control ![code/modules/mod/mod_control.dm 11](git.png)
Vars | |
activating | If the suit is currently activating/deactivating. |
---|---|
activation_step_time | How long this MOD takes each part to seal. |
active | If the suit is deployed and turned on. |
ai | AI/pAI mob inhabiting the MOD. |
boots | MOD boots. |
cell | MOD cell. |
cell_drain | Power usage of the MOD. |
chestplate | MOD chestplate. |
complexity | How much module complexity this MOD is carrying. |
complexity_max | How much module complexity can this MOD carry. |
cooldown_mod_move | Cooldown for AI moves. |
extended_desc | Extended description of the theme. |
gauntlets | MOD gauntlets. |
helmet | MOD helmet. |
initial_modules | Modules the MOD should spawn with. |
interface_break | If the suit interface is broken. |
malfunctioning | If the suit is malfunctioning. |
mod_parts | List of parts (helmet, chestplate, gauntlets, boots). |
modules | Modules the MOD currently possesses. |
movedelay | Delay between moves as AI. |
open | If the suit wire/module hatch is open. |
seconds_electrified | How long the MOD is electrified for. |
selected_module | Currently used module. |
skin | Looks of the MOD. |
slowdown_active | Slowdown of the MOD when active. |
slowdown_inactive | Slowdown of the MOD when not active. |
theme | The MOD's theme, decides on some stuff like armor and statistics. |
ui_theme | Theme of the MOD TGUI |
wearer | Person wearing the MODsuit. |
Procs | |
choose_deploy | Creates a radial menu from which the user chooses parts of the suit to deploy/retract. Repeats until all parts are extended or retracted. |
conceal | Retract a part of the suit from the user |
deploy | Deploys a part of the suit onto the user. |
extract_pai | Simple proc to extract the pAI from the MODsuit. It's the proc to call if you want to take it out, remove_pai() is there so atom_destruction() doesn't have any risk of sleeping. |
finish_activation | Finishes the suit's activation, starts processing |
insert_pai | Simple proc to insert the pAI into the MODsuit. |
quick_activation | Quickly deploys all the suit parts and if successful, seals them and turns on the suit. Intended mostly for outfits. |
remove_pai | Simple proc that handles the safe removal of the pAI from a MOD control unit. |
seal_part | Seals or unseals the given part |
toggle_activate | Starts the activation sequence, where parts of the suit activate one by one until the whole suit is on |
Var Details
activating ![code/modules/mod/mod_control.dm 49](git.png)
If the suit is currently activating/deactivating.
activation_step_time ![code/modules/mod/mod_control.dm 67](git.png)
How long this MOD takes each part to seal.
active ![code/modules/mod/mod_control.dm 43](git.png)
If the suit is deployed and turned on.
ai ![code/modules/mod/mod_control.dm 87](git.png)
AI/pAI mob inhabiting the MOD.
boots ![code/modules/mod/mod_control.dm 77](git.png)
MOD boots.
cell ![code/modules/mod/mod_control.dm 69](git.png)
MOD cell.
cell_drain ![code/modules/mod/mod_control.dm 59](git.png)
Power usage of the MOD.
chestplate ![code/modules/mod/mod_control.dm 73](git.png)
MOD chestplate.
complexity ![code/modules/mod/mod_control.dm 57](git.png)
How much module complexity this MOD is carrying.
complexity_max ![code/modules/mod/mod_control.dm 55](git.png)
How much module complexity can this MOD carry.
cooldown_mod_move ![code/modules/mod/mod_control.dm 91](git.png)
Cooldown for AI moves.
extended_desc ![code/modules/mod/mod_control.dm 65](git.png)
Extended description of the theme.
gauntlets ![code/modules/mod/mod_control.dm 75](git.png)
MOD gauntlets.
helmet ![code/modules/mod/mod_control.dm 71](git.png)
MOD helmet.
initial_modules ![code/modules/mod/mod_control.dm 81](git.png)
Modules the MOD should spawn with.
interface_break ![code/modules/mod/mod_control.dm 53](git.png)
If the suit interface is broken.
malfunctioning ![code/modules/mod/mod_control.dm 47](git.png)
If the suit is malfunctioning.
mod_parts ![code/modules/mod/mod_control.dm 79](git.png)
List of parts (helmet, chestplate, gauntlets, boots).
modules ![code/modules/mod/mod_control.dm 83](git.png)
Modules the MOD currently possesses.
movedelay ![code/modules/mod/mod_control.dm 89](git.png)
Delay between moves as AI.
open ![code/modules/mod/mod_control.dm 45](git.png)
If the suit wire/module hatch is open.
seconds_electrified ![code/modules/mod/mod_control.dm 51](git.png)
How long the MOD is electrified for.
selected_module ![code/modules/mod/mod_control.dm 85](git.png)
Currently used module.
skin ![code/modules/mod/mod_control.dm 39](git.png)
Looks of the MOD.
slowdown_active ![code/modules/mod/mod_control.dm 63](git.png)
Slowdown of the MOD when active.
slowdown_inactive ![code/modules/mod/mod_control.dm 61](git.png)
Slowdown of the MOD when not active.
theme ![code/modules/mod/mod_control.dm 37](git.png)
The MOD's theme, decides on some stuff like armor and statistics.
ui_theme ![code/modules/mod/mod_control.dm 41](git.png)
Theme of the MOD TGUI
wearer ![code/modules/mod/mod_control.dm 95](git.png)
Person wearing the MODsuit.
Proc Details
choose_deploy
Creates a radial menu from which the user chooses parts of the suit to deploy/retract. Repeats until all parts are extended or retracted.
conceal
Retract a part of the suit from the user
deploy
Deploys a part of the suit onto the user.
extract_pai
Simple proc to extract the pAI from the MODsuit. It's the proc to call if you want to take it out, remove_pai() is there so atom_destruction() doesn't have any risk of sleeping.
user - The person trying to take out the pAI from the MODsuit. forced - Whether or not we skip the checks and just eject the pAI. Defaults to FALSE. feedback - Whether to give feedback via balloon alerts or not. Defaults to TRUE.
finish_activation
Finishes the suit's activation, starts processing
insert_pai
Simple proc to insert the pAI into the MODsuit.
user - The person trying to put the pAI into the MODsuit. card - The pAI card we're slotting in the MODsuit.
quick_activation
Quickly deploys all the suit parts and if successful, seals them and turns on the suit. Intended mostly for outfits.
remove_pai
Simple proc that handles the safe removal of the pAI from a MOD control unit.
Arguments:
- feedback - Whether or not we want to give balloon alert feedback to the ai. Defaults to FALSE.
seal_part
Seals or unseals the given part
toggle_activate
Starts the activation sequence, where parts of the suit activate one by one until the whole suit is on