Daedalus Dock - Modules - TypesVar Details - Proc Details

obj

Vars

custom_fire_overlayCustom fire overlay icon
desc_controlsExtra examine line to describe controls, such as right-clicking, left-clicking, etc.
id_tagMap tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard. Next pr after the network fix will have me refactor door interactions, so help me god.
w_classHow large is the object, used for stuff like whether it can fit in backpacks or not

Procs

acid_actthe obj's reaction when touched by acid
acid_meltcalled when the obj is destroyed by acid.
airflow_hit_actHeheheh
atom_destructionwhat happens when the obj's integrity reaches zero.
attack_tk_grabTelekinesis object grab act.
burncalled when the obj is destroyed by fire
check_reskin_menuChecks if we are allowed to interact with a radial menu for reskins
deconstructthe obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
expose_reagentsHandles exposing an object to reagents.
extinguishCalled when the obj is no longer on fire.
fire_act/ FIRE Called when the obj is exposed to fire.
flick_emote_popup_on_objA proc type that, when called, causes a image/sprite to appear above whatever entity it is called on.
freezeattempt to freeze this obj if possible. returns TRUE if it succeeded, FALSE otherwise.
lose_block_z_outRemoves a BLOCK_Z_OUT_* flag, and then tries to get every movable in the turf to fall.
pipe_ejectGeneral proc used to expel a holder's contents through src (for bins holder is also the src).
remove_emote_popup_on_objA proc that is automatically called whenever flick_emote_popup_on_obj's addtimer expires, and removes the popup.
reskin_objReskins object based on a user's choice
unfreezeunfreezes this obj if its frozen
zap_actCalled when the obj is hit by a tesla bolt.
zap_buckle_checkOnly tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.

Var Details

custom_fire_overlay

Custom fire overlay icon

desc_controls

Extra examine line to describe controls, such as right-clicking, left-clicking, etc.

id_tag

Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard. Next pr after the network fix will have me refactor door interactions, so help me god.

w_class

How large is the object, used for stuff like whether it can fit in backpacks or not

Proc Details

acid_act

the obj's reaction when touched by acid

acid_melt

called when the obj is destroyed by acid.

airflow_hit_act

Heheheh

atom_destruction

what happens when the obj's integrity reaches zero.

attack_tk_grab

Telekinesis object grab act.

burn

called when the obj is destroyed by fire

check_reskin_menu

Checks if we are allowed to interact with a radial menu for reskins

Arguments:

deconstruct

the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.

expose_reagents

Handles exposing an object to reagents.

extinguish

Called when the obj is no longer on fire.

fire_act

/ FIRE Called when the obj is exposed to fire.

flick_emote_popup_on_obj

A proc type that, when called, causes a image/sprite to appear above whatever entity it is called on.

There are two types: on_mob and on_obj, they can only be called on their respective typepaths.

Arguments:

freeze

attempt to freeze this obj if possible. returns TRUE if it succeeded, FALSE otherwise.

lose_block_z_out

Removes a BLOCK_Z_OUT_* flag, and then tries to get every movable in the turf to fall.

pipe_eject

General proc used to expel a holder's contents through src (for bins holder is also the src).

remove_emote_popup_on_obj

A proc that is automatically called whenever flick_emote_popup_on_obj's addtimer expires, and removes the popup.

Arguments:

reskin_obj

Reskins object based on a user's choice

Arguments:

unfreeze

unfreezes this obj if its frozen

zap_act

Called when the obj is hit by a tesla bolt.

zap_buckle_check

Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.