trapdoor
component attached to floors to turn them into trapdoors, a constructable trap that when signalled drops people to the level below. assembly code at the bottom of this file
Vars | |
assembly | assembly tied to this trapdoor |
---|---|
trapdoor_turf_path | path of the turf this should change into when the assembly is pulsed. needed for openspace trapdoors knowing what to turn back into |
Procs | |
apply_decal | small proc that takes passed arguments and drops it into a new element |
on_link_requested | called by linking remotes to tie an assembly to the trapdoor |
openspace_trapdoor_setup | initializing as an opened trapdoor, we need to trust that we were given the data by a closed trapdoor |
reapply_all_decals | so it adds the list to the list, not appending it to the end. thank you byond, very cool. |
tile_trapdoor_setup | initializing as a closed trapdoor, we need to take data from the tile we're on to give it to the open state to store |
toggle_trapdoor | signal called by our assembly being pulsed |
try_closing | we want to save this turf's decals as they were right before deletion, so this is the point where we begin listening |
try_opening | |
turf_changed_pre | signal called by turf changing |
Var Details
assembly
assembly tied to this trapdoor
trapdoor_turf_path
path of the turf this should change into when the assembly is pulsed. needed for openspace trapdoors knowing what to turn back into
Proc Details
apply_decal
small proc that takes passed arguments and drops it into a new element
on_link_requested
called by linking remotes to tie an assembly to the trapdoor
openspace_trapdoor_setup
initializing as an opened trapdoor, we need to trust that we were given the data by a closed trapdoor
reapply_all_decals
so it adds the list to the list, not appending it to the end. thank you byond, very cool.
changing turfs does not bring over decals, so we must perform a little bit of element reapplication.
tile_trapdoor_setup
initializing as a closed trapdoor, we need to take data from the tile we're on to give it to the open state to store
toggle_trapdoor
signal called by our assembly being pulsed
try_closing
we want to save this turf's decals as they were right before deletion, so this is the point where we begin listening
small proc for closing the turf back into what it should be trapdoor can be blocked by building things on the openspace turf
try_opening
small proc for opening the turf into openspace there are no checks for opening a trapdoor, but closed has some
turf_changed_pre
signal called by turf changing