area
Vars | |
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 |
Procs | |
ModifyFiredoors | Try to close all the firedoors in the area |
atmosalert | Generate an atmospheric alert for this area |
burglaralert | Raise a burglar alert for this area |
close_and_lock_door | Close and lock a door passed into this proc |
firealert | Generate a firealarm alert for this area |
firereset | Reset the firealarm alert for this area |
poweralert | Generate a power alert for this area |
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 |
unset_fire_alarm_effects | unset 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