White Sands - Modules - TypesVar Details - Proc Details

/datum/element/embed

Vars

embed_chancewhether we can skip assigning all the vars (since these are bespoke elements, we don't have to reset the vars every time we attach to something, we already know what we are!)

Procs

checkEmbedChecking to see if we're gonna embed into a human
checkEmbedProjectilecheckEmbedProjectile() is what we get when a projectile with a defined shrapnel_type impacts a target.
detachFromWeaponIf we don't want to be embeddable anymore (deactivating an e-dagger for instance)
examinedSomeone inspected our embeddable item
severancePackageA different embed element has been attached, so we'll detach and let them handle things
tryForceEmbedtryForceEmbed() is called here when we fire COMSIG_EMBED_TRY_FORCE from /obj/item/proc/tryEmbed. Mostly, this means we're a piece of shrapnel from a projectile that just impacted something, and we're trying to embed in it.

Var Details

embed_chance

whether we can skip assigning all the vars (since these are bespoke elements, we don't have to reset the vars every time we attach to something, we already know what we are!)

Proc Details

checkEmbed

Checking to see if we're gonna embed into a human

checkEmbedProjectile

checkEmbedProjectile() is what we get when a projectile with a defined shrapnel_type impacts a target.

If we hit a valid target, we create the shrapnel_type object and immediately call tryEmbed() on it, targeting what we impacted. That will lead it to call tryForceEmbed() on its own embed element (it's out of our hands here, our projectile is done), where it will run through all the checks it needs to.

detachFromWeapon

If we don't want to be embeddable anymore (deactivating an e-dagger for instance)

examined

Someone inspected our embeddable item

severancePackage

A different embed element has been attached, so we'll detach and let them handle things

tryForceEmbed

tryForceEmbed() is called here when we fire COMSIG_EMBED_TRY_FORCE from /obj/item/proc/tryEmbed. Mostly, this means we're a piece of shrapnel from a projectile that just impacted something, and we're trying to embed in it.

The reason for this extra mucking about is avoiding having to do an extra hitby(), and annoying the target by impacting them once with the projectile, then again with the shrapnel, and possibly AGAIN if we actually embed. This way, we save on at least one message.

Arguments: