closet
Vars | |
access_choices | access types for card reader |
---|---|
access_locked | should we prevent further access change |
air_volume | Volume of the internal air |
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 |
internal_air | Internal gas for this closet. |
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 |
sealed | Whether this closet is sealed or not. If sealed, it'll have its own internal air |
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 |
x_shake_pixel_shift | How many pixels the closet can shift on the x axis when shaking |
y_shake_pixel_shift | how many pixels the closet can shift on the y axes when shaking |
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 |
check_if_shake | Check if someone is still resisting inside, and choose to either keep shaking or stop shaking the 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
air_volume
Volume of the internal air
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
internal_air
Internal gas for this closet.
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
sealed
Whether this closet is sealed or not. If sealed, it'll have its own internal air
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
x_shake_pixel_shift
How many pixels the closet can shift on the x axis when shaking
y_shake_pixel_shift
how many pixels the closet can shift on the y axes when shaking
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
check_if_shake
Check if someone is still resisting inside, and choose to either keep shaking or stop shaking the 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