trapdoor
Vars | |
linked | if true, a trapdoor in the world has a reference to this assembly and is listening for when it is pulsed. |
---|---|
search_cooldown | if the trapdoor isn't linked it will try to link on pulse, this shouldn't be spammable |
search_cooldown_time | trapdoor link cooldown time here! |
stored_decals | list of lists that are arguments for readding decals when the linked trapdoor comes back. pain. |
Procs | |
carry_over_trapdoor |
Var Details
linked
if true, a trapdoor in the world has a reference to this assembly and is listening for when it is pulsed.
search_cooldown
if the trapdoor isn't linked it will try to link on pulse, this shouldn't be spammable
search_cooldown_time
trapdoor link cooldown time here!
stored_decals
list of lists that are arguments for readding decals when the linked trapdoor comes back. pain.
we are storing this data FOR the trapdoor component we are linked to. kinda like a multitool. format: list(list(element's description, element's cleanable, element's directional, element's pic)) the list will be filled with all the data of the deleting elements (when ChangeTurf is called) only when the trapdoor begins to open. so any other case the elements will be changed but not recorded.
Proc Details
carry_over_trapdoor
applies the trapdoor to the new turf (created by the last trapdoor) apparently callbacks with arguments on invoke and the callback itself have the callback args go first. interesting!