byond - Modules - TypesVar Details - Proc Details

projectile

Vars

accuracy_range_falloffHow much to make the bullet fall off by accuracy-wise when closer than the ideal range
angleDirect angle at firing time, in degrees from BYOND NORTH, used for visual updates and path extension
bonus_projectile_checkIs this a lone (0), original (1), or bonus (2) projectile. Used in gun.dm and fire_bonus_projectiles() currently.
bound_beamThe beam linked to the projectile. Can be utilized for things like grappling hooks, harpoon guns, tripwire guns, etc..
damage_boostedWas this projectile affected by damage_boost.dm? If so, what was the last modifier?
hit_effect_colorThe flicker that plays when a bullet hits a target. Usually red. Can be nulled so it doesn't show up at all.
last_atom_signaledWhat atom did this last receive a registered signal from? Used by damage_boost.dm
process_start_turfStarting point of projectile before each flight.
projectile_flagsFlags for behaviors of the projectile itself
projectile_override_flagsAdditional ammo flags applied to the projectile
runtime_iff_groupThis is the iff_group
speedHow many turfs per 1ds the projectile travels
time_carryHow much time has the projectile carried for fractional movement, in seconds (delta_time format)
vis_sourceOrigin point for tracing and visual updates
vis_travelledTurfs traveled so far, for use in visual updates, in conjunction with angle for projection

Procs

animate_flightAnimates the projectile across the process'ed flight.
flyFlies the projectile forward one single turf

Var Details

accuracy_range_falloff

How much to make the bullet fall off by accuracy-wise when closer than the ideal range

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

Proc Details

animate_flight

Animates the projectile across the process'ed flight.

fly

Flies the projectile forward one single turf