explosions
Procs | |
shake_the_room | Handles the sfx and screenshake caused by an explosion. |
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Proc Details
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.