Daedalus Dock - Modules - TypesVar Details - Proc Details

trapdoor

trapdoor component!

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

assemblyassembly tied to this trapdoor
trapdoor_turf_pathpath of the turf this should change into when the assembly is pulsed. needed for openspace trapdoors knowing what to turn back into

Procs

apply_decalsmall proc that takes passed arguments and drops it into a new element
on_link_requestedcalled by linking remotes to tie an assembly to the trapdoor
openspace_trapdoor_setupinitializing as an opened trapdoor, we need to trust that we were given the data by a closed trapdoor
reapply_all_decalsso it adds the list to the list, not appending it to the end. thank you byond, very cool.
tile_trapdoor_setupinitializing 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_trapdoorsignal called by our assembly being pulsed
try_closingwe 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_presignal 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

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.

reapply_all_decals

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

try_closing

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

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