projectile
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Vars | |
accuracy_range_falloff | How much to make the bullet fall off by accuracy-wise when closer than the ideal range |
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angle | Direct angle at firing time, in degrees from BYOND NORTH, used for visual updates and path extension |
bonus_projectile_check | Is this a lone (0), original (1), or bonus (2) projectile. Used in gun.dm and fire_bonus_projectiles() currently. |
bound_beam | The beam linked to the projectile. Can be utilized for things like grappling hooks, harpoon guns, tripwire guns, etc.. |
damage_boosted | Was this projectile affected by damage_boost.dm? If so, what was the last modifier? |
hit_effect_color | The flicker that plays when a bullet hits a target. Usually red. Can be nulled so it doesn't show up at all. |
last_atom_signaled | What atom did this last receive a registered signal from? Used by damage_boost.dm |
process_start_turf | Starting point of projectile before each flight. |
projectile_flags | Flags for behaviors of the projectile itself |
projectile_override_flags | Additional ammo flags applied to the projectile |
runtime_iff_group | This is the iff_group |
speed | How many turfs per 1ds the projectile travels |
time_carry | How much time has the projectile carried for fractional movement, in seconds (delta_time format) |
vis_source | Origin point for tracing and visual updates |
vis_travelled | Turfs traveled so far, for use in visual updates, in conjunction with angle for projection |
Procs | |
animate_flight | Animates the projectile across the process'ed flight. |
fly | Flies the projectile forward one single turf |
Var Details
accuracy_range_falloff
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How much to make the bullet fall off by accuracy-wise when closer than the ideal range
angle
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Direct angle at firing time, in degrees from BYOND NORTH, used for visual updates and path extension
bonus_projectile_check
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Is this a lone (0), original (1), or bonus (2) projectile. Used in gun.dm and fire_bonus_projectiles() currently.
bound_beam
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The beam linked to the projectile. Can be utilized for things like grappling hooks, harpoon guns, tripwire guns, etc..
damage_boosted
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Was this projectile affected by damage_boost.dm? If so, what was the last modifier?
hit_effect_color
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The flicker that plays when a bullet hits a target. Usually red. Can be nulled so it doesn't show up at all.
last_atom_signaled
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What atom did this last receive a registered signal from? Used by damage_boost.dm
process_start_turf
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Starting point of projectile before each flight.
projectile_flags
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Flags for behaviors of the projectile itself
projectile_override_flags
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Additional ammo flags applied to the projectile
runtime_iff_group
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This is the iff_group
speed
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How many turfs per 1ds the projectile travels
time_carry
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How much time has the projectile carried for fractional movement, in seconds (delta_time format)
vis_source
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Origin point for tracing and visual updates
vis_travelled
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Turfs traveled so far, for use in visual updates, in conjunction with angle for projection
Proc Details
animate_flight
Animates the projectile across the process'ed flight.
fly
Flies the projectile forward one single turf