trapdoor

trapdoor component!
component attached to floors to turn them into trapdoors, a constructable trap that when signalled drops people to the level below. assembly code at the bottom of this file
Vars | |
assembly | assembly tied to this trapdoor |
---|---|
trapdoor_turf_path | path of the turf this should change into when the assembly is pulsed. needed for openspace trapdoors knowing what to turn back into |
Procs | |
apply_decal | small proc that takes passed arguments and drops it into a new element |
on_link_requested | called by linking remotes to tie an assembly to the trapdoor |
openspace_trapdoor_setup | initializing as an opened trapdoor, we need to trust that we were given the data by a closed trapdoor |
reapply_all_decals | so it adds the list to the list, not appending it to the end. thank you byond, very cool. |
tile_trapdoor_setup | initializing as a closed trapdoor, we need to take data from the tile we're on to give it to the open state to store |
toggle_trapdoor | signal called by our assembly being pulsed |
try_closing | we want to save this turf's decals as they were right before deletion, so this is the point where we begin listening |
try_opening | |
turf_changed_pre | signal called by turf changing |
Var Details
assembly

assembly tied to this trapdoor
trapdoor_turf_path

path of the turf this should change into when the assembly is pulsed. needed for openspace trapdoors knowing what to turn back into
Proc Details
apply_decal
small proc that takes passed arguments and drops it into a new element
on_link_requested
called by linking remotes to tie an assembly to the trapdoor
openspace_trapdoor_setup
initializing as an opened trapdoor, we need to trust that we were given the data by a closed trapdoor
reapply_all_decals
so it adds the list to the list, not appending it to the end. thank you byond, very cool.
reapply_all_decals
changing turfs does not bring over decals, so we must perform a little bit of element reapplication.
tile_trapdoor_setup
initializing as a closed trapdoor, we need to take data from the tile we're on to give it to the open state to store
toggle_trapdoor
signal called by our assembly being pulsed
try_closing
we want to save this turf's decals as they were right before deletion, so this is the point where we begin listening
try_closing
small proc for closing the turf back into what it should be trapdoor can be blocked by building things on the openspace turf
try_opening
try_opening
small proc for opening the turf into openspace there are no checks for opening a trapdoor, but closed has some
turf_changed_pre
signal called by turf changing