closet 
Vars | |
| 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. |
Procs | |
| 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 |
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