water ![code/game/turfs/open/water.dm 1](git.png)
Vars | |
fishing_datum | Fishing element for this specific water tile |
---|---|
immerse_added | Whether the immerse element has been added yet or not |
immerse_overlay_alpha | The transparency of the immerse element's overlay |
immerse_overlay_color | Used as the color arg/var for the immerse element. It should be kept more or less in line with the hue of the turf, as semi-transparent vis overlays can opacify the semi-transparent bits of an icon, and we're kinda trying to offset that issue. |
Procs | |
Entered | turf/Initialize() calls Entered on its contents too, however we need to wait for movables that still need to be initialized before we add the immerse element. |
on_atom_inited | We lazily add the immerse element when something is spawned or crosses this turf and not before. |
Var Details
fishing_datum ![code/game/turfs/open/water.dm 28](git.png)
Fishing element for this specific water tile
immerse_added ![code/game/turfs/open/water.dm 31](git.png)
Whether the immerse element has been added yet or not
immerse_overlay_alpha ![code/game/turfs/open/water.dm 25](git.png)
The transparency of the immerse element's overlay
immerse_overlay_color ![code/game/turfs/open/water.dm 23](git.png)
Used as the color arg/var for the immerse element. It should be kept more or less in line with the hue of the turf, as semi-transparent vis overlays can opacify the semi-transparent bits of an icon, and we're kinda trying to offset that issue.
Proc Details
Entered
turf/Initialize() calls Entered on its contents too, however we need to wait for movables that still need to be initialized before we add the immerse element.
on_atom_inited
We lazily add the immerse element when something is spawned or crosses this turf and not before.