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26 lines
1.4 KiB
Plaintext
26 lines
1.4 KiB
Plaintext
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// check_pierce() return values
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/// Default behavior: hit and delete self
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#define PROJECTILE_PIERCE_NONE 0
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/// Hit the thing but go through without deleting. Causes on_hit to be called with pierced = TRUE
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#define PROJECTILE_PIERCE_HIT 1
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/// Entirely phase through the thing without ever hitting.
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#define PROJECTILE_PIERCE_PHASE 2
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// Delete self without hitting
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#define PROJECTILE_DELETE_WITHOUT_HITTING 3
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/// This atom should be ricocheted off of from its inherent properties using standard % chance handling.
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#define PROJECTILE_RICOCHET_YES 1
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/// This atom should not be ricocheted off of from its inherent properties.
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#define PROJECTILE_RICOCHET_NO 2
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/// This atom should prevent any kind of projectile ricochet from its inherent properties.
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#define PROJECTILE_RICOCHET_PREVENT 3
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/// This atom should force a projectile ricochet from its inherent properties.
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#define PROJECTILE_RICOCHET_FORCE 4
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//bullet_act() return values
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#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
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#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
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