explosions
Vars | |
held_throwturf | List of turfs to throw the contents of... AFTER the next explosion processes This avoids order of operations errors and shit |
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throwturf | List of turfs to throw the contents of |
Procs | |
explode | Makes a given atom explode. Now on the explosions subsystem! |
propagate_blastwave | Handles the effects of an explosion originating from a given point. |
shake_the_room | Handles the sfx and screenshake caused by an explosion. |
Var Details
held_throwturf
List of turfs to throw the contents of... AFTER the next explosion processes This avoids order of operations errors and shit
throwturf
List of turfs to throw the contents of
Proc Details
explode
Makes a given atom explode. Now on the explosions subsystem!
Arguments:
- origin: The atom that's exploding.
- devastation_range: The range at which the effects of the explosion are at their strongest.
- heavy_impact_range: The range at which the effects of the explosion are relatively severe.
- light_impact_range: The range at which the effects of the explosion are relatively weak.
- flash_range: The range at which the explosion flashes people.
- adminlog: Whether to log the explosion/report it to the administration.
- ignorecap: Whether to ignore the relevant bombcap. Defaults to FALSE.
- flame_range: The range at which the explosion should produce hotspots.
- silent: Whether to generate/execute sound effects.
- smoke: Whether to generate a smoke cloud provided the explosion is powerful enough to warrant it.
- protect_epicenter: Whether to leave the epicenter turf unaffected by the explosion
- explosion_cause: [Optional] The atom that caused the explosion, when different to the origin. Used for logging.
- explosion_direction: The angle in which the explosion is pointed (for directional explosions.)
- explosion_arc: The angle of the arc covered by a directional explosion (if 360 the explosion is non-directional.)
propagate_blastwave
Handles the effects of an explosion originating from a given point.
Primarily handles popagating the blastwave of the explosion to the relevant turfs. Also handles the fireball from the explosion. Also handles the smoke cloud from the explosion. Also handles sfx and screenshake.
Arguments:
- epicenter: The location of the explosion rounded to the nearest turf.
- devastation_range: The range at which the effects of the explosion are at their strongest.
- heavy_impact_range: The range at which the effects of the explosion are relatively severe.
- light_impact_range: The range at which the effects of the explosion are relatively weak.
- flash_range: The range at which the explosion flashes people.
- adminlog: Whether to log the explosion/report it to the administration.
- ignorecap: Whether to ignore the relevant bombcap. Defaults to TRUE for some mysterious reason.
- flame_range: The range at which the explosion should produce hotspots.
- silent: Whether to generate/execute sound effects.
- smoke: Whether to generate a smoke cloud provided the explosion is powerful enough to warrant it.
- protect_epicenter: Whether to leave the epicenter turf unaffected by the explosion
- explosion_cause: [Optional] The atom that caused the explosion, when different to the origin. Used for logging.
- explosion_direction: The angle in which the explosion is pointed (for directional explosions.)
- explosion_arc: The angle of the arc covered by a directional explosion (if 360 the explosion is non-directional.)
shake_the_room
Handles the sfx and screenshake caused by an explosion.
Arguments:
- epicenter: The location of the explosion.
- near_distance: How close to the explosion you need to be to get the full effect of the explosion.
- far_distance: How close to the explosion you need to be to hear more than echos.
- quake_factor: Main scaling factor for screenshake.
- echo_factor: Whether to make the explosion echo off of very distant parts of the station.
- creaking: Whether to make the station creak. Autoset if null.
- [near_sound][/sound]: The sound that plays if you are close to the explosion.
- [far_sound][/sound]: The sound that plays if you are far from the explosion.
- [echo_sound][/sound]: The sound that plays as echos for the explosion.
- [creaking_sound][/sound]: The sound that plays when the station creaks during the explosion.
- [hull_creaking_sound][/sound]: The sound that plays when the station creaks after the explosion.