grenade
Base class for all grenades.
Vars | |
active | Is this grenade currently armed? |
---|---|
clumsy_check | Used in botch_check to determine how a user's clumsiness affects that user's ability to prime a grenade correctly. |
det_time | How long it takes for a grenade to explode after being armed |
display_timer | Will this state what it's det_time is when examined? |
dud_flags | Bitfields which prevent the grenade from detonating if set. Includes (GRENADE_DUD|GRENADE_USED) |
ex_dev | how big of a devastation explosion radius on prime |
ex_flame | how big of a flame explosion radius on prime |
ex_heavy | how big of a heavy explosion radius on prime |
ex_light | how big of a light explosion radius on prime |
shrapnel_initialized | Did we add the component responsible for spawning sharpnel to this? |
shrapnel_radius | the higher this number, the more projectiles are created as shrapnel |
shrapnel_type | if set, will spew out projectiles of this type |
sticky | Was sticky tape used to make this sticky? |
Procs | |
arm_grenade | arm_grenade (formerly preprime) refers to when a grenade with a standard time fuze is activated, making it go beepbeepbeep and then detonate a few seconds later. Grenades with other triggers like remote igniters probably skip this step and go straight to /obj/item/grenade/proc/detonate |
botch_check | Checks for various ways to botch priming a grenade. |
detonate | detonate (formerly prime) refers to when the grenade actually delivers its payload (whether or not a boom/bang/detonation is involved) |
Var Details
active
Is this grenade currently armed?
clumsy_check
Used in botch_check to determine how a user's clumsiness affects that user's ability to prime a grenade correctly.
det_time
How long it takes for a grenade to explode after being armed
display_timer
Will this state what it's det_time is when examined?
dud_flags
Bitfields which prevent the grenade from detonating if set. Includes (GRENADE_DUD|GRENADE_USED)
ex_dev
how big of a devastation explosion radius on prime
ex_flame
how big of a flame explosion radius on prime
ex_heavy
how big of a heavy explosion radius on prime
ex_light
how big of a light explosion radius on prime
shrapnel_initialized
Did we add the component responsible for spawning sharpnel to this?
shrapnel_radius
the higher this number, the more projectiles are created as shrapnel
shrapnel_type
if set, will spew out projectiles of this type
sticky
Was sticky tape used to make this sticky?
Proc Details
arm_grenade
arm_grenade (formerly preprime) refers to when a grenade with a standard time fuze is activated, making it go beepbeepbeep and then detonate a few seconds later. Grenades with other triggers like remote igniters probably skip this step and go straight to /obj/item/grenade/proc/detonate
botch_check
Checks for various ways to botch priming a grenade.
Arguments:
- mob/living/carbon/human/user - who is priming our grenade?
detonate
detonate (formerly prime) refers to when the grenade actually delivers its payload (whether or not a boom/bang/detonation is involved)
Arguments:
- lanced_by- If this grenade was detonated by an elance, we need to pass that along with the COMSIG_GRENADE_DETONATE signal for pellet clouds