byond - Modules - TypesVar Details

Global Variables

Vars

AdminProcCallHandlerUse this for indirect proccalls which require a user
admin_statetgui state: admin_state
always_statetgui state: always_state
areas_by_typeAn association from typepath to area instance. Only includes areas with unique set.
blurb_witnessesList of ckeys that have seen a blurb of a given key.
character_trait_groups
cm_vending_clothing_doctordefined in senior_officers.dm
cm_vending_clothing_nurseIf there are no issues with docs getting nurse uniforms and vice-versa, or we remove Nurse role, this will be nuked Only difference is available uniforms, and removal of surgical webbing from accessory list
conscious_statetgui state: conscious_state
contained_statetgui state: contained_state
deep_inventory_statetgui state: deep_inventory_state
default_statetgui state: default_state
focused_testThe name of the test that is currently focused. Use the PERFORM_ALL_TESTS macro instead.
gamemode_rolesList of roles that can be setup for each gamemode
hands_statetgui state: hands_state
hive_statetgui state: hive_state
hive_state_queentgui state: hive_state_queen
human_adjacent_statetgui state: human_adjacent_state
inventory_statetgui state: inventory_state
never_statetgui state: never_state
new_player_statetgui state: new_player_state
not_incapacitated_and_adjacent_statetgui state: not_incapacitated_and_adjacent state
not_incapacitated_and_adjacent_strict_statetgui state: not_incapacitated_and_adjacent_strict state
not_incapacitated_and_adjacent_turf_statetgui state: not_incapacitated_turf_state
not_incapacitated_and_adjacent_turf_strict_statetgui state: not_incapacitated_turf_state
not_incapacitated_and_inventory_statetgui state: not_incapacitated_and_inventory_state
not_incapacitated_and_inventory_turf_statetgui state: not_incapacitated_and_inventory_turf_state
not_incapacitated_statetgui state: not_incapacitated_state
not_incapacitated_turf_statetgui state: not_incapacitated_turf_state
notcontained_statetgui state: notcontained_state
observer_statetgui state: observer_state
ooc_color_overrideIn-round override to default OOC color
perf_flagsGlobal performance feature toggle flags
physical_obscured_statetgui state: physical_obscured_state
physical_statetgui state: physical_state
reverse_contained_statetgui state: reverse_contained_state
self_statetgui state: self_state
trait_name_mapvalue -> trait name, generated on use from trait_by_type global
unit_test_mapping_logsWhen unit testing, all logs sent to log_mapping are stored here and retrieved in log_mapping unit test.
xeno_datum_listXeno caste datums
z_statetgui state: z_state

Var Details

AdminProcCallHandler

Use this for indirect proccalls which require a user

admin_state

tgui state: admin_state

Checks that the user is an admin, end-of-story.

always_state

tgui state: always_state

Always grants the user UI_INTERACTIVE. Period.

areas_by_type

An association from typepath to area instance. Only includes areas with unique set.

blurb_witnesses

List of ckeys that have seen a blurb of a given key.

character_trait_groups

cm_vending_clothing_doctor

defined in senior_officers.dm

cm_vending_clothing_nurse

If there are no issues with docs getting nurse uniforms and vice-versa, or we remove Nurse role, this will be nuked Only difference is available uniforms, and removal of surgical webbing from accessory list

conscious_state

tgui state: conscious_state

Only checks if the user is conscious.

contained_state

tgui state: contained_state

Checks that the user is inside the src_object.

deep_inventory_state

tgui state: deep_inventory_state

Checks that the src_object is in the user's deep (backpack, box, toolbox, etc) inventory.

default_state

tgui state: default_state

Checks a number of things -- mostly physical distance for humans and view for robots.

focused_test

The name of the test that is currently focused. Use the PERFORM_ALL_TESTS macro instead.

gamemode_roles

List of roles that can be setup for each gamemode

hands_state

tgui state: hands_state

Checks that the src_object is in the user's hands.

hive_state

tgui state: hive_state

Checks that the user is part of a hive.

hive_state_queen

tgui state: hive_state_queen

Checks that the user is part of a hive and is the leading queen of that hive.

human_adjacent_state

tgui state: human_adjacent_state

In addition to default checks, only allows interaction for a human adjacent user.

inventory_state

tgui state: inventory_state

Checks that the src_object is in the user's top-level (hand, ear, pocket, belt, etc) inventory.

never_state

tgui state: never_state

Always closes the UI, no matter what. See the ui_state in religious_tool.dm to see an example

new_player_state

tgui state: new_player_state

Checks that the user is a new_player, or if user is an admin

not_incapacitated_and_adjacent_state

tgui state: not_incapacitated_and_adjacent state

Checks that the user isn't incapacitated and that they are adjacent

Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT

not_incapacitated_and_adjacent_strict_state

tgui state: not_incapacitated_and_adjacent_strict state

Checks that the user isn't incapacitated and that they are adjacent and always does ui_close

Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT

not_incapacitated_and_adjacent_turf_state

tgui state: not_incapacitated_turf_state

Checks that the user isn't incapacitated and that their loc is a turf

not_incapacitated_and_adjacent_turf_strict_state

tgui state: not_incapacitated_turf_state

Checks that the user isn't incapacitated and that their loc is a turf

not_incapacitated_and_inventory_state

tgui state: not_incapacitated_and_inventory_state

Checks that the user isn't incapacitated and the obj is in their inventory

not_incapacitated_and_inventory_turf_state

tgui state: not_incapacitated_and_inventory_turf_state

Checks that the user isn't incapacitated and that their loc is a turf and the obj is in their inventory

not_incapacitated_state

tgui state: not_incapacitated_state

Checks that the user isn't incapacitated

not_incapacitated_turf_state

tgui state: not_incapacitated_turf_state

Checks that the user isn't incapacitated and that their loc is a turf

notcontained_state

tgui state: notcontained_state

Checks that the user is not inside src_object, and then makes the default checks.

observer_state

tgui state: observer_state

Checks that the user is an observer/ghost.

ooc_color_override

In-round override to default OOC color

perf_flags

Global performance feature toggle flags

physical_obscured_state

tgui state: physical_obscured_state

Short-circuits the default state to only check physical distance, being in view doesn't matter

physical_state

tgui state: physical_state

Short-circuits the default state to only check physical distance.

reverse_contained_state

tgui state: reverse_contained_state

Checks if src_object is inside of user.

self_state

tgui state: self_state

Only checks that the user and src_object are the same.

trait_name_map

value -> trait name, generated on use from trait_by_type global

unit_test_mapping_logs

When unit testing, all logs sent to log_mapping are stored here and retrieved in log_mapping unit test.

xeno_datum_list

Xeno caste datums

z_state

tgui state: z_state

Only checks that the Z-level of the user and src_object are the same.