wall_mounted
Vars | |
hanging_wall_turf | The wall our object is currently linked to. |
---|---|
on_drop | Callback to the parent's proc to call on the linked object when the wall disappear's or changes. |
Procs | |
drop_wallmount | Handles the dropping of the linked object. This is done via deconstruction, as that should be the most sane way to handle it for most objects. Except for intercoms, which are handled by creating a new wallframe intercom, as they're apparently items. |
on_examine | When the wall is examined, explains that it's supporting the linked object. |
on_linked_destroyed | Basic reference handling if the hanging/linked object is destroyed first. |
on_move | If we get dragged from our wall (by a singulo for instance) we should deconstruct |
on_turf_changing | When the type of turf changes, if it is changing into a floor we should drop our contents |
Var Details
hanging_wall_turf
The wall our object is currently linked to.
on_drop
Callback to the parent's proc to call on the linked object when the wall disappear's or changes.
Proc Details
drop_wallmount
Handles the dropping of the linked object. This is done via deconstruction, as that should be the most sane way to handle it for most objects. Except for intercoms, which are handled by creating a new wallframe intercom, as they're apparently items.
on_examine
When the wall is examined, explains that it's supporting the linked object.
on_linked_destroyed
Basic reference handling if the hanging/linked object is destroyed first.
on_move
If we get dragged from our wall (by a singulo for instance) we should deconstruct
on_turf_changing
When the type of turf changes, if it is changing into a floor we should drop our contents