byond - Modules - TypesDefine Details

code/__DEFINES/conflict.dm

AMMO_ANTISTRUCTPrimarily for railgun but can be implemented for other projectiles that are for antitank and antistructure (wall/machine)
AMMO_STRIKES_SURFACEIf the projectile hits a dense turf it'll do on_hit_turf on the turf just in front of the turf instead of on the turf itself
AMMO_HITS_TARGET_TURFWhether or not the bullet hits the target that was clicked or if it keeps travelling
AMMO_NO_DEFLECTCan't be deflected
AMMO_MPCan only hit people with criminal status
AMMO_FLAMEHandles sentry flamers glob
PROJECTILE_SHRAPNELProjectile is shrpanel which allow it to skip some collisions
PROJECTILE_BULLSEYEApply additional effects upon hitting clicked target
GUN_INTERNAL_MAGIf checking for ammo with current.mag you have to check it against numerical values, as booleans will not trigger.
GUN_ONE_HAND_WIELDEDremoves unwielded accuracy and scatter penalties (not recoil)
GUN_RECOIL_BUILDUPWhether the gun has been fired by its current user (reset upon dropped())
GUN_SUPPORT_PLATFORMsupport weapon, bipod will grant autofire
GUN_NO_DESCRIPTIONNo gun description, only base desc
ATTACH_PROJECTILEfor attachments that fire bullets
ATTACH_WEAPONis a weapon that fires stuff
ATTACH_IGNORE_EMPTYThis attachment should override ignore if it is empty
ATTACH_MELEEThis attachment should activate if you attack() with it attached.
ATTACH_WIELD_OVERRIDEOverride for attachies so you can fire them with a single hand . ONLY FOR PROJECTILES!!
AMMUNITION_HANDFUL_BOXfor dump_ammo_to(), boxes of handfuls like shotgun shell boxes
AMMUNITION_SLAP_TRANSFERIf this magazine can transfer to other magazines of the same type by slapping one with the other
SHOES_SLOWDOWNHow much shoes slow you down by default. Negative values speed you up
THROW_DELAYThis is how long you must wait to throw again after throwing two things
EXPLOSION_THRESHOLD_GIBhow much it takes to gib a mob
EXPLOSION_PRONE_MULTIPLIERprone mobs receive less damage from explosions
FALLOFF_PER_TILE1 % per 1 tile per 1 normalcy
THROWFORCE_COEFFCoefficient of throwforce when calculating damage from an atom colliding with a mob
MOB_SIZE_COEFFCoefficient of mobsize when calculating damage from a mob colliding with a dense atom
THROW_SPEED_DENSE_COEFFCoefficient of throwspeed when calculating damage from a mob colliding with a dense atom
THROW_SPEED_IMPACT_COEFFCoefficient of throwspeed when calculating damage from an atom colliding with a mob
GUN_LOW_AMMO_PERCENTAGEA gun filled with this percentage of it's total ammo or lower is considered to have low ammo
DMG_ORGAN_DAM_PROB_MULTThe multiplier to damage when calculating organ damage probability
BRUTE_ORGAN_DAM_PROB_MULTThe multiplier to existing brute damage when calculating organ damage probability

Define Details

AMMO_ANTISTRUCT

Primarily for railgun but can be implemented for other projectiles that are for antitank and antistructure (wall/machine)

AMMO_FLAME

Handles sentry flamers glob

AMMO_HITS_TARGET_TURF

Whether or not the bullet hits the target that was clicked or if it keeps travelling

AMMO_MP

Can only hit people with criminal status

AMMO_NO_DEFLECT

Can't be deflected

AMMO_STRIKES_SURFACE

If the projectile hits a dense turf it'll do on_hit_turf on the turf just in front of the turf instead of on the turf itself

AMMUNITION_HANDFUL_BOX

for dump_ammo_to(), boxes of handfuls like shotgun shell boxes

AMMUNITION_SLAP_TRANSFER

If this magazine can transfer to other magazines of the same type by slapping one with the other

ATTACH_IGNORE_EMPTY

This attachment should override ignore if it is empty

ATTACH_MELEE

This attachment should activate if you attack() with it attached.

ATTACH_PROJECTILE

for attachments that fire bullets

ATTACH_WEAPON

is a weapon that fires stuff

ATTACH_WIELD_OVERRIDE

Override for attachies so you can fire them with a single hand . ONLY FOR PROJECTILES!!

BRUTE_ORGAN_DAM_PROB_MULT

The multiplier to existing brute damage when calculating organ damage probability

DMG_ORGAN_DAM_PROB_MULT

The multiplier to damage when calculating organ damage probability

EXPLOSION_PRONE_MULTIPLIER

prone mobs receive less damage from explosions

EXPLOSION_THRESHOLD_GIB

how much it takes to gib a mob

FALLOFF_PER_TILE

1 % per 1 tile per 1 normalcy

GUN_INTERNAL_MAG

If checking for ammo with current.mag you have to check it against numerical values, as booleans will not trigger.

GUN_LOW_AMMO_PERCENTAGE

A gun filled with this percentage of it's total ammo or lower is considered to have low ammo

GUN_NO_DESCRIPTION

No gun description, only base desc

GUN_ONE_HAND_WIELDED

removes unwielded accuracy and scatter penalties (not recoil)

GUN_RECOIL_BUILDUP

Whether the gun has been fired by its current user (reset upon dropped())

GUN_SUPPORT_PLATFORM

support weapon, bipod will grant autofire

MOB_SIZE_COEFF

Coefficient of mobsize when calculating damage from a mob colliding with a dense atom

PROJECTILE_BULLSEYE

Apply additional effects upon hitting clicked target

PROJECTILE_SHRAPNEL

Projectile is shrpanel which allow it to skip some collisions

SHOES_SLOWDOWN

How much shoes slow you down by default. Negative values speed you up

THROWFORCE_COEFF

Coefficient of throwforce when calculating damage from an atom colliding with a mob

THROW_DELAY

This is how long you must wait to throw again after throwing two things

THROW_SPEED_DENSE_COEFF

Coefficient of throwspeed when calculating damage from a mob colliding with a dense atom

THROW_SPEED_IMPACT_COEFF

Coefficient of throwspeed when calculating damage from an atom colliding with a mob