code/__DEFINES/combat.dm 
            
        
| BRUTE | Physical fracturing and warping of the material. | 
|---|---|
| BURN | Scorching and charring of the material. | 
| TOX | Poisoning. Mostly caused by reagents. | 
| OXY | Suffocation. | 
| CLONE | Cellular degredation. Rare and difficult to treat. | 
| STAMINA | Exhaustion and nonlethal damage. | 
| BRAIN | Brain damage. Should probably be decomissioned and replaced with proper organ damage. | 
| MELEE | Involves a melee attack or a thrown object. | 
| BULLET | Involves a solid projectile. | 
| LASER | Involves a laser. | 
| ENERGY | Involves an EMP or energy-based projectile. | 
| BOMB | Involves a shockwave, usually from an explosion. | 
| BIO | Involved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin. | 
| RAD | Involves ionizing radiation. | 
| ELECTRIC | Involves electric shock. | 
| FIRE | Involves fire or temperature extremes. | 
| ACID | Involves corrosive substances. | 
| MAGIC | Involves magic. | 
| WOUND | Involved in checking the likelyhood of applying a wound to a mob. | 
| SECONDARY_ATTACK_CALL_NORMAL | Alternate attack defines. Return these at the end of procs like afterattack_secondary. Calls the normal attack proc. For example, if returned in afterattack_secondary, will call afterattack. Will continue the chain depending on the return value of the non-alternate proc, like with normal attacks. | 
| SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN | Cancels the attack chain entirely. | 
| SECONDARY_ATTACK_CONTINUE_CHAIN | Proceed with the attack chain, but don't call the normal methods. | 
| REFLECTIVE_BLOCK | Blocking projectiles reflects them back to whence they came. | 
| OMNIDIRECTIONAL_BLOCK | Can block from any direction. | 
| TRANSPARENT_BLOCK | The blocking item is transparent and cannot block beam projectiles. | 
| PARRYING_BLOCK | Has the ability to parry, increasing block force for the first fraction of a second. Cannot block anything with TRAIT_UNPARRIABLE. | 
| DAMAGE_ON_BLOCK | Takes damage when blocking. | 
| WIELD_TO_BLOCK | Requires wielding to block. | 
| ALWAYS_BLOCK | Will always block, even when not trying to. | 
| WEAPON_BLOCK_FLAGS | Default block flags for melee weapons. | 
| SHIELD_BLOCK_FLAGS | Default block flags for shields. | 
| BOLT_TYPE_STANDARD | Gun has a bolt, it stays closed while not cycling. The gun must be racked to have a bullet chambered when a mag is inserted. Example: c20, shotguns, m90 | 
| BOLT_TYPE_OPEN | Gun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed. Example: Some SMGs, the L6 | 
| BOLT_TYPE_NO_BOLT | Gun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine. Example: Break action shotguns, revolvers | 
| BOLT_TYPE_LOCKING | Gun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in. Example: Pistols with a slide lock, some SMGs | 
| SAWN_OFF_ACC_PENALTY | accuracy penalty of sawn off guns | 
| SAWN_OFF_RECOIL | added recoil of sawn off guns | 
| AMMO_BOX_ONE_SPRITE | ammo box will always use provided icon state | 
| AMMO_BOX_PER_BULLET | ammo box will have a different state for each bullet; <icon_state>- | 
| AMMO_BOX_FULL_EMPTY | ammo box will have a different state for full and empty; <icon_state>-max_ammo and <icon_state>-0 | 
| SUPPRESSED_QUIET | standard suppressed | 
| SUPPRESSED_VERY | no message | 
| CASINGFLAG_NO_LIVE_SPRITE | If the ammo casing doesn't have a different live and spent icon, it will just use the non-live sprite instead | 
| CASINGFLAG_FORCE_CLEAR_CHAMBER | If the ammo casing should be force eject when fired even when the gun is not semi-auto, useful for casings that delete themselves. Only works with balistic weapons | 
| CASINGFLAG_NOT_HEAVY_METAL | If the ammo casing should not spin when thrown | 
| DAMAGE_PRECISION | We will round to this value in damage calculations. | 
| DAMAGE_TRANSFER_COEFFICIENT | Damage transferred to the chest when hitting a limb that has reached the damage cap | 
| BULLET_ACT_HIT | It's a successful hit, whatever that means in the context of the thing it's hitting. | 
| BULLET_ACT_BLOCK | It's a blocked hit, whatever that means in the context of the thing it's hitting. | 
| BULLET_ACT_FORCE_PIERCE | It pierces through the object regardless of the bullet being piercing by default. | 
| BULLET_ACT_TURF | It hit us but it should hit something on the same turf too. Usually used for turfs. | 
| BULLET_ACT_PENETRATE | It hit something, but it should just keep going until it hit something else | 
Define Details
ACID
            
         
    
    Involves corrosive substances.
ALWAYS_BLOCK
            
         
    
    Will always block, even when not trying to.
AMMO_BOX_FULL_EMPTY
            
         
    
    ammo box will have a different state for full and empty; <icon_state>-max_ammo and <icon_state>-0
AMMO_BOX_ONE_SPRITE
            
         
    
    ammo box will always use provided icon state
AMMO_BOX_PER_BULLET
            
         
    
    ammo box will have a different state for each bullet; <icon_state>-
BIO
            
         
    
    Involved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin.
BOLT_TYPE_LOCKING
            
         
    
    Gun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in. Example: Pistols with a slide lock, some SMGs
BOLT_TYPE_NO_BOLT
            
         
    
    Gun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine. Example: Break action shotguns, revolvers
BOLT_TYPE_OPEN
            
         
    
    Gun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed. Example: Some SMGs, the L6
BOLT_TYPE_STANDARD
            
         
    
    Gun has a bolt, it stays closed while not cycling. The gun must be racked to have a bullet chambered when a mag is inserted. Example: c20, shotguns, m90
BOMB
            
         
    
    Involves a shockwave, usually from an explosion.
BRAIN
            
         
    
    Brain damage. Should probably be decomissioned and replaced with proper organ damage.
BRUTE
            
         
    
    Physical fracturing and warping of the material.
BULLET
            
         
    
    Involves a solid projectile.
BULLET_ACT_BLOCK
            
         
    
    It's a blocked hit, whatever that means in the context of the thing it's hitting.
BULLET_ACT_FORCE_PIERCE
            
         
    
    It pierces through the object regardless of the bullet being piercing by default.
BULLET_ACT_HIT
            
         
    
    It's a successful hit, whatever that means in the context of the thing it's hitting.
BULLET_ACT_PENETRATE
            
         
    
    It hit something, but it should just keep going until it hit something else
BULLET_ACT_TURF
            
         
    
    It hit us but it should hit something on the same turf too. Usually used for turfs.
BURN
            
         
    
    Scorching and charring of the material.
CASINGFLAG_FORCE_CLEAR_CHAMBER
            
         
    
    If the ammo casing should be force eject when fired even when the gun is not semi-auto, useful for casings that delete themselves. Only works with balistic weapons
CASINGFLAG_NOT_HEAVY_METAL
            
         
    
    If the ammo casing should not spin when thrown
CASINGFLAG_NO_LIVE_SPRITE
            
         
    
    If the ammo casing doesn't have a different live and spent icon, it will just use the non-live sprite instead
CLONE
            
         
    
    Cellular degredation. Rare and difficult to treat.
DAMAGE_ON_BLOCK
            
         
    
    Takes damage when blocking.
DAMAGE_PRECISION
            
         
    
    We will round to this value in damage calculations.
DAMAGE_TRANSFER_COEFFICIENT
            
         
    
    Damage transferred to the chest when hitting a limb that has reached the damage cap
ELECTRIC
            
         
    
    Involves electric shock.
ENERGY
            
         
    
    Involves an EMP or energy-based projectile.
FIRE
            
         
    
    Involves fire or temperature extremes.
LASER
            
         
    
    Involves a laser.
MAGIC
            
         
    
    Involves magic.
MELEE
            
         
    
    Involves a melee attack or a thrown object.
OMNIDIRECTIONAL_BLOCK
            
         
    
    Can block from any direction.
OXY
            
         
    
    Suffocation.
PARRYING_BLOCK
            
         
    
    Has the ability to parry, increasing block force for the first fraction of a second. Cannot block anything with TRAIT_UNPARRIABLE.
RAD
            
         
    
    Involves ionizing radiation.
REFLECTIVE_BLOCK
            
         
    
    Blocking projectiles reflects them back to whence they came.
SAWN_OFF_ACC_PENALTY
            
         
    
    accuracy penalty of sawn off guns
SAWN_OFF_RECOIL
            
         
    
    added recoil of sawn off guns
SECONDARY_ATTACK_CALL_NORMAL
            
         
    
    Alternate attack defines. Return these at the end of procs like afterattack_secondary. Calls the normal attack proc. For example, if returned in afterattack_secondary, will call afterattack. Will continue the chain depending on the return value of the non-alternate proc, like with normal attacks.
SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
            
         
    
    Cancels the attack chain entirely.
SECONDARY_ATTACK_CONTINUE_CHAIN
            
         
    
    Proceed with the attack chain, but don't call the normal methods.
SHIELD_BLOCK_FLAGS
            
         
    
    Default block flags for shields.
STAMINA
            
         
    
    Exhaustion and nonlethal damage.
SUPPRESSED_QUIET
            
         
    
    standard suppressed
SUPPRESSED_VERY
            
         
    
    no message
TOX
            
         
    
    Poisoning. Mostly caused by reagents.
TRANSPARENT_BLOCK
            
         
    
    The blocking item is transparent and cannot block beam projectiles.
WEAPON_BLOCK_FLAGS
            
         
    
    Default block flags for melee weapons.
WIELD_TO_BLOCK
            
         
    
    Requires wielding to block.
WOUND
            
         
    
    Involved in checking the likelyhood of applying a wound to a mob.