byond - Modules - TypesVar Details - Proc Details

mortar

Vars

ai_targeterUsed for remote targeting by AI
allowed_shellsWhat type of shells can we use?
chamber_itemsList of stored ammunition items.
cool_off_timeTime it takes for the mortar to cool off to fire
coordslist of the target x and y, and the dialing we can do to them
current_shotsAmount of shots that we need to monitor with imapct cameras
fire_amountAmount of shells to fire if this is empty all shells in chamber items list will fire
fire_delayHow long to wait before next shot
fire_soundThe fire sound of the mortar or artillery piece.
firingUsed for deconstruction and aiming sanity
impact_camCamera to display impact shots
last_three_inputssaved last three inputs that were actually used to fire a round
linked_struct_binocularslist of linked binoculars to the structure of the mortar, used for continuity to item
max_roundsAmount of shells that can be loaded
max_spreadMax spread on target
minimum_rangeMinimum range to fire
offset_per_turfsNumber of turfs to offset from target by 1
reload_timeTime to load a shell
spreadConstant spread on target
tally_typeUsed for round stats

Procs

attack_aiPrompt for the AI to unlink itself.
begin_fireStart firing the gun on target and increase tally
fallingBegins fall animation for projectile and plays fall sound
get_new_listthis proc is used because pointers suck and references would break the saving of coordinates.
handle_undeploy_referencesHandles the continuity transfer of linked binoculars from the mortar struct to the mortar item
perform_firing_visualsperform any individual sprite-specific visuals here
recieve_targetProc called by tactical binoculars to send targeting information.
return_camReturns the impact camera to the mortar
unset_targeterUnlinking the AI from this mortar

Var Details

ai_targeter

Used for remote targeting by AI

allowed_shells

What type of shells can we use?

chamber_items

List of stored ammunition items.

cool_off_time

Time it takes for the mortar to cool off to fire

coords

list of the target x and y, and the dialing we can do to them

current_shots

Amount of shots that we need to monitor with imapct cameras

fire_amount

Amount of shells to fire if this is empty all shells in chamber items list will fire

fire_delay

How long to wait before next shot

fire_sound

The fire sound of the mortar or artillery piece.

firing

Used for deconstruction and aiming sanity

impact_cam

Camera to display impact shots

last_three_inputs

saved last three inputs that were actually used to fire a round

linked_struct_binoculars

list of linked binoculars to the structure of the mortar, used for continuity to item

max_rounds

Amount of shells that can be loaded

max_spread

Max spread on target

minimum_range

Minimum range to fire

offset_per_turfs

Number of turfs to offset from target by 1

reload_time

Time to load a shell

spread

Constant spread on target

tally_type

Used for round stats

Proc Details

attack_ai

Prompt for the AI to unlink itself.

begin_fire

Start firing the gun on target and increase tally

falling

Begins fall animation for projectile and plays fall sound

get_new_list

this proc is used because pointers suck and references would break the saving of coordinates.

handle_undeploy_references

Handles the continuity transfer of linked binoculars from the mortar struct to the mortar item

perform_firing_visuals

perform any individual sprite-specific visuals here

recieve_target

Proc called by tactical binoculars to send targeting information.

return_cam

Returns the impact camera to the mortar

unset_targeter

Unlinking the AI from this mortar