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

shuttle_cling

Gets added to all movables that enter hyperspace and are supposed to suffer from "hyperspace drift" This lets people fly around shuttles during transit using jetpacks, or cling to the side if they got a spacesuit Dumping into deepspace is handled by the hyperspace turf, not the component. Not giving something this component while on hyperspace is safe, it just means free movement like carps

Vars

clinging_move_delayIf we can "hold on", how often do we move?
directionThe direction we push stuff towards
hyperloopOur moveloop, handles the transit pull
hyperspace_typePath to the hyperspace tile, so we know if we're in hyperspace
not_clinging_move_delayIf we can't hold onto anything, how fast do we get pulled away?

Procs

do_removeThis is just for signals and doesn't run for most removals, so dont add behaviour here expecting it to do much
is_holding_onCheck if we're "holding on" to the shuttle
is_on_hyperspaceAre we on a hyperspace tile? There's some special bullshit with lattices so we just wrap this check
is_tile_solidCheck if it's a closed turf or contains a dense object
launch_very_hardLaunch the atom very hard, away from hyperspace
update_drift_directionCheck if we arent just being blocked, and if we are give us some diagonal push so we cant just infinitely cling to the front
update_stateCheck if we're in hyperspace and our state in hyperspace

Var Details

clinging_move_delay

If we can "hold on", how often do we move?

direction

The direction we push stuff towards

hyperloop

Our moveloop, handles the transit pull

hyperspace_type

Path to the hyperspace tile, so we know if we're in hyperspace

not_clinging_move_delay

If we can't hold onto anything, how fast do we get pulled away?

Proc Details

do_remove

This is just for signals and doesn't run for most removals, so dont add behaviour here expecting it to do much

is_holding_on

Check if we're "holding on" to the shuttle

is_on_hyperspace

Are we on a hyperspace tile? There's some special bullshit with lattices so we just wrap this check

is_tile_solid

Check if it's a closed turf or contains a dense object

launch_very_hard

Launch the atom very hard, away from hyperspace

update_drift_direction

Check if we arent just being blocked, and if we are give us some diagonal push so we cant just infinitely cling to the front

update_state

Check if we're in hyperspace and our state in hyperspace