wave_explosion
New force-blastwave explosion system
Vars | |
block_resistance | block = block / this, if 0 any block is absolute |
---|---|
cycle | What cycle are we on? |
cycle_speed | Time to wait between cycles |
cycle_start | When we started the current cycle |
edges | The "edges" + dirs that need to be processed this cycle. turf = dir flags |
exploded_last | The last ring that's been exploded. Any turfs in this will completely ignore the current cycle. Turf = TRUE |
finished | Are we currently finished? |
fire_probability | Fire probability per tile |
flash_range | Flash range |
hard_obstacle_mod | Hard obstcales get this mod INSTEAD of object damage mod |
id | Our unique nuumerical ID |
index | Current index for list |
mob_damage_mod | Mob damage mod |
mob_deafen_mod | Mob deafen mod |
mob_gib_mod | Mob gib mod |
next_id | Next unique numerical ID |
object_damage_mod | Object damage mod |
power_considered_dead | Explosion power at which point to consider to be a dead expansion |
power_falloff_constant | Base explosion power falloff subtract (applied second) |
power_falloff_factor | Base explosion power falloff multiplier (applied first) |
power_initial | Explosion power we were initially at |
powers | The powers of the current turf edges. turf = power |
running | Are we currently running? |
silent | Are we silent/do we make the screenshake/sounds? |
source | What atom we originated from, if any |
start_time | world.time we started at |
wall_destroy_mod | Wall destruction mod |
window_shatter_mod | Window shatter mod. Overrides both [hard_obstcale_mod] and [object_damage_mod] |
Procs | |
tick | Called by SSexplosions to propagate this. Return TRUE if postponed |
Var Details
block_resistance
block = block / this, if 0 any block is absolute
cycle
What cycle are we on?
cycle_speed
Time to wait between cycles
cycle_start
When we started the current cycle
edges
The "edges" + dirs that need to be processed this cycle. turf = dir flags
exploded_last
The last ring that's been exploded. Any turfs in this will completely ignore the current cycle. Turf = TRUE
finished
Are we currently finished?
fire_probability
Fire probability per tile
flash_range
Flash range
hard_obstacle_mod
Hard obstcales get this mod INSTEAD of object damage mod
id
Our unique nuumerical ID
index
Current index for list
mob_damage_mod
Mob damage mod
mob_deafen_mod
Mob deafen mod
mob_gib_mod
Mob gib mod
next_id
Next unique numerical ID
object_damage_mod
Object damage mod
power_considered_dead
Explosion power at which point to consider to be a dead expansion
power_falloff_constant
Base explosion power falloff subtract (applied second)
power_falloff_factor
Base explosion power falloff multiplier (applied first)
power_initial
Explosion power we were initially at
powers
The powers of the current turf edges. turf = power
running
Are we currently running?
silent
Are we silent/do we make the screenshake/sounds?
source
What atom we originated from, if any
start_time
world.time we started at
wall_destroy_mod
Wall destruction mod
window_shatter_mod
Window shatter mod. Overrides both [hard_obstcale_mod] and [object_damage_mod]
Proc Details
tick
Called by SSexplosions to propagate this. Return TRUE if postponed