table 
Vars | |
before_flipped_matrix | Matrix to return to on unflipping table |
---|---|
can_flip | Whether or not the table could be flipped or not |
is_flipped | Whether or not the table is flipped |
is_transparent | Whether or not when flipped, it ignores PASS_GLASS flag |
on_init_smoothed_vars | a bit fucky, I know. but this is needed to get sorted on init smoothing groups stored |
use_matrices_instead | If you don't have sprites for flipped tables, you can use matrices instead. looks ever-slightly worse. |
Procs | |
apply_frame_properties | Applies additional properties based on the frame used to construct this table. |
apply_stack_properties | Applies additional properties based on the stack used to construct this table. |
make_climbable | Adds the element used to make the object climbable, and also the one that shift the mob buckled to it up. |
Var Details
before_flipped_matrix 
Matrix to return to on unflipping table
can_flip 
Whether or not the table could be flipped or not
is_flipped 
Whether or not the table is flipped
is_transparent 
Whether or not when flipped, it ignores PASS_GLASS flag
on_init_smoothed_vars 
a bit fucky, I know. but this is needed to get sorted on init smoothing groups stored
use_matrices_instead 
If you don't have sprites for flipped tables, you can use matrices instead. looks ever-slightly worse.
Proc Details
apply_frame_properties
Applies additional properties based on the frame used to construct this table.
apply_stack_properties
Applies additional properties based on the stack used to construct this table.
make_climbable
Adds the element used to make the object climbable, and also the one that shift the mob buckled to it up.