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

closet

Vars

access_choicesaccess types for card reader
access_lockedshould we prevent further access change
card_reader_installedis the card reader installed in this machine
contents_pressure_protectionHow close being inside of the thing provides complete pressure safety. Must be between 0 and 1!
contents_thermal_insulationHow insulated the thing is, for the purposes of calculating body temperature. Must be between 0 and 1!
divableWhether 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_angleThe maximum angle the door will be drawn at
door_anim_squishVertical squish of the door
door_anim_timeAmount of time it takes for the door animation to play
door_hinge_xX position of the closet door hinge, relative to the center of the sprite
door_objThe overlay for the closet's door
enable_door_overlayControls whether a door overlay should be applied using the icon_door value as the icon state
id_cardis this closet locked by an exclusive id, i.e. your own personal locker
is_animating_doorWhether or not this door is being animated
paint_jobsPaint jobs for this closet, crates are a subtype of closet so they override these values
securesecure locker or not, also used if overriding a non-secure locker with a secure door overlay to add fancy lights
strong_grabtrue whenever someone with the strong pull component (or magnet modsuit module) is dragging this, preventing opening

Procs

add_to_roundstart_listAdds the closet to a global list. Placed in its own proc so that crates may be excluded.
after_closeProc to do effects after closet has closed
after_openProc to override for effects after opening a door
animate_doorAnimates the closet door opening and closing
before_closeProc to write checks before closing a door
before_openProc to write checks before opening a door
can_install_airlock_electronicscheck if we can install airlock electronics in this closet
can_install_card_readercheck if we can install card reader in this closet
can_pryout_card_readercheck if we can pry out the card reader from this closet
can_unlockreturns TRUE if the closet is allowed to unlock
can_unscrew_airlock_electronicscheck if we can unscrew airlock electronics from this closet
end_door_animationEnds the door animation and removes the animated overlay
get_door_transformCalculates the matrix to be applied to the animated door overlay
on_magic_unlockSignal proc for COMSIG_ATOM_MAGICALLY_UNLOCKED. Unlock and open up when we get knock casted.
populate_contents_immediatePopulate 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_lootSpawns two to six maintenance spawners inside the closet
set_accesssets the access for the closets from the swiped ID card
toggleToggles a closet open or closed, to the opposite state. Does not respect locked or welded states, however.
tool_interactreturns 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

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