byond - Modules - TypesVar Details - Proc Details

casplane

Vars

active_weaponOur currently selected weapon we will fire
attackdirDirection we will use for attacks while in combat mode
cas_miniMinimap for the pilot to know where the marines have ran off to
chairChair that handles all the ui and click stuff
currently_returningIf the shuttle is currently returning to the hangar.
enginesList of engine tiles so we can track them for overlays
engines_onwhether our engines ar eshowing an overlay
eyeobjCamera eye we create when we begin a CAS mission that we fire from
fuel_leftNumber for how much fuel we have left, this x15 seconds is how much time we have while flying
fuel_maxHow much fuel we can hold maximum
jump_actionJump to Lase action for active firemissions
off_actionAction to stop the eye
stateWhat state our plane is in, i.e can we launch/do we have to deploy stairs etc

Procs

begin_cas_missionRuns checks and creates a new eye/hands over control to the eye
end_cas_missionEnds the CAS mission
fire_weapons_atHandles clicking on a target while in CAS mode
give_eye_controlGives user control of the eye and allows them to start shooting
handle_topicUsed to intercept JUMP links.
on_equipment_changeCalled to check if a equipment was changed and to unset the active equipment if it got removed
record_cas_activityTally up the corresponding weapon used by the pilot into their /datum/personal_statistics
turn_off_enginesUpdates state and overlay to make te engines off
turn_on_enginesUpdates state and overlay to make te engines on
update_stateUpdates our state. We use a different var from mode so we can distinguish when engines are turned on/ we are in-flight

Var Details

active_weapon

Our currently selected weapon we will fire

attackdir

Direction we will use for attacks while in combat mode

cas_mini

Minimap for the pilot to know where the marines have ran off to

chair

Chair that handles all the ui and click stuff

currently_returning

If the shuttle is currently returning to the hangar.

engines

List of engine tiles so we can track them for overlays

engines_on

whether our engines ar eshowing an overlay

eyeobj

Camera eye we create when we begin a CAS mission that we fire from

fuel_left

Number for how much fuel we have left, this x15 seconds is how much time we have while flying

fuel_max

How much fuel we can hold maximum

jump_action

Jump to Lase action for active firemissions

off_action

Action to stop the eye

state

What state our plane is in, i.e can we launch/do we have to deploy stairs etc

Proc Details

begin_cas_mission

Runs checks and creates a new eye/hands over control to the eye

end_cas_mission

Ends the CAS mission

fire_weapons_at

Handles clicking on a target while in CAS mode

give_eye_control

Gives user control of the eye and allows them to start shooting

handle_topic

Used to intercept JUMP links.

on_equipment_change

Called to check if a equipment was changed and to unset the active equipment if it got removed

record_cas_activity

Tally up the corresponding weapon used by the pilot into their /datum/personal_statistics

turn_off_engines

Updates state and overlay to make te engines off

turn_on_engines

Updates state and overlay to make te engines on

update_state

Updates our state. We use a different var from mode so we can distinguish when engines are turned on/ we are in-flight