closet

Vars | |
access_choices | access types for card reader |
---|---|
access_locked | should we prevent further access change |
card_reader_installed | is the card reader installed in this machine |
contents_pressure_protection | How close being inside of the thing provides complete pressure safety. Must be between 0 and 1! |
contents_thermal_insulation | How insulated the thing is, for the purposes of calculating body temperature. Must be between 0 and 1! |
divable | Whether a skittish person can dive inside this closet. Disable if opening the closet causes "bad things" to happen or that it leads to a logical inconsistency. |
door_anim_angle | The maximum angle the door will be drawn at |
door_anim_squish | Vertical squish of the door |
door_anim_time | Amount of time it takes for the door animation to play |
door_hinge_x | X position of the closet door hinge, relative to the center of the sprite |
door_obj | The overlay for the closet's door |
enable_door_overlay | Controls whether a door overlay should be applied using the icon_door value as the icon state |
id_card | is this closet locked by an exclusive id, i.e. your own personal locker |
is_animating_door | Whether or not this door is being animated |
paint_jobs | Paint jobs for this closet, crates are a subtype of closet so they override these values |
secure | secure locker or not, also used if overriding a non-secure locker with a secure door overlay to add fancy lights |
strong_grab | true whenever someone with the strong pull component (or magnet modsuit module) is dragging this, preventing opening |
Procs | |
add_to_roundstart_list | Adds the closet to a global list. Placed in its own proc so that crates may be excluded. |
after_close | Proc to do effects after closet has closed |
after_open | Proc to override for effects after opening a door |
animate_door | Animates the closet door opening and closing |
before_close | Proc to write checks before closing a door |
before_open | Proc to write checks before opening a door |
can_install_airlock_electronics | check if we can install airlock electronics in this closet |
can_install_card_reader | check if we can install card reader in this closet |
can_pryout_card_reader | check if we can pry out the card reader from this closet |
can_unlock | returns TRUE if the closet is allowed to unlock |
can_unscrew_airlock_electronics | check if we can unscrew airlock electronics from this closet |
end_door_animation | Ends the door animation and removes the animated overlay |
get_door_transform | Calculates the matrix to be applied to the animated door overlay |
on_magic_unlock | Signal proc for COMSIG_ATOM_MAGICALLY_UNLOCKED. Unlock and open up when we get knock casted. |
populate_contents_immediate | Populate the closet with stuff that needs to be added before it is opened. This is useful for things like traitor objectives. |
populate_with_random_maint_loot | Spawns two to six maintenance spawners inside the closet |
set_access | sets the access for the closets from the swiped ID card |
toggle | Toggles a closet open or closed, to the opposite state. Does not respect locked or welded states, however. |
tool_interact | returns TRUE if attackBy call shouldn't be continued (because tool was used/closet was of wrong type), FALSE if otherwise |
Var Details
access_choices

access types for card reader
access_locked

should we prevent further access change
card_reader_installed

is the card reader installed in this machine
contents_pressure_protection

How close being inside of the thing provides complete pressure safety. Must be between 0 and 1!
contents_thermal_insulation

How insulated the thing is, for the purposes of calculating body temperature. Must be between 0 and 1!
divable

Whether a skittish person can dive inside this closet. Disable if opening the closet causes "bad things" to happen or that it leads to a logical inconsistency.
door_anim_angle

The maximum angle the door will be drawn at
door_anim_squish

Vertical squish of the door
door_anim_time

Amount of time it takes for the door animation to play
door_hinge_x

X position of the closet door hinge, relative to the center of the sprite
door_obj

The overlay for the closet's door
enable_door_overlay

Controls whether a door overlay should be applied using the icon_door value as the icon state
id_card

is this closet locked by an exclusive id, i.e. your own personal locker
is_animating_door

Whether or not this door is being animated
paint_jobs

Paint jobs for this closet, crates are a subtype of closet so they override these values
secure

secure locker or not, also used if overriding a non-secure locker with a secure door overlay to add fancy lights
strong_grab

true whenever someone with the strong pull component (or magnet modsuit module) is dragging this, preventing opening
Proc Details
add_to_roundstart_list
Adds the closet to a global list. Placed in its own proc so that crates may be excluded.
after_close
Proc to do effects after closet has closed
after_open
Proc to override for effects after opening a door
animate_door
Animates the closet door opening and closing
before_close
Proc to write checks before closing a door
before_open
Proc to write checks before opening a door
can_install_airlock_electronics
check if we can install airlock electronics in this closet
can_install_card_reader
check if we can install card reader in this closet
can_pryout_card_reader
check if we can pry out the card reader from this closet
can_unlock
returns TRUE if the closet is allowed to unlock
- user: the player trying to unlock this closet
- player_id: the id of the player trying to unlock this closet
- registered_id: the id registered to this closet, null if no one registered
can_unscrew_airlock_electronics
check if we can unscrew airlock electronics from this closet
end_door_animation
Ends the door animation and removes the animated overlay
get_door_transform
Calculates the matrix to be applied to the animated door overlay
on_magic_unlock
Signal proc for COMSIG_ATOM_MAGICALLY_UNLOCKED. Unlock and open up when we get knock casted.
populate_contents_immediate
Populate the closet with stuff that needs to be added before it is opened. This is useful for things like traitor objectives.
populate_with_random_maint_loot
Spawns two to six maintenance spawners inside the closet
set_access
sets the access for the closets from the swiped ID card
toggle
Toggles a closet open or closed, to the opposite state. Does not respect locked or welded states, however.
tool_interact
returns TRUE if attackBy call shouldn't be continued (because tool was used/closet was of wrong type), FALSE if otherwise