mortar

Vars | |
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 |
Procs | |
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 |
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