through something</p><h3 id="var/radio"><aside class="declaration">var </aside>radio <aside>– /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/radio/mech</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L85"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 85"></a></h3><p>Special version of the radio, which is unsellable</p><h3 id="var/scanmod"><aside class="declaration">var </aside>scanmod <aside>– /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/stock_parts/scanning_module</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L52"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 52"></a></h3><p>Keeps track of the mech's scanning module</p><h3 id="var/selected"><aside class="declaration">var </aside>selected <aside>– /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mecha_parts/mecha_equipment.html">mecha_parts/mecha_equipment</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L104"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 104"></a></h3><p>Current active equipment</p><h3 id="var/silicon_icon_state"><aside class="declaration">var </aside>silicon_icon_state <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L124"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 124"></a></h3><p>Whether outside viewers can see the pilot inside
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In case theres a different iconstate for AI/MMI pilot(currently only used for ripley)</p><h3 id="var/smashcooldown"><aside class="declaration">var </aside>smashcooldown <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L161"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 161"></a></h3><p>Cooldown length between bumpsmashes</p><h3 id="var/smoke_charges"><aside class="declaration">var </aside>smoke_charges <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L146"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 146"></a></h3><p>Remaining smoke charges</p><h3 id="var/smoke_cooldown"><aside class="declaration">var </aside>smoke_cooldown <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L148"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 148"></a></h3><p>Cooldown between using smoke</p><h3 id="var/spark_system"><aside class="declaration">var </aside>spark_system <aside>– /<a href="datum.html">datum</a>/effect_system/spark_spread</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L62"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 62"></a></h3><p>Spark effects are handled by this datum</p><h3 id="var/step_energy_drain"><aside class="declaration">var </aside>step_energy_drain <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L38"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 38"></a></h3><p>How much energy the mech will consume each time it moves. this is the current active energy consumed</p><h3 id="var/step_silent"><aside class="declaration">var </aside>step_silent <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L109"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 109"></a></h3><p>Whether our steps are silent, for example in zero-G</p><h3 id="var/stepsound"><aside class="declaration">var </aside>stepsound <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L111"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 111"></a></h3><p>Sound played when the mech moves</p><h3 id="var/strafe"><aside class="declaration">var </aside>strafe <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L158"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 158"></a></h3><p>Wether we are strafing</p><h3 id="var/turnsound"><aside class="declaration">var </aside>turnsound <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L113"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 113"></a></h3><p>Sound played when the mech walks</p><h3 id="var/use_internal_tank"><aside class="declaration">var </aside>use_internal_tank <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L74"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 74"></a></h3><p>////////ATMOS
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Whether we are currrently drawing from the internal tank</p><h3 id="var/wreckage"><aside class="declaration">var </aside>wreckage <aside>– </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L100"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 100"></a></h3><p>Typepath for the wreckage it spawns when destroyed</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>(href, href_list) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/mecha_topic.dm#L225"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/mecha_topic.dm 225"></a></aside></h3><p>Topic</p><h3 id="proc/add_airtank"><aside class="declaration">proc </aside>add_airtank<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L318"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 318"></a></aside></h3><p>Helpers</p><h3 id="proc/add_capacitor"><aside class="declaration">proc </aside>add_capacitor<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/stock_parts/capacitor/cap) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L341"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 341"></a></aside></h3><p>Adds a capacitor, for use in Map-spawned mechs, Nuke Ops mechs, and admin-spawned mechs. Mechs built by hand will replace this.</p><h3 id="proc/add_cell"><aside class="declaration">proc </aside>add_cell<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/stock_parts/cell.html">stock_parts/cell</a>/C) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L323"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 323"></a></aside></h3><p>Adds a cell, for use in Map-spawned mechs, Nuke Ops mechs, and admin-spawned mechs. Mechs built by hand will replace this.</p><h3 id="proc/add_scanmod"><aside class="declaration">proc </aside>add_scanmod<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/stock_parts/scanning_module/sm) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L332"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 332"></a></aside></h3><p>Adds a scanning module, for use in Map-spawned mechs, Nuke Ops mechs, and admin-spawned mechs. Mechs built by hand will replace this.</p><h3 id="proc/aimob_enter_mech"><aside class="declaration">proc </aside>aimob_enter_mech<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>/syndicate/mecha_pilot/pilot_mob) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L910"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 910"></a></aside></h3><p>Handles an actual AI (simple_animal mecha pilot) entering the mech</p><h3 id="proc/aimob_exit_mech"><aside class="declaration">proc </aside>aimob_exit_mech<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>/syndicate/mecha_pilot/pilot_mob) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L921"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 921"></a></aside></h3><p>Handles an actual AI (simple_animal mecha pilot) exiting the mech</p><h3 id="proc/ammo_resupply"><aside class="declaration">proc </aside>ammo_resupply<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/mecha_ammo/A, /<a href="mob.html">mob</a>/user, fail_chat_override) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L1221"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 1221"></a></aside></h3><p>Ammo stuff</p><h3 id="proc/attack_ai">attack_ai<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/<a href="mob/living/silicon.html">silicon</a>/<a href="mob/living/silicon/ai.html">ai</a>/user) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L799"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 799"></a></aside></h3><p>AI piloting</p><h3 id="proc/check_for_internal_damage"><aside class="declaration">proc </aside>check_for_internal_damage<aside>(/list/possible_int_damage, ignore_threshold) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L759"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 759"></a></aside></h3><p>Internal damage</p><h3 id="proc/generate_action_type">generate_action_type<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/mecha_actions.dm#L3"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/mecha_actions.dm 3"></a></aside></h3><p>MECHA ACTIONS</p><h3 id="proc/get_actions"><aside class="declaration">proc </aside>get_actions<aside>(/<a href="mob.html">mob</a>/user) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/mecha_topic.dm#L80"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/mecha_topic.dm 80"></a></aside></h3><p>Returns HTML for mech actions. Ideally, this proc would be empty for the base mecha. Segmented for easy refactoring.</p><h3 id="proc/get_commands"><aside class="declaration">proc </aside>get_commands<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/mecha_topic.dm#L117"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/mecha_topic.dm 117"></a></aside></h3><p>HTML for commands.</p><h3 id="proc/get_equipment_list"><aside class="declaration">proc </aside>get_equipment_list<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/mecha_topic.dm#L108"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/mecha_topic.dm 108"></a></aside></h3><p>HTML for list of equipment.</p><h3 id="proc/get_stats_html"><aside class="declaration">proc </aside>get_stats_html<aside>(/<a href="mob.html">mob</a>/user) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/mecha_topic.dm#L6"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/mecha_topic.dm 6"></a></aside></h3><p>Rendering stats window</p><h3 id="proc/get_stats_part"><aside class="declaration">proc </aside>get_stats_part<aside>(/<a href="mob.html">mob</a>/user) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/mecha_topic.dm#L55"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/mecha_topic.dm 55"></a></aside></h3><p>Returns the status of the mech.</p><h3 id="proc/has_charge"><aside class="declaration">proc </aside>has_charge<aside>(amount) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L1195"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 1195"></a></aside></h3><p>Power stuff</p><h3 id="proc/on_mouseclick"><aside class="declaration">proc </aside>on_mouseclick<aside>(/<a href="mob.html">mob</a>/user, /<a href="atom.html">atom</a>/target, params) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L539"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 539"></a></aside></h3><p>Action processing</p><h3 id="proc/operation_allowed"><aside class="declaration">proc </aside>operation_allowed<aside>(/<a href="mob.html">mob</a>/M) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L1180"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 1180"></a></aside></h3><p>Access stuff</p><h3 id="proc/play_stepsound"><aside class="declaration">proc </aside>play_stepsound<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L611"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 611"></a></aside></h3><p>///// Movement procs ////////</p>
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<p>Plays the mech step sound effect. Split from movement procs so that other mechs (HONK) can override this one specific part.</p><h3 id="proc/remove_air">remove_air<aside>(amount) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/_mecha.dm#L933"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/_mecha.dm 933"></a></aside></h3><p>Atmospheric stuff</p><h3 id="proc/report_internal_damage"><aside class="declaration">proc </aside>report_internal_damage<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/mecha_topic.dm#L90"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/mecha_topic.dm 90"></a></aside></h3><p>HTML for internal damage.</p><h3 id="proc/stationary_repair"><aside class="declaration">proc </aside>stationary_repair<aside>(location) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/vehicles/mecha/mecha_topic.dm#L414"><img src="git.png" width="16" height="16" title="code/modules/vehicles/mecha/mecha_topic.dm 414"></a></aside></h3><p>Repairs internal damage if the mech hasn't moved.</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> |