Space Station 13 - Modules - TypesDefine Details

code/__DEFINES/combat.dm

ARMOR_LIST_ALLAll armors
CANUNCONSCIOUSIf 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_LOSSMaximum amount of staminaloss, living mob can have.
BASE_MAX_STAMINABase amount of max stamina living mob can have
GRAB_UPGRADE_TIMETime to upgrade aggressive/neck grab to the next level.
EXPLODE_GIB_THRESHOLDex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor
BATON_DO_NORMAL_ATTACKDoes a normal item attack.
BATON_ATTACK_DONEThe attack has been stopped. Either because the user was clumsy or the attack was blocked.
BATON_ATTACKINGThe baton attack is still going. baton_effect() is called.
REFLECTABILITY_NEVERProjectile reflectability defines
AUTOFIRE_STAT_IDLECompatible firemode is in the gun. Wait until it's held in the user hands.
AUTOFIRE_STAT_ALERTGun is active and in the user hands. Wait until user does a valid click.
AUTOFIRE_STAT_FIRINGGun is shooting.
COMSIG_AUTOFIRE_ONMOUSEDOWNcalled in /datum/component/automatic_fire/proc/on_mouse_down: (client/clicker, atom/target, turf/location, control, params)
COMSIG_AUTOFIRE_SHOTcalled in /datum/component/automatic_fire/proc/process_shot(): (atom/target, mob/living/shooter, allow_akimbo, params)
ATTACK_CHAIN_PROCEEDIntentionally not started with (1<<0) or 1, since 1 is equal to TRUE
ATTACK_CHAIN_BLOCKEDAnd we want to check validity of the core bitflags, returned by the attack chain procs
ATTACK_CHAIN_CANCEL_CHECKHelper to check whether attack chain result was blocked
ATTACK_CHAIN_SUCCESS_CHECKHelper 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