explodable
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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 |
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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 |
reset_exploding | Resets the expoding flag |
welder_react | Welder check. Here because tool_act is higher priority than attackby. |
Var Details
delete_after
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Whether we always delete. Useful for nukes turned plasma and such, so they don't default delete and can survive
devastation_range
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The devastation range of the resulting explosion.
equipped_slot
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For items, lets us determine where things should be hit.
exploding
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Whether this component is currently in the process of exploding.
flame_range
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The flame range of the resulting explosion.
flash_range
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The flash range of the resulting explosion.
heavy_impact_range
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The heavy impact range of the resulting explosion.
light_impact_range
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The light impact range of the resulting explosion.
uncapped
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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
reset_exploding
Resets the expoding flag
welder_react
Welder check. Here because tool_act is higher priority than attackby.