/atom/movable
Vars | |
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 |
Procs | |
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. |
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.