hitsplatter 
Vars | |
flight_dir | Tracks what direction we're flying |
---|---|
hit_endpoint | Insurance so that we don't keep moving once we hit a stoppoint |
leave_blood | Should we be leaving any decals, or just adding DNA to mobs? |
prev_loc | The turf we just came from, so we can back up when we hit a wall |
skip | Skip making the final blood splatter when we're done, like if we're not in a turf |
splatter_speed | How fast the splatter moves |
splatter_strength | How many tiles/items/people we can paint red |
Procs | |
fly_towards | Set the splatter up to fly through the air until it rounds out of steam or hits something |
land_on_window | A special case for hitsplatters hitting windows, since those can actually be moved around, store it in the window and slap it in the vis_contents |
Var Details
flight_dir 
Tracks what direction we're flying
hit_endpoint 
Insurance so that we don't keep moving once we hit a stoppoint
leave_blood 
Should we be leaving any decals, or just adding DNA to mobs?
prev_loc 
The turf we just came from, so we can back up when we hit a wall
skip 
Skip making the final blood splatter when we're done, like if we're not in a turf
splatter_speed 
How fast the splatter moves
splatter_strength 
How many tiles/items/people we can paint red
Proc Details
fly_towards
Set the splatter up to fly through the air until it rounds out of steam or hits something
land_on_window
A special case for hitsplatters hitting windows, since those can actually be moved around, store it in the window and slap it in the vis_contents