Goonstation 13 - Modules - TypesVar Details - Proc Details

/datum/action/bar/icon/build

Vars

has_sheet2Are we using a second sheet (e.g. Glass table parts)
obj_amtAmount of the object which will be made when we're done
obj_nameCustom name of the object for messages if needed, otherwise just the object's initial name
post_callbackCallback once the thing is constructed

Procs

has_dense_objectChecks if there's a dense object on a turf, with notable exceptions for soul and directional things. Procs like can_crossed_by(AM) cannot be used because we haven't made the thing yet, so there's no /atom/movable to use. If there's a way to do this nicely in the future replace pls
has_valid_sheetsReturn TRUE if both sheets are there and valid, else false
should_ignore_dense_checkCheck if the object is one of a dense object which is an exception to most others -- and should be allowed to have several of its own instances on a tile. Girders, thin windows, and railings are all examples of this.

Var Details

has_sheet2

Are we using a second sheet (e.g. Glass table parts)

obj_amt

Amount of the object which will be made when we're done

obj_name

Custom name of the object for messages if needed, otherwise just the object's initial name

post_callback

Callback once the thing is constructed

Proc Details

has_dense_object

Checks if there's a dense object on a turf, with notable exceptions for soul and directional things. Procs like can_crossed_by(AM) cannot be used because we haven't made the thing yet, so there's no /atom/movable to use. If there's a way to do this nicely in the future replace pls

has_valid_sheets

Return TRUE if both sheets are there and valid, else false

should_ignore_dense_check

Check if the object is one of a dense object which is an exception to most others -- and should be allowed to have several of its own instances on a tile. Girders, thin windows, and railings are all examples of this.