explodable
Component specifically for explosion sensetive things, currently only applies to heat based explosions but can later perhaps be used for things that are dangerous to handle carelessly like nitroglycerin.
Vars | |
delete_after | Whether we always delete. Useful for nukes turned plasma and such, so they don't default delete and can survive |
---|---|
devastation_range | The devastation range of the resulting explosion. |
equipped_slot | For items, lets us determine where things should be hit. |
exploding | Whether this component is currently in the process of exploding. |
flame_range | The flame range of the resulting explosion. |
flash_range | The flash range of the resulting explosion. |
heavy_impact_range | The heavy impact range of the resulting explosion. |
light_impact_range | The light impact range of the resulting explosion. |
uncapped | Whether this explosion ignores the bombcap. |
Procs | |
detonate | Explode and remove the object |
explodable_attack | Called when you use this object to attack sopmething |
explodable_attack_zone | Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants. |
explodable_insert_item | Explode if our parent is a storage place and something with high heat is inserted in. |
is_hitting_zone | Checks if we're hitting the zone this component is covering |
projectile_react | Shot by something |
reset_exploding | Resets the expoding flag |
welder_react | Welder check. Here because tool_act is higher priority than attackby. |
Var Details
delete_after
Whether we always delete. Useful for nukes turned plasma and such, so they don't default delete and can survive
devastation_range
The devastation range of the resulting explosion.
equipped_slot
For items, lets us determine where things should be hit.
exploding
Whether this component is currently in the process of exploding.
flame_range
The flame range of the resulting explosion.
flash_range
The flash range of the resulting explosion.
heavy_impact_range
The heavy impact range of the resulting explosion.
light_impact_range
The light impact range of the resulting explosion.
uncapped
Whether this explosion ignores the bombcap.
Proc Details
detonate
Explode and remove the object
explodable_attack
Called when you use this object to attack sopmething
explodable_attack_zone
Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants.
explodable_insert_item
Explode if our parent is a storage place and something with high heat is inserted in.
is_hitting_zone
Checks if we're hitting the zone this component is covering
projectile_react
Shot by something
reset_exploding
Resets the expoding flag
welder_react
Welder check. Here because tool_act is higher priority than attackby.