overmap 
Vars | |
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? |
Procs | |
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. |
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.