code/__DEFINES/conflict.dm
AMMO_ANTISTRUCT | Primarily for railgun but can be implemented for other projectiles that are for antitank and antistructure (wall/machine) |
---|---|
AMMO_STRIKES_SURFACE | If the projectile hits a dense turf it'll do on_hit_turf on the turf just in front of the turf instead of on the turf itself |
AMMO_HITS_TARGET_TURF | Whether or not the bullet hits the target that was clicked or if it keeps travelling |
AMMO_NO_DEFLECT | Can't be deflected |
AMMO_MP | Can only hit people with criminal status |
AMMO_FLAME | Handles sentry flamers glob |
PROJECTILE_SHRAPNEL | Projectile is shrpanel which allow it to skip some collisions |
PROJECTILE_BULLSEYE | Apply additional effects upon hitting clicked target |
GUN_INTERNAL_MAG | If checking for ammo with current.mag you have to check it against numerical values, as booleans will not trigger. |
GUN_ONE_HAND_WIELDED | removes unwielded accuracy and scatter penalties (not recoil) |
GUN_RECOIL_BUILDUP | Whether the gun has been fired by its current user (reset upon dropped() ) |
GUN_SUPPORT_PLATFORM | support weapon, bipod will grant IFF |
ATTACH_PROJECTILE | for attachments that fire bullets |
ATTACH_WEAPON | is a weapon that fires stuff |
ATTACH_MELEE | This attachment should activate if you attack() with it attached. |
AMMUNITION_HANDFUL_BOX | for dump_ammo_to(), boxes of handfuls like shotgun shell boxes |
SHOES_SLOWDOWN | How much shoes slow you down by default. Negative values speed you up |
EXPLOSION_THRESHOLD_GIB | how much it takes to gib a mob |
EXPLOSION_PRONE_MULTIPLIER | prone mobs receive less damage from explosions |
FALLOFF_PER_TILE | 1 % per 1 tile per 1 normalcy |
THROWFORCE_COEFF | Coefficient of throwforce when calculating damage from an atom colliding with a mob |
MOB_SIZE_COEFF | Coefficient of mobsize when calculating damage from a mob colliding with a dense atom |
THROW_SPEED_DENSE_COEFF | Coefficient of throwspeed when calculating damage from a mob colliding with a dense atom |
THROW_SPEED_IMPACT_COEFF | Coefficient of throwspeed when calculating damage from an atom colliding with a mob |
GUN_LOW_AMMO_PERCENTAGE | A gun filled with this percentage of it's total ammo or lower is considered to have low ammo |
DMG_ORGAN_DAM_PROB_MULT | The multiplier to damage when calculating organ damage probability |
BRUTE_ORGAN_DAM_PROB_MULT | The multiplier to existing brute damage when calculating organ damage probability |
Define Details
AMMO_ANTISTRUCT
Primarily for railgun but can be implemented for other projectiles that are for antitank and antistructure (wall/machine)
AMMO_FLAME
Handles sentry flamers glob
AMMO_HITS_TARGET_TURF
Whether or not the bullet hits the target that was clicked or if it keeps travelling
AMMO_MP
Can only hit people with criminal status
AMMO_NO_DEFLECT
Can't be deflected
AMMO_STRIKES_SURFACE
If the projectile hits a dense turf it'll do on_hit_turf on the turf just in front of the turf instead of on the turf itself
AMMUNITION_HANDFUL_BOX
for dump_ammo_to(), boxes of handfuls like shotgun shell boxes
ATTACH_MELEE
This attachment should activate if you attack() with it attached.
ATTACH_PROJECTILE
for attachments that fire bullets
ATTACH_WEAPON
is a weapon that fires stuff
BRUTE_ORGAN_DAM_PROB_MULT
The multiplier to existing brute damage when calculating organ damage probability
DMG_ORGAN_DAM_PROB_MULT
The multiplier to damage when calculating organ damage probability
EXPLOSION_PRONE_MULTIPLIER
prone mobs receive less damage from explosions
EXPLOSION_THRESHOLD_GIB
how much it takes to gib a mob
FALLOFF_PER_TILE
1 % per 1 tile per 1 normalcy
GUN_INTERNAL_MAG
If checking for ammo with current.mag you have to check it against numerical values, as booleans will not trigger.
GUN_LOW_AMMO_PERCENTAGE
A gun filled with this percentage of it's total ammo or lower is considered to have low ammo
GUN_ONE_HAND_WIELDED
removes unwielded accuracy and scatter penalties (not recoil)
GUN_RECOIL_BUILDUP
Whether the gun has been fired by its current user (reset upon dropped()
)
GUN_SUPPORT_PLATFORM
support weapon, bipod will grant IFF
MOB_SIZE_COEFF
Coefficient of mobsize when calculating damage from a mob colliding with a dense atom
PROJECTILE_BULLSEYE
Apply additional effects upon hitting clicked target
PROJECTILE_SHRAPNEL
Projectile is shrpanel which allow it to skip some collisions
SHOES_SLOWDOWN
How much shoes slow you down by default. Negative values speed you up
THROWFORCE_COEFF
Coefficient of throwforce when calculating damage from an atom colliding with a mob
THROW_SPEED_DENSE_COEFF
Coefficient of throwspeed when calculating damage from a mob colliding with a dense atom
THROW_SPEED_IMPACT_COEFF
Coefficient of throwspeed when calculating damage from an atom colliding with a mob