casplane

Vars | |
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 |
Procs | |
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 |
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