Space Station 13 - Modules - TypesVar Details - Proc Details

area

Vars

always_unpoweredIf TRUE, machines that require power in this area will never be powered
apcAll APCs currently constructed in this area
apc_starts_offIf TRUE, the local powernet in this area will have all its power channels switched off
can_get_auto_cryodDo we despawn the person in this area? Pretty much just used in security areas that aren't permabrig
fast_despawnDo we quickly despawn the person in this area? Pretty much just used in permabrig
global_uidStatic var that is incremented when the UID of a area is being assigned.
hide_attacklogsFor areas such as thunderdome which generate a lot of spammy attacklogs. Reduces log priority.
is_haunted"Haunted" areas such as the morgue and chapel are easier to boo. Because flavor.
lightswitchIs the lightswitch in this area on? Controls whether or not lights are on and off
map_nameSet in New(); preserves the name set by the map maker, even if renamed by the Blueprints.
master_air_alarmThe air alarm to use for atmos_alert consoles
max_ambience_cooldownUsed to decide what the maximum time between ambience is
min_ambience_cooldownUsed to decide what the minimum time between ambience is
movingIs a shuttle moving to our area?
parallax_move_directionHandles the direction parallax will be moved in. References
powernetThe local powernet of this area, this is where all machine/apc/object power related operations are handled
requires_powerIf TRUE, this area's local powernet will require power to properly operate machines
scrubbersThe list of scrubbers in our area.
sound_environmentUsed to decide what kind of reverb the area makes sound have
turret_controlsTurrets use this list to see if individual power/lethal settings are allowed. Contains the /obj/machinery/turretid for this area
valid_territoryused for cult summoning areas on station zlevel
ventsThe list of vents in our area.
window_tintIs the window tint control in this area on? Controls whether electrochromic windows and doors are tinted or not

Procs

ModifyFiredoorsTry to close all the firedoors in the area
atmosalertGenerate an atmospheric alert for this area
burglaralertRaise a burglar alert for this area
close_and_lock_doorClose and lock a door passed into this proc
firealertGenerate a firealarm alert for this area
fireresetReset the firealarm alert for this area
poweralertGenerate a power alert for this area
processIf 100 ticks has elapsed, toggle all the firedoors closed again
set_fire_alarm_effectTrigger the fire alarm visual affects in an area
unset_fire_alarm_effectsunset the fire alarm visual affects in an area

Var Details

always_unpowered

If TRUE, machines that require power in this area will never be powered

apc

All APCs currently constructed in this area

apc_starts_off

If TRUE, the local powernet in this area will have all its power channels switched off

can_get_auto_cryod

Do we despawn the person in this area? Pretty much just used in security areas that aren't permabrig

fast_despawn

Do we quickly despawn the person in this area? Pretty much just used in permabrig

global_uid

Static var that is incremented when the UID of a area is being assigned.

hide_attacklogs

For areas such as thunderdome which generate a lot of spammy attacklogs. Reduces log priority.

is_haunted

"Haunted" areas such as the morgue and chapel are easier to boo. Because flavor.

lightswitch

Is the lightswitch in this area on? Controls whether or not lights are on and off

map_name

Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.

master_air_alarm

The air alarm to use for atmos_alert consoles

max_ambience_cooldown

Used to decide what the maximum time between ambience is

min_ambience_cooldown

Used to decide what the minimum time between ambience is

moving

Is a shuttle moving to our area?

parallax_move_direction

Handles the direction parallax will be moved in. References

powernet

The local powernet of this area, this is where all machine/apc/object power related operations are handled

requires_power

If TRUE, this area's local powernet will require power to properly operate machines

scrubbers

The list of scrubbers in our area.

sound_environment

Used to decide what kind of reverb the area makes sound have

turret_controls

Turrets use this list to see if individual power/lethal settings are allowed. Contains the /obj/machinery/turretid for this area

valid_territory

used for cult summoning areas on station zlevel

vents

The list of vents in our area.

window_tint

Is the window tint control in this area on? Controls whether electrochromic windows and doors are tinted or not

Proc Details

ModifyFiredoors

Try to close all the firedoors in the area

atmosalert

Generate an atmospheric alert for this area

Sends to all ai players, alert consoles, drones and alarm monitor programs in the world

burglaralert

Raise a burglar alert for this area

Close and locks all doors in the area and alerts silicon mobs of a break in

Alarm auto resets after 600 ticks

close_and_lock_door

Close and lock a door passed into this proc

Does this need to exist on area? probably not

firealert

Generate a firealarm alert for this area

Sends to all ai players, alert consoles, drones and alarm monitor programs in the world

Also starts the area processing on SSobj

firereset

Reset the firealarm alert for this area

resets the alert sent to all ai players, alert consoles, drones and alarm monitor programs in the world

Also cycles the icons of all firealarms and deregisters the area from processing on SSOBJ

poweralert

Generate a power alert for this area

Sends to all ai players, alert consoles, drones and alarm monitor programs in the world

process

If 100 ticks has elapsed, toggle all the firedoors closed again

set_fire_alarm_effect

Trigger the fire alarm visual affects in an area

Updates the fire light on fire alarms in the area and sets all lights to emergency mode

unset_fire_alarm_effects

unset the fire alarm visual affects in an area