movable
Vars | |
| multiz_falling | Used to check wether or not an atom is being handled by SSfalling. |
|---|---|
Procs | |
| can_fall | An overridable proc used by SSfalling to determine whether or not an atom should continue falling to the next level, or stop processing and be caught in midair, effectively. One of the ways to make things never fall is to make this return FALSE. |
| can_pass_shield | obj/effect/shield/get_explosion_resistance() //Part of recursive explosions, probably unimplemented |
| set_anchored | Sets the anchored var and returns if it was sucessfully changed or not. |
Var Details
multiz_falling 
Used to check wether or not an atom is being handled by SSfalling.
Proc Details
can_fall
An overridable proc used by SSfalling to determine whether or not an atom should continue falling to the next level, or stop processing and be caught in midair, effectively. One of the ways to make things never fall is to make this return FALSE.
If the mob has fallen and is stopped amidst a fall by this, fall_impact is invoked with the second argument being TRUE. As opposed to the default value, FALSE.
@param below The turf that the mob is expected to end up at. @param dest The tile we're presuming the mob to be at for this check. Default value is src.loc, (src. is important there!) but this is used for magboot lookahead checks it turf/open/Enter().
@return TRUE if the atom can continue falling in its present situation. FALSE if it should stop falling and not invoke fall_through or fall_impact this cycle.
can_pass_shield
obj/effect/shield/get_explosion_resistance() //Part of recursive explosions, probably unimplemented
set_anchored
Sets the anchored var and returns if it was sucessfully changed or not.