window 
Vars | |
| bloodied | If some inconsiderate jerk has had their blood spilled on this window, thus making it cleanable |
|---|---|
| dramatically_disappearing | Whether or not we're disappearing but dramatically |
| glass_material_datum | Datum that the shard and debris type is pulled from for when the glass is broken. |
| polarizer_id_on_spawn | A variable for mappers to make the window start polarized, with a specific
id linked, for the polarization controller to link to. Mapping stuff.
Should usually be a string, so it doesn't get confused with what players
can make the id on the controller be.
HAS NO EFFECT AFTER THE WINDOW HAS BEEN THROUGH Initialize()!!! |
Procs | |
| spawn_debris | Spawns shard and debris decal based on the glass_material_datum, spawns rods if window is reinforned and number of shards/rods is determined by the window being fulltile or not. |
Var Details
bloodied 
If some inconsiderate jerk has had their blood spilled on this window, thus making it cleanable
dramatically_disappearing 
Whether or not we're disappearing but dramatically
glass_material_datum 
Datum that the shard and debris type is pulled from for when the glass is broken.
polarizer_id_on_spawn 
A variable for mappers to make the window start polarized, with a specific
id linked, for the polarization controller to link to. Mapping stuff.
Should usually be a string, so it doesn't get confused with what players
can make the id on the controller be.
HAS NO EFFECT AFTER THE WINDOW HAS BEEN THROUGH Initialize()!!!
Proc Details
spawn_debris
Spawns shard and debris decal based on the glass_material_datum, spawns rods if window is reinforned and number of shards/rods is determined by the window being fulltile or not.