/datum/component/gunpoint
Procs | |
cancel | Shooter canceled their shot, either by dropping/equipping their weapon, leaving sight/range, or clicking on the alert |
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check_bump | If the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot |
check_deescalate | Cancel the holdup if the shooter moves out of sight or out of range of the target |
check_shove | If the shooter shoves or grabs the target, cancel the holdup to avoid cheesing and forcing the charged shot |
flinch | If the shooter is hit by an attack, they have a 50% chance to flinch and fire. If it hit the arm holding the trigger, it's an 80% chance to fire instead |
trigger_reaction | Bang bang, we're firing a charged shot off |
update_stage | Update the damage multiplier for whatever stage we're entering into |
Proc Details
cancel
Shooter canceled their shot, either by dropping/equipping their weapon, leaving sight/range, or clicking on the alert
check_bump
If the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot
check_deescalate
Cancel the holdup if the shooter moves out of sight or out of range of the target
check_shove
If the shooter shoves or grabs the target, cancel the holdup to avoid cheesing and forcing the charged shot
flinch
If the shooter is hit by an attack, they have a 50% chance to flinch and fire. If it hit the arm holding the trigger, it's an 80% chance to fire instead
trigger_reaction
Bang bang, we're firing a charged shot off
update_stage
Update the damage multiplier for whatever stage we're entering into