/tg/ Station 13 - Modules - TypesVar Details - Proc Details

rcd

Vars

airlock_electronicsintegrated airlock electronics for setting access to a newly built airlocks
canRturfvariable for R walls to deconstruct them
construction_modetemporary holder of mode, used to restore mode original value after rcd deconstruction act
current_active_effectsnumber of active rcd effects in use e.g. when building multiple walls at once this value increases
delay_moddelay multiplier for all construction types
design_categorycategory of currently selected design
design_titlename of currently selected design
modetype of structure being built, used to decide what variables are used to build what structure
ownerOwner of this rcd. It can either be a construction console, player, or mech.
rangedused by arcd, can this rcd work from a range
rcd_design_pathThe path of the structure the rcd is currently creating
root_categorymain category of currently selected design[Structures, Airlocks, Airlock Access]

Procs

_rcd_create_effectInternal proc which creates the rcd effects & creates the structure
attack_selfThe advantage of organizing designs into categories is that You can ignore an complete category if the design disk upgrade for that category isn't installed.
can_placechecks if we can build the structure Arguments
rcd_createFor anything that does not go an a wall we have to make sure that turf is clear for us to put the structure on it If we are just trying to destory something then this check is not nessassary RCD_WALLFRAME is also returned as the rcd_mode when upgrading apc, airalarm, firealarm using simple circuits upgrade

Var Details

airlock_electronics

integrated airlock electronics for setting access to a newly built airlocks

canRturf

variable for R walls to deconstruct them

construction_mode

temporary holder of mode, used to restore mode original value after rcd deconstruction act

current_active_effects

number of active rcd effects in use e.g. when building multiple walls at once this value increases

delay_mod

delay multiplier for all construction types

design_category

category of currently selected design

design_title

name of currently selected design

mode

type of structure being built, used to decide what variables are used to build what structure

owner

Owner of this rcd. It can either be a construction console, player, or mech.

ranged

used by arcd, can this rcd work from a range

rcd_design_path

The path of the structure the rcd is currently creating

root_category

main category of currently selected design[Structures, Airlocks, Airlock Access]

Proc Details

_rcd_create_effect

Internal proc which creates the rcd effects & creates the structure

Arguments

attack_self

The advantage of organizing designs into categories is that You can ignore an complete category if the design disk upgrade for that category isn't installed.

can_place

checks if we can build the structure Arguments

rcd_create

For anything that does not go an a wall we have to make sure that turf is clear for us to put the structure on it If we are just trying to destory something then this check is not nessassary RCD_WALLFRAME is also returned as the rcd_mode when upgrading apc, airalarm, firealarm using simple circuits upgrade

if we are trying to create plating on turf which is not a proper floor then dont check for objects on top of the turf just allow that turf to be converted into plating. e.g. create plating beneath a player or underneath a machine frame/any dense object if we are trying to finish a wall girder then let it finish then make sure no one/nothing is stuck in the girder

actual proc to create the structure

Arguments