byond - Modules - TypesDefine Details

code/__DEFINES/conflict.dm

AMMO_TARGET_TURFAmmo will impact a targeted open turf instead of continuing past it
AMMO_XENOXeno type projectile
AMMO_UNWIELDYpoor accuracy against humans
AMMO_ENERGYAmmo will pass through windows and has damage reduced by smokes with SMOKE_NERF_BEAM
AMMO_BETTER_COVER_RNGAmmo is more likely to continue past cover such as cades
AMMO_INCENDIARYAmmo will attempt to add firestacks and ignite a hit mob if it deals any damage. Armor applies, regardless of AMMO_IGNORE_ARMOR
AMMO_SKIPS_ALIENSAmmo type entirely ignores xenos
AMMO_BALLISTICGenerates blood splatters on mob hit
AMMO_SPECIAL_PROCESSAmmo processes while traveling
AMMO_FLAMEUsed to identify flamethrower projectiles and similar projectiles
AMMO_IFFUsed to identify ammo that have intrinsec IFF properties
AMMO_HITSCANIf the projectile from this ammo is hitscan
AMMO_LEAVE_TURFIf the projectile does something with on_leave_turf()
AMMO_PASS_THROUGH_TURFIf the projectile passes through walls causing damage to them
AMMO_PASS_THROUGH_MOVABLEIf the projectile passes through mobs and objects causing damage to them
AMMO_PASS_THROUGH_MOBIf the projectile passes through mobs only causing damage to them
AMMO_SOUND_PITCHIf the projectile ricochet and miss sound is pitched up
AMMO_SNIPERIs this projectile considered sniper ammo, used for the anti sniper stacking status effect
MAGAZINE_SHOW_AMMOammo count shown on mag sprite
SMOKE_PURGERPurges all types of smoke
CAVE_NO_INTERFERENCENo impact on comms.
CAVE_MINOR_INTERFERENCEScrambles outgoing messages, no impact on incoming.
CAVE_FULL_INTERFERENCEPrevents incoming and outgoing messages.
ANTENNA_SYNCING_TIMETime needed to initially configure an antenna module after equipping.

Define Details

AMMO_BALLISTIC

Generates blood splatters on mob hit

AMMO_BETTER_COVER_RNG

Ammo is more likely to continue past cover such as cades

AMMO_ENERGY

Ammo will pass through windows and has damage reduced by smokes with SMOKE_NERF_BEAM

AMMO_FLAME

Used to identify flamethrower projectiles and similar projectiles

AMMO_HITSCAN

If the projectile from this ammo is hitscan

AMMO_IFF

Used to identify ammo that have intrinsec IFF properties

AMMO_INCENDIARY

Ammo will attempt to add firestacks and ignite a hit mob if it deals any damage. Armor applies, regardless of AMMO_IGNORE_ARMOR

AMMO_LEAVE_TURF

If the projectile does something with on_leave_turf()

AMMO_PASS_THROUGH_MOB

If the projectile passes through mobs only causing damage to them

AMMO_PASS_THROUGH_MOVABLE

If the projectile passes through mobs and objects causing damage to them

AMMO_PASS_THROUGH_TURF

If the projectile passes through walls causing damage to them

AMMO_SKIPS_ALIENS

Ammo type entirely ignores xenos

AMMO_SNIPER

Is this projectile considered sniper ammo, used for the anti sniper stacking status effect

AMMO_SOUND_PITCH

If the projectile ricochet and miss sound is pitched up

AMMO_SPECIAL_PROCESS

Ammo processes while traveling

AMMO_TARGET_TURF

Ammo will impact a targeted open turf instead of continuing past it

AMMO_UNWIELDY

poor accuracy against humans

AMMO_XENO

Xeno type projectile

ANTENNA_SYNCING_TIME

Time needed to initially configure an antenna module after equipping.

CAVE_FULL_INTERFERENCE

Prevents incoming and outgoing messages.

CAVE_MINOR_INTERFERENCE

Scrambles outgoing messages, no impact on incoming.

CAVE_NO_INTERFERENCE

No impact on comms.

MAGAZINE_SHOW_AMMO

ammo count shown on mag sprite

SMOKE_PURGER

Purges all types of smoke