code/__DEFINES/combat.dm 
ARMOR_LIST_ALL | All armors |
---|---|
CANUNCONSCIOUS | If set, this mob can be knocked unconscious via status effect. NOTE, does not mean immune to sleep. Unconscious and sleep are two different things. NOTE, does not relate to the unconscious stat either. Only the status effect. |
MAX_STAMINA_LOSS | Maximum amount of staminaloss, living mob can have. |
BASE_MAX_STAMINA | Base amount of max stamina living mob can have |
GRAB_UPGRADE_TIME | Time to upgrade aggressive/neck grab to the next level. |
EXPLODE_GIB_THRESHOLD | ex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor |
BATON_DO_NORMAL_ATTACK | Does a normal item attack. |
BATON_ATTACK_DONE | The attack has been stopped. Either because the user was clumsy or the attack was blocked. |
BATON_ATTACKING | The baton attack is still going. baton_effect() is called. |
REFLECTABILITY_NEVER | Projectile reflectability defines |
AUTOFIRE_STAT_IDLE | Compatible firemode is in the gun. Wait until it's held in the user hands. |
AUTOFIRE_STAT_ALERT | Gun is active and in the user hands. Wait until user does a valid click. |
AUTOFIRE_STAT_FIRING | Gun is shooting. |
COMSIG_AUTOFIRE_ONMOUSEDOWN | called in /datum/component/automatic_fire/proc/on_mouse_down: (client/clicker, atom/target, turf/location, control, params) |
COMSIG_AUTOFIRE_SHOT | called in /datum/component/automatic_fire/proc/process_shot(): (atom/target, mob/living/shooter, allow_akimbo, params) |
ATTACK_CHAIN_PROCEED | Intentionally not started with (1<<0) or 1, since 1 is equal to TRUE |
ATTACK_CHAIN_BLOCKED | And we want to check validity of the core bitflags, returned by the attack chain procs |
ATTACK_CHAIN_CANCEL_CHECK | Helper to check whether attack chain result was blocked |
ATTACK_CHAIN_SUCCESS_CHECK | Helper to check whether attack chain result wasn't blocked and was successful |
Define Details
ARMOR_LIST_ALL 
All armors
ATTACK_CHAIN_BLOCKED 
And we want to check validity of the core bitflags, returned by the attack chain procs
ATTACK_CHAIN_CANCEL_CHECK 
Helper to check whether attack chain result was blocked
ATTACK_CHAIN_PROCEED 
Intentionally not started with (1<<0) or 1, since 1 is equal to TRUE
ATTACK_CHAIN_SUCCESS_CHECK 
Helper to check whether attack chain result wasn't blocked and was successful
AUTOFIRE_STAT_ALERT 
Gun is active and in the user hands. Wait until user does a valid click.
AUTOFIRE_STAT_FIRING 
Gun is shooting.
AUTOFIRE_STAT_IDLE 
Compatible firemode is in the gun. Wait until it's held in the user hands.
BASE_MAX_STAMINA 
Base amount of max stamina living mob can have
BATON_ATTACKING 
The baton attack is still going. baton_effect() is called.
BATON_ATTACK_DONE 
The attack has been stopped. Either because the user was clumsy or the attack was blocked.
BATON_DO_NORMAL_ATTACK 
Does a normal item attack.
CANUNCONSCIOUS 
If set, this mob can be knocked unconscious via status effect. NOTE, does not mean immune to sleep. Unconscious and sleep are two different things. NOTE, does not relate to the unconscious stat either. Only the status effect.
COMSIG_AUTOFIRE_ONMOUSEDOWN 
called in /datum/component/automatic_fire/proc/on_mouse_down: (client/clicker, atom/target, turf/location, control, params)
COMSIG_AUTOFIRE_SHOT 
called in /datum/component/automatic_fire/proc/process_shot(): (atom/target, mob/living/shooter, allow_akimbo, params)
EXPLODE_GIB_THRESHOLD 
ex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor
GRAB_UPGRADE_TIME 
Time to upgrade aggressive/neck grab to the next level.
MAX_STAMINA_LOSS 
Maximum amount of staminaloss, living mob can have.
REFLECTABILITY_NEVER 
Projectile reflectability defines