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=== [http://www.byond.com/members/?command=reference&path=proc Procs] (Methods, functions, procedures) === You're used to the standards of methods, functions and procedures, right? Well procs ignore some aspects of these. They can best be compared to Java methods, as they're tied to specific objects. They cannot be defined as static, private, public, etc. tho. You can write static methods, however the compiler will not restrict you from calling them in a non-static way or environment. Same applies for non-static methods. proc/proc_name(var/argument1, var/argument2) [http://www.byond.com/members/?command=reference&path=world world] << "[argument1] [argument2]" The above would declare a global proc. If you wish to tie it to a certain level ==== ..() ==== This is the same as super() in Java. It calls the parent object type's proc with the same name and same arguments. Example: /obj/item name = "Item" /obj/item/New() //New() is the proc that gets called whenever a new object of this type is created. A constructor if you will. src.name = "It's an item!" /obj/item/stack name = "Stack" /obj/item/stack/New() src.name = "It's a stack!" ..() If you have the code from the example above and create a new object of type /obj/item/stack, it will first make the item in the game world with the name "Stack", because it's defined to be that by default. Then the New() proc will be called immedietally after. This will change the name to "It's a Stack!" but the call of the parent type's New() proc with the ..() command will then set it to "It's an item!". So in the end, the new object will be called "It's an item!". The ..() command is however very important in many cases as some things are defined only in the common parent's New() procs. In Del(), the proc which gets called prior to an object's deletion, it requires the code to get to the root Del() proc to even delete it. See examples of Del() in the code.
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