object_possession
Component that allows a user to control any object as if it were a mob. Does give the user incorporeal movement.
Vars | |
possessed | Stores a reference to the obj that we are currently possessing. |
---|---|
screen_alert_ref | Ref to the screen object that is currently being displayed. |
stashed_name | back up of the real name during user possession |
Procs | |
bind_to_new_object | Binds the mob to the object and sets up the naming and everything. Returns FALSE if we don't bind, TRUE if we succeed. |
cleanup_object_binding | Cleans up everything pertinent to the current possessed object. |
end_possession | Just the overall "get me outta here" proc. |
on_move | force move the parent object instead of the source mob. |
Var Details
possessed
Stores a reference to the obj that we are currently possessing.
screen_alert_ref
Ref to the screen object that is currently being displayed.
stashed_name
back up of the real name during user possession
When a user possesses an object its real name is set to the user name and this stores whatever the real name was previously. When possession ends, the real name is reset to this value
Proc Details
bind_to_new_object
Binds the mob to the object and sets up the naming and everything. Returns FALSE if we don't bind, TRUE if we succeed.
cleanup_object_binding
Cleans up everything pertinent to the current possessed object.
end_possession
Just the overall "get me outta here" proc.
on_move
force move the parent object instead of the source mob.
Has no sanity other than checking the possed obj's density. this means it effectively has incorporeal movement, making it only good for badminnery.
We always want to return COMPONENT_MOVABLE_BLOCK_PRE_MOVE
here regardless