/tg/ Station 13 - Modules - TypesVar Details - Proc Details

grenade

Base class for all grenades.

Vars

activeIs this grenade currently armed?
clumsy_checkUsed in botch_check to determine how a user's clumsiness affects that user's ability to prime a grenade correctly.
det_timeHow long it takes for a grenade to explode after being armed
display_timerWill this state what it's det_time is when examined?
dud_flagsBitfields which prevent the grenade from detonating if set. Includes (GRENADE_DUD|GRENADE_USED)
ex_devhow big of a devastation explosion radius on prime
ex_flamehow big of a flame explosion radius on prime
ex_heavyhow big of a heavy explosion radius on prime
ex_lighthow big of a light explosion radius on prime
shrapnel_initializedDid we add the component responsible for spawning sharpnel to this?
shrapnel_radiusthe higher this number, the more projectiles are created as shrapnel
shrapnel_typeif set, will spew out projectiles of this type
stickyWas sticky tape used to make this sticky?
type_clusterIs it a cluster grenade? We dont wanna spam admin logs with these.

Procs

arm_grenadearm_grenade (formerly preprime) refers to when a grenade with a standard time fuze is activated, making it go beepbeepbeep and then detonate a few seconds later. Grenades with other triggers like remote igniters probably skip this step and go straight to /obj/item/grenade/proc/detonate
botch_checkChecks for various ways to botch priming a grenade.
detonatedetonate (formerly prime) refers to when the grenade actually delivers its payload (whether or not a boom/bang/detonation is involved)
ingredient_detonationSignal sent by someone eating food this is an ingredient in "used_in". Makes the grenade go kerblooey, destroying the food.
on_used_as_ingredientSignal sent by someone putting the grenade in as an ingredient. Registers signals onto what it was put into so it can explode.

Var Details

active

Is this grenade currently armed?

clumsy_check

Used in botch_check to determine how a user's clumsiness affects that user's ability to prime a grenade correctly.

det_time

How long it takes for a grenade to explode after being armed

display_timer

Will this state what it's det_time is when examined?

dud_flags

Bitfields which prevent the grenade from detonating if set. Includes (GRENADE_DUD|GRENADE_USED)

ex_dev

how big of a devastation explosion radius on prime

ex_flame

how big of a flame explosion radius on prime

ex_heavy

how big of a heavy explosion radius on prime

ex_light

how big of a light explosion radius on prime

shrapnel_initialized

Did we add the component responsible for spawning sharpnel to this?

shrapnel_radius

the higher this number, the more projectiles are created as shrapnel

shrapnel_type

if set, will spew out projectiles of this type

sticky

Was sticky tape used to make this sticky?

type_cluster

Is it a cluster grenade? We dont wanna spam admin logs with these.

Proc Details

arm_grenade

arm_grenade (formerly preprime) refers to when a grenade with a standard time fuze is activated, making it go beepbeepbeep and then detonate a few seconds later. Grenades with other triggers like remote igniters probably skip this step and go straight to /obj/item/grenade/proc/detonate

botch_check

Checks for various ways to botch priming a grenade.

Arguments:

detonate

detonate (formerly prime) refers to when the grenade actually delivers its payload (whether or not a boom/bang/detonation is involved)

Arguments:

ingredient_detonation

Signal sent by someone eating food this is an ingredient in "used_in". Makes the grenade go kerblooey, destroying the food.

on_used_as_ingredient

Signal sent by someone putting the grenade in as an ingredient. Registers signals onto what it was put into so it can explode.