gang closet
Vars | |
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 |
Procs | |
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 |
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