byond - Modules - TypesVar Details - Proc Details

Hijack

Vars

admin_sd_blockedAdmin var to manually prevent self destruct from occurring
announce_checkpointHolds the next % point progress should be announced, increments on itself
ares_sd_announcedIf ARES has announced the 50% point yet for SD
current_progressCurrent progress towards evacuating safely via lifeboats
current_runThe areas that need cycled through currently
current_run_progress_additiveThe progress of the current run that needs to be added at the end of the current run
current_run_progress_multiplicativeHolds what the current_run_progress_additive should be multiplied by at the end of the current run
early_launch_required_progressHow much progress is required to early launch
engine_room_heatedIf the engine room has been heated, occurs at 33% SD completion
engine_room_superheatedIf the engine room has been superheated, occurs at 66% SD completion
estimated_time_leftThe estimated time left to get to the safe evacuation point
evac_admin_deniedWhether or not evacuation has been disabled by admins
evac_statusWhat stage of evacuation we are currently on
generator_ever_overloadedIf a generator has ever been overloaded in the past this round
hijack_statusWhat stage of hijack are we currently on
last_run_progress_changeHolds the progress change from last run
maximum_overload_generatorsMaximum amount of fusion generators that can be overloaded at once for a time benefit
overloaded_generatorsHow many generators are currently overloaded
percent_completion_remainingRoughly what % of the SD countdown remains
progress_areasAreas that are marked as having progress, assoc list that is progress_area = boolean, the boolean indicating if it was progressing or not on the last fire()
required_progressRequired progress to evacuate safely via lifeboats
sd_detonatedIf the self destruct has/is detonating
sd_max_timeHow long the manual self destruct will take on the high end
sd_min_timeHow long the manual self destruct will take on the low end
sd_time_remainingHow much time left until SD detonates
sd_unlockedIf TRUE, self destruct has been unlocked and is possible with a hold of reactor

Procs

activate_lifeboatsOpens the lifeboat doors and gets them ready to launch
announce_area_power_changeCalled when an area power status is changed to announce that it has been changed
announce_progressCalled to announce to xenos the state of evacuation progression
announce_status_on_crashCalled when the xeno dropship crashes into the Almayer and announces the current status of various objectives to marines
cancel_evacuationCancels evacuation, tells lifepods/lifeboats and status_displays
deactivate_lifeboatsTurns off ability to manually take off lifeboats
get_evac_etaPasses the ETA for status panels
initiate_evacuationInitiates evacuation by announcing and then prepping all lifepods/lifeboats
unlock_self_destructOnce refueling is done, marines can optionally hold SD for a time for a stalemate instead of a xeno minor

Var Details

admin_sd_blocked

Admin var to manually prevent self destruct from occurring

announce_checkpoint

Holds the next % point progress should be announced, increments on itself

ares_sd_announced

If ARES has announced the 50% point yet for SD

current_progress

Current progress towards evacuating safely via lifeboats

current_run

The areas that need cycled through currently

current_run_progress_additive

The progress of the current run that needs to be added at the end of the current run

current_run_progress_multiplicative

Holds what the current_run_progress_additive should be multiplied by at the end of the current run

early_launch_required_progress

How much progress is required to early launch

engine_room_heated

If the engine room has been heated, occurs at 33% SD completion

engine_room_superheated

If the engine room has been superheated, occurs at 66% SD completion

estimated_time_left

The estimated time left to get to the safe evacuation point

evac_admin_denied

Whether or not evacuation has been disabled by admins

evac_status

What stage of evacuation we are currently on

generator_ever_overloaded

If a generator has ever been overloaded in the past this round

hijack_status

What stage of hijack are we currently on

last_run_progress_change

Holds the progress change from last run

maximum_overload_generators

Maximum amount of fusion generators that can be overloaded at once for a time benefit

overloaded_generators

How many generators are currently overloaded

percent_completion_remaining

Roughly what % of the SD countdown remains

progress_areas

Areas that are marked as having progress, assoc list that is progress_area = boolean, the boolean indicating if it was progressing or not on the last fire()

required_progress

Required progress to evacuate safely via lifeboats

sd_detonated

If the self destruct has/is detonating

sd_max_time

How long the manual self destruct will take on the high end

sd_min_time

How long the manual self destruct will take on the low end

sd_time_remaining

How much time left until SD detonates

sd_unlocked

If TRUE, self destruct has been unlocked and is possible with a hold of reactor

Proc Details

activate_lifeboats

Opens the lifeboat doors and gets them ready to launch

announce_area_power_change

Called when an area power status is changed to announce that it has been changed

announce_progress

Called to announce to xenos the state of evacuation progression

announce_status_on_crash

Called when the xeno dropship crashes into the Almayer and announces the current status of various objectives to marines

cancel_evacuation

Cancels evacuation, tells lifepods/lifeboats and status_displays

deactivate_lifeboats

Turns off ability to manually take off lifeboats

get_evac_eta

Passes the ETA for status panels

initiate_evacuation

Initiates evacuation by announcing and then prepping all lifepods/lifeboats

unlock_self_destruct

Once refueling is done, marines can optionally hold SD for a time for a stalemate instead of a xeno minor