/obj
Vars | |
forensic_ID | if gun/bullet related, forensic profile of it |
---|---|
Procs | |
CreateID | creates an id profile for any forenics purpose. override as needed |
allowed | Determines if a mob is allowed to use an object (or pass through |
can_access_remotely_default | Determines whether or not the user can remote access devices. This is typically limited to Borgs and AI things that have inherent packet abilities. |
check_implanted_access | @param {mob} M Mob of which to check the implanted credentials |
get_chemical_effect_position | how many pixels up or down chemistry reaction animations should shift, to fit the item it's reacting in |
hide | Whether or not to hide something based on the value of hide, usually whether or not the turf is intact. |
remove_artifact_forms | Removes all artifact forms attached to this and makes them fall to the floor Because artifacts often like to disappear in mysterious ways |
shatter_chemically | shatter effect, caused by chemicals inside object, should return TRUE if object actually shatters |
Var Details
forensic_ID
if gun/bullet related, forensic profile of it
Proc Details
CreateID
creates an id profile for any forenics purpose. override as needed
allowed
Determines if a mob is allowed to use an object (or pass through
@param {mob} M Mob of which to check the credentials
@return {int} Whether mob has sufficient access (0=no, 1=implicit, 2=explicit)
can_access_remotely_default
Determines whether or not the user can remote access devices. This is typically limited to Borgs and AI things that have inherent packet abilities.
check_implanted_access
@param {mob} M Mob of which to check the implanted credentials
@return {bool} Whether mob has sufficient access via its implant
get_chemical_effect_position
how many pixels up or down chemistry reaction animations should shift, to fit the item it's reacting in
hide
Whether or not to hide something based on the value of hide, usually whether or not the turf is intact.
remove_artifact_forms
Removes all artifact forms attached to this and makes them fall to the floor Because artifacts often like to disappear in mysterious ways
shatter_chemically
shatter effect, caused by chemicals inside object, should return TRUE if object actually shatters