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

closet

Vars

access_choicesaccess types for card reader
access_lockedshould we prevent further access change
air_volumeVolume of the internal air
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
internal_airInternal gas for this closet.
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
sealedWhether this closet is sealed or not. If sealed, it'll have its own internal air
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
x_shake_pixel_shiftHow many pixels the closet can shift on the x axis when shaking
y_shake_pixel_shifthow many pixels the closet can shift on the y axes when shaking

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
check_if_shakeCheck if someone is still resisting inside, and choose to either keep shaking or stop shaking the 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

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

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