projectile 
Vars | |
armor_ignored | |
---|---|
energy_particles_override | Override var used for special projectiles, set to true if it should use energy impact particles |
fullauto_valid | if a fullauto-capable weapon should be able to fullauto this ammo type |
has_impact_particles | Set to TRUE if you want particles to spawn when you hit a non living thing |
last_thing_hit | for on_pre_hit. Causes it to early-return TRUE if the thing checked was already cleared for pass-thru |
x_offset | absolute pixel offset of the projectile, set automatically based on the icon size |
Procs | |
copy_appearance_of | copies the name, visuals, and sfx of another projectile datum - for varedit shenanigans |
get_tooltip_content | returns projectile stats that can be displayed in a tooltip |
on_pre_hit | Check if we want to do something before actually hitting the thing we hit Return TRUE for it to more or less skip collide() |
tick | Does a thing every step this projectile takes |
Var Details
armor_ignored 
- Kill/Stun ratio, when it hits a mob the damage/stun is based upon this and the power eg 1.0 will cause damage = to power while 0.0 would cause just stun = to power Do not override this, it is autogenerated from damage and stun
energy_particles_override 
Override var used for special projectiles, set to true if it should use energy impact particles
fullauto_valid 
if a fullauto-capable weapon should be able to fullauto this ammo type
has_impact_particles 
Set to TRUE if you want particles to spawn when you hit a non living thing
last_thing_hit 
for on_pre_hit. Causes it to early-return TRUE if the thing checked was already cleared for pass-thru
x_offset 
absolute pixel offset of the projectile, set automatically based on the icon size
Proc Details
copy_appearance_of
copies the name, visuals, and sfx of another projectile datum - for varedit shenanigans
get_tooltip_content
returns projectile stats that can be displayed in a tooltip
on_pre_hit
Check if we want to do something before actually hitting the thing we hit Return TRUE for it to more or less skip collide()
tick
Does a thing every step this projectile takes