Goonstation 13 - Modules - TypesVar Details - Proc Details

/atom/movable

Vars

always_slow_pullwhether it uses p_class regardless of pull_slowing.
attached_objsList of attached objects. Objects in this list will follow this atom around as it moves.
is_syndicateCan this only be scanned with a syndicate mech scanner?
mechanics_interactionDictates how this object behaves when scanned with a device analyzer or equivalent - see "_std/defines/mechanics.dm" for docs
mechanics_type_overrideIf defined, device analyzer scans will yield this typepath (instead of the default, which is just the object's type itself)
movement_newlocTemporary value to smuggle newloc to Uncross during Move-related procs
no_gravityContinue moving until a wall or solid object is hit.
p_classhow much it slows you down while pulling it, changed this from w_class because that's gunna cause issues with items that shouldn't fit in backpacks but also shouldn't slow you down to pull (sorry grayshift)
pulled_byWhich mob is pulling this movable currently

Procs

OnMovecalled once per player-invoked move, regardless of diagonal etc called via pulls and mob steps
experience_pressure_differenceIf the pressure delta is higher than our pressure resistance, move in the direction of the pressure differential as long as we are not anchored. Returns: TRUE on successful movement. FALSE if aborted.
hologram_effectTurns the atom into a transparent, blueish, flickering hologram if you want to ignore lighting you also have to render above EVERYTHING ELSE so use with caution
pullBase pull proc, returns 1 if the various checks for pulling fail, so that it can be overriden to add extra functionality without rewriting all the conditions.

Var Details

always_slow_pull

whether it uses p_class regardless of pull_slowing.

attached_objs

List of attached objects. Objects in this list will follow this atom around as it moves.

is_syndicate

Can this only be scanned with a syndicate mech scanner?

mechanics_interaction

Dictates how this object behaves when scanned with a device analyzer or equivalent - see "_std/defines/mechanics.dm" for docs

mechanics_type_override

If defined, device analyzer scans will yield this typepath (instead of the default, which is just the object's type itself)

movement_newloc

Temporary value to smuggle newloc to Uncross during Move-related procs

no_gravity

Continue moving until a wall or solid object is hit.

p_class

how much it slows you down while pulling it, changed this from w_class because that's gunna cause issues with items that shouldn't fit in backpacks but also shouldn't slow you down to pull (sorry grayshift)

pulled_by

Which mob is pulling this movable currently

Proc Details

OnMove

called once per player-invoked move, regardless of diagonal etc called via pulls and mob steps

experience_pressure_difference

If the pressure delta is higher than our pressure resistance, move in the direction of the pressure differential as long as we are not anchored. Returns: TRUE on successful movement. FALSE if aborted.

hologram_effect

Turns the atom into a transparent, blueish, flickering hologram if you want to ignore lighting you also have to render above EVERYTHING ELSE so use with caution

pull

Base pull proc, returns 1 if the various checks for pulling fail, so that it can be overriden to add extra functionality without rewriting all the conditions.