Daedalus Dock - Modules - TypesVar Details - Proc Details

grenade

Base class for all grenades.

Vars

activeIs this grenade currently armed?
clumsy_checkUsed in botch_check to determine how a user's clumsiness affects that user's ability to prime a grenade correctly.
det_timeHow long it takes for a grenade to explode after being armed
display_timerWill this state what it's det_time is when examined?
dud_flagsBitfields which prevent the grenade from detonating if set. Includes (GRENADE_DUD|GRENADE_USED)
ex_devhow big of a devastation explosion radius on prime
ex_flamehow big of a flame explosion radius on prime
ex_heavyhow big of a heavy explosion radius on prime
ex_lighthow big of a light explosion radius on prime
shrapnel_initializedDid we add the component responsible for spawning sharpnel to this?
shrapnel_radiusthe higher this number, the more projectiles are created as shrapnel
shrapnel_typeif set, will spew out projectiles of this type
stickyWas sticky tape used to make this sticky?

Procs

arm_grenadearm_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_checkChecks for various ways to botch priming a grenade.
detonatedetonate (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:

detonate

detonate (formerly prime) refers to when the grenade actually delivers its payload (whether or not a boom/bang/detonation is involved)

Arguments: