SS1984 - Modules - TypesVar Details - Proc Details

closet

Vars

anchorableCan the closet be anchored/unanchored with a wrench?
breakout_timeTime required to break out of the closet from the inside.
can_be_emagedCan this closet be emagged?
can_weld_shutCan this closet be welded shut?
close_soundSound played when the closet is closed.
close_sound_volumeVolume of the close sound.
custom_door_overlayCustom overlay for the door when facing the viewer (replaces the default door overlay).
custom_open_overlayCustom overlay for the inside of the door when opened.
dense_when_openIf TRUE, the closet remains dense (blocks movement) even when open.
icon_closedBase icon state when closed (kept for compatibility).
icon_openedBase icon state when opened.
ignore_density_closedIf TRUE, the closet will not become dense even when closed.
ignore_shovesIf TRUE, the closet ignores shove impacts from players.
largeWhether the closet is considered 'large' (affects passing through certain openings).
lastbangTimestamp of the last bang sound (used in subtypes).
lockedIs the closet locked? (Only meaningful if secure is TRUE.)
material_dropMaterial type dropped when the closet is deconstructed.
material_drop_amountAmount of material dropped upon deconstruction.
message_cdCooldown for messages shown when attempting to open a locked closet from the inside.
mob_storage_capacityMaximum number of mobs that can be scooped up when the closet is closed. If null, there is no limit.
no_overlaysIf TRUE, uses only icon_closed/icon_opened states and skips all overlay logic.
no_throw_opensIf TRUE, the closet will not open when thrown against a wall.
open_soundSound played when the closet is opened.
open_sound_volumeVolume of the open sound.
openedIs the closet currently open?
overlay_lockedOverlay shown when a secure closet is locked.
overlay_lockerTODO: overlay for lockers that lack the 'locker' sprite variant.
overlay_sparkingOverlay shown when the closet is sparking (e.g., during emag or break attempt).
overlay_unlockedOverlay shown when a secure closet is unlocked.
secureIs this a secure locker? Also enables fancy indicator lights on the door overlay.
sparking_durationDuration of the sparking effect when the lock is broken.
storage_capacityMaximum number of items that can be scooped up when the closet is closed.
wall_mountedIf TRUE, this closet is wall-mounted and never blocks movement.
weldedIs the closet welded shut?
x_shake_pixel_shiftMaximum pixel shift along the X axis during shaking animation.
y_shake_pixel_shiftMaximum pixel shift along the Y axis during shaking animation.

Procs

after_closeProc to do effects after closet has closed
after_openProc to override for effects after opening a door
apply_contents_overlaysAdditional overlays for contents inside the closet. Usefull when the door is transparent.
before_closeProc to write checks before closing a door
before_openProc to write checks before opening a door
check_if_shakeCheck if someone is still resisting inside, and choose to either keep shaking or stop shaking the closet
locktoggles the lock state of a closet
play_closet_lock_soundplays the closet's lock/unlock sound, this should be placed AFTER you've changed the lock state
populate_contentsOverride this to spawn your things in. This lets you use probabilities, and also doesnt cause init overrides
toggleToggles a closet open or closed, to the opposite state. Does not respect locked or welded states, however.
unlockunlocks the closet

Var Details

anchorable

Can the closet be anchored/unanchored with a wrench?

breakout_time

Time required to break out of the closet from the inside.

can_be_emaged

Can this closet be emagged?

can_weld_shut

Can this closet be welded shut?

close_sound

Sound played when the closet is closed.

close_sound_volume

Volume of the close sound.

custom_door_overlay

Custom overlay for the door when facing the viewer (replaces the default door overlay).

custom_open_overlay

Custom overlay for the inside of the door when opened.

dense_when_open

If TRUE, the closet remains dense (blocks movement) even when open.

icon_closed

Base icon state when closed (kept for compatibility).

icon_opened

Base icon state when opened.

ignore_density_closed

If TRUE, the closet will not become dense even when closed.

ignore_shoves

If TRUE, the closet ignores shove impacts from players.

large

Whether the closet is considered 'large' (affects passing through certain openings).

lastbang

Timestamp of the last bang sound (used in subtypes).

locked

Is the closet locked? (Only meaningful if secure is TRUE.)

material_drop

Material type dropped when the closet is deconstructed.

material_drop_amount

Amount of material dropped upon deconstruction.

message_cd

Cooldown for messages shown when attempting to open a locked closet from the inside.

mob_storage_capacity

Maximum number of mobs that can be scooped up when the closet is closed. If null, there is no limit.

no_overlays

If TRUE, uses only icon_closed/icon_opened states and skips all overlay logic.

no_throw_opens

If TRUE, the closet will not open when thrown against a wall.

open_sound

Sound played when the closet is opened.

open_sound_volume

Volume of the open sound.

opened

Is the closet currently open?

overlay_locked

Overlay shown when a secure closet is locked.

overlay_locker

TODO: overlay for lockers that lack the 'locker' sprite variant.

overlay_sparking

Overlay shown when the closet is sparking (e.g., during emag or break attempt).

overlay_unlocked

Overlay shown when a secure closet is unlocked.

secure

Is this a secure locker? Also enables fancy indicator lights on the door overlay.

sparking_duration

Duration of the sparking effect when the lock is broken.

storage_capacity

Maximum number of items that can be scooped up when the closet is closed.

wall_mounted

If TRUE, this closet is wall-mounted and never blocks movement.

welded

Is the closet welded shut?

x_shake_pixel_shift

Maximum pixel shift along the X axis during shaking animation.

y_shake_pixel_shift

Maximum pixel shift along the Y axis during shaking animation.

Proc Details

after_close

Proc to do effects after closet has closed

after_open

Proc to override for effects after opening a door

apply_contents_overlays

Additional overlays for contents inside the closet. Usefull when the door is transparent.

before_close

Proc to write checks before closing a door

before_open

Proc to write checks before opening a door

check_if_shake

Check if someone is still resisting inside, and choose to either keep shaking or stop shaking the closet

lock

toggles the lock state of a closet

play_closet_lock_sound

plays the closet's lock/unlock sound, this should be placed AFTER you've changed the lock state

populate_contents

Override this to spawn your things in. This lets you use probabilities, and also doesnt cause init overrides

toggle

Toggles a closet open or closed, to the opposite state. Does not respect locked or welded states, however.

unlock

unlocks the closet