projectile

Vars | |
accuracy | Base projectile accuracy |
---|---|
ammo | The ammo data which holds most of the actual info |
apx | Pixel location in absolute coordinates. This is (((x - 1) * 32) + 16 + pixel_x) These values are floats, not integers. They need to be converted through CEILING or such when translated to relative pixel coordinates. |
apy | Pixel location in absolute coordinates. This is (((y - 1) * 32) + 16 + pixel_y) These values are floats, not integers. They need to be converted through CEILING or such when translated to relative pixel coordinates. |
armor_type | armour type this projectile is checked against |
damage | Actual projectile damage |
damage_falloff | how many damage points the projectile loses per tiles travelled |
damage_marine_falloff | Modifies projectile damage by a % when a marine gets passed, but not hit |
def_zone | The bodypart you're trying to hit |
distance_travelled | How far the projectile has currently travelled |
firer | The mob responsible for firing this projectile, if any |
friendly_fire_multiplier | A damage multiplier applied when a mob from the same faction as the projectile firer is hit |
hit_atoms | List of atoms already hit by that projectile. Will only matter for projectiles capable of passing through multiple atoms |
iff_signal | The iff signal that will be compared to the target's one, to apply iff if needed |
last_projectile_move | Last movement time |
original_target | the original target clicked |
original_target_turf | the original target's starting turf |
p_x | the pixel X location of the tile that the player clicked. Default is the center |
p_y | the pixel y location of the tile that the player clicked. Default is the center |
point_blank_range | The "point blank" range of the projectile. Inside this range the projectile gets a bonus to hit |
proj_max_range | Max range the projectile can travel |
projectile_behavior_flags | Any special effects applied to this projectile |
projectile_speed | Tiles travelled per full tick |
shot_from | The atom which shot us i.e. a gun or xeno |
starting_turf | the projectile's starting turf |
stored_moves | How many movements it needs to make in the next tick |
sundering | ammo sundering value |
uncross_scheduled | List of border movable atoms to check for when exiting a turf. |
x_offset | Float X_offset for calculating turf movements |
y_offset | Float Y_offset for calculating turf movements |
Procs | |
fire_at | sets greyscale for the projectile if it has been specified by the ammo datum |
play_damage_effect | The -1 is because we don't want to take away damage from guns firing on cooldown visual and audio feedback for hits |
record_projectile_fire | Record whenever a player shoots things, taking into account bonus projectiles without running these checks multiple times |
resume_move | Tells the projectile to move again |
Var Details
accuracy

Base projectile accuracy
ammo

The ammo data which holds most of the actual info
apx

Pixel location in absolute coordinates. This is (((x - 1) * 32) + 16 + pixel_x) These values are floats, not integers. They need to be converted through CEILING or such when translated to relative pixel coordinates.
apy

Pixel location in absolute coordinates. This is (((y - 1) * 32) + 16 + pixel_y) These values are floats, not integers. They need to be converted through CEILING or such when translated to relative pixel coordinates.
armor_type

armour type this projectile is checked against
damage

Actual projectile damage
damage_falloff

how many damage points the projectile loses per tiles travelled
damage_marine_falloff

Modifies projectile damage by a % when a marine gets passed, but not hit
def_zone

The bodypart you're trying to hit
distance_travelled

How far the projectile has currently travelled
firer

The mob responsible for firing this projectile, if any
friendly_fire_multiplier

A damage multiplier applied when a mob from the same faction as the projectile firer is hit
hit_atoms

List of atoms already hit by that projectile. Will only matter for projectiles capable of passing through multiple atoms
iff_signal

The iff signal that will be compared to the target's one, to apply iff if needed
last_projectile_move

Last movement time
original_target

the original target clicked
original_target_turf

the original target's starting turf
p_x

the pixel X location of the tile that the player clicked. Default is the center
p_y

the pixel y location of the tile that the player clicked. Default is the center
point_blank_range

The "point blank" range of the projectile. Inside this range the projectile gets a bonus to hit
proj_max_range

Max range the projectile can travel
projectile_behavior_flags

Any special effects applied to this projectile
projectile_speed

Tiles travelled per full tick
shot_from

The atom which shot us i.e. a gun or xeno
starting_turf

the projectile's starting turf
stored_moves

How many movements it needs to make in the next tick
sundering

ammo sundering value
uncross_scheduled

List of border movable atoms to check for when exiting a turf.
x_offset

Float X_offset for calculating turf movements
y_offset

Float Y_offset for calculating turf movements
Proc Details
fire_at
sets greyscale for the projectile if it has been specified by the ammo datum
play_damage_effect
The -1 is because we don't want to take away damage from guns firing on cooldown visual and audio feedback for hits
record_projectile_fire
Record whenever a player shoots things, taking into account bonus projectiles without running these checks multiple times
resume_move
Tells the projectile to move again