BandaStation - Modules - TypesVar Details - Proc Details

immerse

A visual element that makes movables entering the attached turfs look immersed into that turf. May the gods forgive me for the bullshit you're about to witness

Vars

alphaAlpha of the mask, to make the liquid partially transparent
attached_turf_contentsAn association list of turfs that have this element attached and their affected contents.
generated_visual_overlaysAn assoc list of instances of /atom/movable/immerse_mask used as abstract effect relays, because god is dead
immersion_masksA list of generated immersion masks based on object width, height and whever they're fully immersed underwater
mask_iconicon_state used as a mask by our turf

Procs

generate_immerse_maskGenerate a mask filter mutable to use as render_source for the alpha filter based on provided width, height and immersion state
on_atom_exitedCalled when a movable exits the turf. If its new location is not in the list of turfs with this element, remove the movable from the element.
on_init_or_enteredIf the movable is within the right layers and planes, not in the list of movable types to ignore, or already affected by the element for that matter, signals will be registered and, unless the movable is flying, it'll appear as if immersed in that water.
on_move_flag_disabledReadds the overlay to the mob and bucklees if no longer flying.
on_move_flag_enabledRemoves the overlay from mob and bucklees is flying.
on_spin_animationSpin the overlay in the opposite direction so it doesn't look like it's spinning at all.
on_throwWorks just like on_move_flag_enabled, except it only has to check that movable isn't flying
on_throw_landedWorks just like on_move_flag_disabled, except it only has to check that movable isn't flying
on_update_transformA band-aid to keep the (unique) visual overlay from scaling and rotating along with its owner. I'm sorry.
remove_from_elementRemove any signal, overlay, trait given to the movable and reference to it within the element.
start_immersionMakes the element start affecting the turf and its contents. Called on Attach() or when TRAIT_IMMERSE_STOPPED is removed.
stop_immersionStops the element from affecting on the turf and its contents. Called on Detach() or when TRAIT_IMMERSE_STOPPED is added.
try_immerseCalled by init_or_entered() and on_set_buckled(). This applies the overlay if neither the movable or whatever is buckled to (exclusive to living mobs) are flying as well as movetype signals when the movable isn't buckled.
try_unimmerseCalled by on_set_buckled() and remove_from_element(). This removes the filter and signals from the movable unless it doesn't have them.

Var Details

alpha

Alpha of the mask, to make the liquid partially transparent

attached_turf_contents

An association list of turfs that have this element attached and their affected contents.

generated_visual_overlays

An assoc list of instances of /atom/movable/immerse_mask used as abstract effect relays, because god is dead

immersion_masks

A list of generated immersion masks based on object width, height and whever they're fully immersed underwater

mask_icon

icon_state used as a mask by our turf

Proc Details

generate_immerse_mask

Generate a mask filter mutable to use as render_source for the alpha filter based on provided width, height and immersion state

on_atom_exited

Called when a movable exits the turf. If its new location is not in the list of turfs with this element, remove the movable from the element.

on_init_or_entered

If the movable is within the right layers and planes, not in the list of movable types to ignore, or already affected by the element for that matter, signals will be registered and, unless the movable is flying, it'll appear as if immersed in that water.

on_move_flag_disabled

Readds the overlay to the mob and bucklees if no longer flying.

on_move_flag_enabled

Removes the overlay from mob and bucklees is flying.

on_spin_animation

Spin the overlay in the opposite direction so it doesn't look like it's spinning at all.

on_throw

Works just like on_move_flag_enabled, except it only has to check that movable isn't flying

on_throw_landed

Works just like on_move_flag_disabled, except it only has to check that movable isn't flying

on_update_transform

A band-aid to keep the (unique) visual overlay from scaling and rotating along with its owner. I'm sorry.

remove_from_element

Remove any signal, overlay, trait given to the movable and reference to it within the element.

start_immersion

Makes the element start affecting the turf and its contents. Called on Attach() or when TRAIT_IMMERSE_STOPPED is removed.

stop_immersion

Stops the element from affecting on the turf and its contents. Called on Detach() or when TRAIT_IMMERSE_STOPPED is added.

try_immerse

Called by init_or_entered() and on_set_buckled(). This applies the overlay if neither the movable or whatever is buckled to (exclusive to living mobs) are flying as well as movetype signals when the movable isn't buckled.

try_unimmerse

Called by on_set_buckled() and remove_from_element(). This removes the filter and signals from the movable unless it doesn't have them.