code/__DEFINES/conflict.dm

AMMO_TARGET_TURF | Ammo will impact a targeted open turf instead of continuing past it |
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AMMO_XENO | Xeno type projectile |
AMMO_UNWIELDY | poor accuracy against humans |
AMMO_ENERGY | Ammo will pass through windows and has damage reduced by smokes with SMOKE_NERF_BEAM |
AMMO_BETTER_COVER_RNG | Ammo is more likely to continue past cover such as cades |
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_SKIPS_ALIENS | Ammo type entirely ignores xenos |
AMMO_BALLISTIC | Generates blood splatters on mob hit |
AMMO_SPECIAL_PROCESS | Ammo processes while traveling |
AMMO_FLAME | Used to identify flamethrower projectiles and similar projectiles |
AMMO_IFF | Used to identify ammo that have intrinsec IFF properties |
AMMO_HITSCAN | If the projectile from this ammo is hitscan |
AMMO_LEAVE_TURF | If the projectile does something with on_leave_turf() |
AMMO_PASS_THROUGH_TURF | If the projectile passes through walls causing damage to them |
AMMO_PASS_THROUGH_MOVABLE | If the projectile passes through mobs and objects causing damage to them |
AMMO_PASS_THROUGH_MOB | If the projectile passes through mobs only causing damage to them |
AMMO_SOUND_PITCH | If the projectile ricochet and miss sound is pitched up |
AMMO_SNIPER | Is this projectile considered sniper ammo, used for the anti sniper stacking status effect |
MAGAZINE_SHOW_AMMO | ammo count shown on mag sprite |
SMOKE_PURGER | Purges all types of smoke |
CAVE_NO_INTERFERENCE | No impact on comms. |
CAVE_MINOR_INTERFERENCE | Scrambles outgoing messages, no impact on incoming. |
CAVE_FULL_INTERFERENCE | Prevents incoming and outgoing messages. |
ANTENNA_SYNCING_TIME | Time 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