Goonstation 13 - Modules - TypesVar Details - Proc Details

gang closet

Vars

aggregate_item_score_timeHow long to wait before displaying maptext after recieving bulk items
aggregate_score_countHow many points have been scored in the aggregate_item_score_time window?
default_screen_overlaythe overlay this locker should show, after doing stuff like blinking red for errors
ganggang that owns this locker
gang_weedHow many leaves of weed have been given in
ghost_confirmation_delaytime that ghosts get to choose to be a gang member
has_sold_ttvhas some angel sold TTVs to this locker yet?
hunting_for_ghostsare we hunting for new gang members right now?
is_aggregating_item_scoresDo we have a queued maptext for showing bulk item scores?
stored_cashthe amount of money stored inside this locker for laundering
superlaunder_stackshow many ticks are left of super laundering (when you insert pre-laundered money)
tracked_drugs_listTracks how many units of each drug this gang has inserted
untracked_drugs_scoreTracks how many points' worth of drugs have been inserted, after the GANG_DRUG_BONUS_CAP

Procs

aggregate_scoreAdd score to the next maptext that can be shown once per second.
do_drug_scoreCalculate the score of provided drugs, adding them to the total acquired
gang_respawnRespawns a mind as a new gang member
get_I_score_drugget the score of an item given the drugs inside
get_drug_scoreGet the price per unit of a drug, taking into account multipliers
get_gang_gearHandle spawning equipment for a gang member
handle_gang_gearCheck that it's feasible to give a user gang equipment
handle_get_spraypaintdeploys a spraypaint for the user, if possible
handle_respawn_newChecks to see if the user can respawn a gang member at this locker
handle_respawn_syringeAttempt to buy a janktank II
insert_itemHandles an item being inserted into a gang locker
take_damageHandles dropping laundering money if the locker takes damage.
try_gang_respawnTries to find a ghost to respawn

Var Details

aggregate_item_score_time

How long to wait before displaying maptext after recieving bulk items

aggregate_score_count

How many points have been scored in the aggregate_item_score_time window?

default_screen_overlay

the overlay this locker should show, after doing stuff like blinking red for errors

gang

gang that owns this locker

gang_weed

How many leaves of weed have been given in

ghost_confirmation_delay

time that ghosts get to choose to be a gang member

has_sold_ttv

has some angel sold TTVs to this locker yet?

hunting_for_ghosts

are we hunting for new gang members right now?

is_aggregating_item_scores

Do we have a queued maptext for showing bulk item scores?

stored_cash

the amount of money stored inside this locker for laundering

superlaunder_stacks

how many ticks are left of super laundering (when you insert pre-laundered money)

tracked_drugs_list

Tracks how many units of each drug this gang has inserted

untracked_drugs_score

Tracks how many points' worth of drugs have been inserted, after the GANG_DRUG_BONUS_CAP

Proc Details

aggregate_score

Add score to the next maptext that can be shown once per second.

do_drug_score

Calculate the score of provided drugs, adding them to the total acquired

gang_respawn

Respawns a mind as a new gang member

get_I_score_drug

get the score of an item given the drugs inside

get_drug_score

Get the price per unit of a drug, taking into account multipliers

get_gang_gear

Handle spawning equipment for a gang member

handle_gang_gear

Check that it's feasible to give a user gang equipment

handle_get_spraypaint

deploys a spraypaint for the user, if possible

handle_respawn_new

Checks to see if the user can respawn a gang member at this locker

handle_respawn_syringe

Attempt to buy a janktank II

insert_item

Handles an item being inserted into a gang locker

take_damage

Handles dropping laundering money if the locker takes damage.

try_gang_respawn

Tries to find a ghost to respawn