projectile
Vars | |
armour_penetration | How much armor this projectile pierces. |
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embed_falloff_tile | How much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes |
embedding | If we have a shrapnel_type defined, these embedding stats will be passed to the spawned shrapnel type, which will roll for embedding on the target |
force_hit | If the object being hit can pass ths damage on to something else, it should not do it for this bullet |
hit_stunned_targets | If TRUE, hit mobs even if they're on the floor and not our target |
ricochet_auto_aim_angle | On ricochet, if ricochet_auto_aim_range is nonzero, we'll consider any mobs within this range of the normal angle of incidence to home in on, higher = more auto aim |
ricochet_auto_aim_range | On ricochet, if nonzero, we consider all mobs within this range of our projectile at the time of ricochet to home in on like Revolver Ocelot, as governed by ricochet_auto_aim_angle |
ricochet_chance | 0-100 (or more, I guess), the base chance of ricocheting, before being modified by the atom we shoot and our chance decay |
ricochet_decay_chance | 0-1 (or more, I guess) multiplier, the ricochet_chance is modified by multiplying this after each ricochet |
ricochet_decay_damage | 0-1 (or more, I guess) multiplier, the projectile's damage is modified by multiplying this after each ricochet |
ricochet_incidence_leeway | the angle of impact must be within this many degrees of the struck surface, set to 0 to allow any angle |
ricochets | how many times we've ricochet'd so far (instance variable, not a stat) |
ricochets_max | how many times we can ricochet max |
sharpness | For what kind of brute wounds we're rolling for, if we're doing such a thing. Lasers obviously don't care since they do burn instead. |
shrapnel_type | If defined, on hit we create an item of this type then call hitby() on the hit target with this, mainly used for embedding items (bullets) in targets |
wound_falloff_tile | How much we want to drop both wound_bonus and bare_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes |
Procs | |
on_hit | Called when the projectile hits something |
updateEmbedding | Like /obj/item/proc/updateEmbedding but for projectiles instead, call this when you want to add embedding or update the stats on the embedding element |
Var Details
armour_penetration
How much armor this projectile pierces.
embed_falloff_tile
How much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes
embedding
If we have a shrapnel_type defined, these embedding stats will be passed to the spawned shrapnel type, which will roll for embedding on the target
force_hit
If the object being hit can pass ths damage on to something else, it should not do it for this bullet
hit_stunned_targets
If TRUE, hit mobs even if they're on the floor and not our target
ricochet_auto_aim_angle
On ricochet, if ricochet_auto_aim_range is nonzero, we'll consider any mobs within this range of the normal angle of incidence to home in on, higher = more auto aim
ricochet_auto_aim_range
On ricochet, if nonzero, we consider all mobs within this range of our projectile at the time of ricochet to home in on like Revolver Ocelot, as governed by ricochet_auto_aim_angle
ricochet_chance
0-100 (or more, I guess), the base chance of ricocheting, before being modified by the atom we shoot and our chance decay
ricochet_decay_chance
0-1 (or more, I guess) multiplier, the ricochet_chance is modified by multiplying this after each ricochet
ricochet_decay_damage
0-1 (or more, I guess) multiplier, the projectile's damage is modified by multiplying this after each ricochet
ricochet_incidence_leeway
the angle of impact must be within this many degrees of the struck surface, set to 0 to allow any angle
ricochets
how many times we've ricochet'd so far (instance variable, not a stat)
ricochets_max
how many times we can ricochet max
sharpness
For what kind of brute wounds we're rolling for, if we're doing such a thing. Lasers obviously don't care since they do burn instead.
shrapnel_type
If defined, on hit we create an item of this type then call hitby() on the hit target with this, mainly used for embedding items (bullets) in targets
wound_falloff_tile
How much we want to drop both wound_bonus and bare_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes
Proc Details
on_hit
Called when the projectile hits something
updateEmbedding
Like /obj/item/proc/updateEmbedding but for projectiles instead, call this when you want to add embedding or update the stats on the embedding element