Space Station 13 - Modules - TypesVar Details - Proc Details

overmap

Vars

delete_on_edgeIf true, the object is deleted on hitting the map edge. This takes precedence over wraparound
haltedHalts movement processing entirely (admin freezes and similar)
max_speedThe "speed of light" for this object. Any faster than 1 turf/SSobj tick will get janky.
min_speedObjects traveling slower than this are considered at rest
movableIf true, this object will be scheduled for movement processing
next_idUsed for generating unique keys for the associated list 'scans'
positionSub-tile position of the object, as a fraction of distance from center For example, 0.33 = 1/3 tile
randomize_start_posWhether to randomize sub-tile start position
scansThe list of scans that can be performed on this overmap effect. See /datum/sector_scan for more info.
speedCurrent speed of the object, as turfs/ticks
wraparoundShould the object wrap to the other side of the map when it hits the map edge?

Procs

process_movementPerform any movement, as applicable
update_known_connectionsRuns any relevant code needed for updating anything connected to known overmap effects, such as helms.

Var Details

delete_on_edge

If true, the object is deleted on hitting the map edge. This takes precedence over wraparound

halted

Halts movement processing entirely (admin freezes and similar)

max_speed

The "speed of light" for this object. Any faster than 1 turf/SSobj tick will get janky.

min_speed

Objects traveling slower than this are considered at rest

movable

If true, this object will be scheduled for movement processing

next_id

Used for generating unique keys for the associated list 'scans'

position

Sub-tile position of the object, as a fraction of distance from center For example, 0.33 = 1/3 tile

randomize_start_pos

Whether to randomize sub-tile start position

scans

The list of scans that can be performed on this overmap effect. See /datum/sector_scan for more info.

speed

Current speed of the object, as turfs/ticks

wraparound

Should the object wrap to the other side of the map when it hits the map edge?

Proc Details

process_movement

Perform any movement, as applicable

update_known_connections

Runs any relevant code needed for updating anything connected to known overmap effects, such as helms.