color_pool - Temporary color pool using text/number/path/instance keys.
Once fixed distinct colors are expended, md5(key) is used.
Null key is always #000000.
effect/trail - ///// Attach an Ion trail to any object, that spawns when it moves (like for the jetpack)
just pass in the object to attach it to in set_up
Then do start() to start it and stop() to stop it, obviously
and don't call start() in a loop that will be repeated otherwise it'll get spammed!
steam - Attach a steam trail to an object (eg. a reacting beaker) that will follow it
scent - Scent extensions
Usage:
To add:
set_extension(atom, /datum/extension/scent/PATH/TO/SPECIFIC/SCENT)
This will set up the extension and will make it begin to emit_scent.
To remove:
remove_extension(atom, /datum/extension/scent)
grid_load_metadata - Fill a given tile with its area/turf/objects/mobs
Variable model is one full map line (e.g /turf/unsimulated/wall{icon_state = "rock"}, /area/mine/explored)
borgify - Borged hook.
Called in robot_parts.dm when someone gets turned into a cyborg.
Parameters: var/mob/living/silicon/robot
change_account_status - Account suspension hook.
Called in Accounts_DB.dm when someone's account is suspended or unsuspended at the Accounts terminal.
Parameters: var/datum/money_account
clone - Cloning hook.
Called in cloning.dm when someone is brought back by the wonders of modern science.
Parameters: var/mob/living/carbon/human
death - Death hook.
Called in death.dm when someone dies.
Parameters: var/mob/living/carbon/human, var/gibbed
debrain - Debrained hook.
Called in brain_item.dm when someone gets debrained.
Parameters: var/obj/item/organ/internal/brain
game_ready - Game Ready hook.
Called in master.dm once initialization is complete.
global_init - Global init hook.
Called in global_init.dm when the server is initialized.
harvest_podman - Podman hook.
Called in podmen.dm when someone is brought back as a Diona.
Parameters: var/mob/living/carbon/alien/diona
reassign_employee - Employee reassignment hook.
Called in card.dm when someone's card is reassigned at the HoP's desk.
Parameters: var/obj/item/card/id
revoke_payroll - Payroll revoked hook.
Called in Accounts_DB.dm when someone's payroll is stolen at the Accounts terminal.
Parameters: var/datum/money_account
roundend - Roundend hook.
Called in ticker.dm when a round ends.
roundstart - Roundstart hook.
Called in ticker.dm when a round starts.
sell_animal - Animal sold hook.
Called in supplyshuttle.dm when a anomaly container is sold on the shuttle.
Parameters: var/obj/structure/stasis_cage/sold, var/area/shuttle
sell_anomalycage - Anomaly cage sold hook.
Called in supplyshuttle.dm when a anomaly container is sold on the shuttle.
Parameters: var/obj/machinery/anomaly_container/sold, var/area/shuttle
sell_crate - Crate sold hook.
Called in supplyshuttle.dm when a crate is sold on the shuttle.
Parameters: var/obj/structure/closet/crate/sold, var/area/shuttle
shutdown - Shutdown hook.
Called in world.dm when world/Del is called.
startup - Startup hook.
Called in world.dm when the server starts.
terminate_employee - Employee terminated hook.
Called in card.dm when someone's card is terminated at the HoP's desk.
Parameters: var/obj/item/card/id
computer_file_creator - Mapping tool - creates a named modular computer file in a computer's storage on late initialize.
Use this to do things like automatic records and blackboxes. Alternative for paper records.
Values can be in the editor for each map or as a subtype.
This is an obj because raw atoms can't be placed in DM or third-party mapping tools.
donkpocket - Donk Pockets are a food item that is a reference to a mass market
brand of turnovers. They come with various "fillings" and can be
cooked (or self-heat in some cases) to cause them to temporarily
become more useful.
package_wrap - Contains cargo's package wrapper and gift wrapping paper, with relevant procs to wrap items/mobs.
Gifts and parcels are found under gifts.dm and sortingmachinery.dm respectively.
ai_slot - A wrapper that allows the computer to contain an inteliCard.
battery_module - This device is wrapper for actual power cell. I have decided to not use power
cells directly as even low-end cells available on station have tremendeous capacity
in comparsion. Higher tier cells would provide your device with nearly infinite
battery life, which is something i want to avoid.
hard_drive - Important! Avoid editing the content of file objects already saved on a disk,
as this bypasses checks for anything that might prevent saving. Instead,
clone the file, make the changes to the clone, and attempt to save the clone
with the same filename using save_file(). Additional useful procs for data
files in particular are also available.
portable - These are basically USB data sticks and may be used to transfer files between devices
merchant - For idiot merchants who wipe the program from their console.
jp_DungeonRegion - This object is used to represent a 'region' in the dungeon - a set of contiguous floor turfs,
along with the walls that border them. This object is used extensively by the generator, and
has several assumptions embedded in it - think carefully before making changes
jp_dungeonroom - These objects are used to represent a 'room' - a distinct part of the dungeon
that is placed at the start, and then linked together. You will quite likely
want to create new jp_dungeonrooms. Consult the helpfile for more information
preexist
circle - A simple circle of radius 'size' units. Border is all turfs adjacent to the floor that
return true from is_wall()
cross - A giant plus sign, with arms of length size*2 + 1. Border is the turfs on the 'end' of
the arms of the plus sign - there are only four.
square - Class for a simple square room, size2+1 by size2+1 units. Border is all turfs adjacent
to the floor that return true from is_wall().
submap - Same as square, but loads a submap out of allowed list
jp_dungeonroomEntry - Seriously internal. No touching, unless you really know what you're doing. It's highly
unlikely that you'll need to modify this
sol - Ninja equipment loadouts. Overwritten in torch/structures/closets.dm because of away/example check evils
Ninja equipment loadouts. Placed here because it relies on Torch evil.
state_transition - Used to connect /singleton/states together so the FSM knows what state to switch to, and on what conditions.
On a directed graph, these would be the arrows connecting the nodes representing states.