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

cuffed_item

The status effect given by the cuffable_item. It basically binds an item to your arm, basically making it undroppable until the cuffs or item are removed, usually done by one of:

Vars

cuffedReference to the item stuck into the player's hand
cuffed_toReference to the bodypart we're cuffed to
cuffsReference to the pair of handcuffs used to bind the item
link_effectReference to the component managing the link between the mob and the item

Procs

block_item_cuffStops double cuff
block_storage_insertStops it from being stored anywhere
check_for_linkCheck if we need to spawn the tether effect or not
cleanup_effectWhat happens if one of the items is moved away from the mob
cuffed_examineTell the player that the item is stuck to their hands someway. Also another way to trigger the try_remove_cuffs proc.
cuffed_to_removedWhat happens if the limb we're cuffed to is removed?
get_examine_textCalled when someone examines the owner twice, so they can know if someone has a cuffed item
init_leashInits the leash and beam effect to the given target, cleaning up old ones if necessary Return TRUE if the leash was successfully applied or did not need to be applied, FALSE if it failed to apply
new_cuffed_to_attachedSpecifically if our cuffed limb is removed "specially", change it to the newly applied arm
on_item_update_appearanceWhenever the appearance of one of either cuffed or cuffs is updated, update the alert appearance
topic_handlerThis mainly exists as a fallback in the rare case the alert icon is not reachable (too many alerts?). You should be somewhat able to examine items while blind so all good.
try_remove_cuffsThe main proc responsible for attempting to remove the hancfuss.
try_unequipHooking doUnEquip to stop all forms of unequipping the item to an inappropriate location (such as in another object's contents)
update_linkUpdates our link and beam effect based on our state Returns TRUE if we are in a valid link state, FALSE otherwise

Var Details

cuffed

Reference to the item stuck into the player's hand

cuffed_to

Reference to the bodypart we're cuffed to

cuffs

Reference to the pair of handcuffs used to bind the item

Reference to the component managing the link between the mob and the item

Proc Details

block_item_cuff

Stops double cuff

block_storage_insert

Stops it from being stored anywhere

Check if we need to spawn the tether effect or not

cleanup_effect

What happens if one of the items is moved away from the mob

cuffed_examine

Tell the player that the item is stuck to their hands someway. Also another way to trigger the try_remove_cuffs proc.

cuffed_to_removed

What happens if the limb we're cuffed to is removed?

get_examine_text

Called when someone examines the owner twice, so they can know if someone has a cuffed item

init_leash

Inits the leash and beam effect to the given target, cleaning up old ones if necessary Return TRUE if the leash was successfully applied or did not need to be applied, FALSE if it failed to apply

new_cuffed_to_attached

Specifically if our cuffed limb is removed "specially", change it to the newly applied arm

on_item_update_appearance

Whenever the appearance of one of either cuffed or cuffs is updated, update the alert appearance

topic_handler

This mainly exists as a fallback in the rare case the alert icon is not reachable (too many alerts?). You should be somewhat able to examine items while blind so all good.

try_remove_cuffs

The main proc responsible for attempting to remove the hancfuss.

try_unequip

Hooking doUnEquip to stop all forms of unequipping the item to an inappropriate location (such as in another object's contents)

Updates our link and beam effect based on our state Returns TRUE if we are in a valid link state, FALSE otherwise