code/__defines/health.dm

DAMAGE_BRUTE | Generic physical damage sources - Punches, general attacks, bullets, etc |
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DAMAGE_BURN | Generic burn damage sources - Lasers, focused heat sources (Not fire, see DAMAGE_FIRE), etc |
DAMAGE_STUN | Non-harming energy effects - Stun mode weapons, tasers, practice lasers, etc |
DAMAGE_SHOCK | Electrical damage, shock rounds, less-than-lethal lasers, etc |
DAMAGE_EMP | Strictly EMP damage, primarily used in emp_act() |
DAMAGE_EXPLODE | Strictly explosion damage, primarily used in explode_act() |
DAMAGE_FIRE | Strictly fire damage, primarily used in fire_act() |
DAMAGE_RADIATION | Radiation damage |
DAMAGE_BIO | Bio-damage. Infections, viruses, etc. |
DAMAGE_PAIN | Pain damage. Used for compatabiltiy with legacy code, not intended for actual health tracking use. |
DAMAGE_TOXIN | Toxin and poison damage. |
DAMAGE_GENETIC | Genetic damage |
DAMAGE_OXY | Oxyloss damage |
DAMAGE_BRAIN | Brain damage |
DAMAGE_PSIONIC | Psionic damage |
DAMAGE_STANDARD | Common, basic damage types |
DAMAGE_ELECTRICAL | Damage types that should specifically affect electrical systems |
DAMAGE_ALL | All damage flags |
DAMAGE_RESIST_PHYSICAL | Damage resistance preset for physical inorganic objects - Walls, structures, items, etc. |
DAMAGE_RESIST_ELECTRICAL | Damage resistance preset for electronic equipment - Computers, machinery, etc. |
DAMAGE_RESIST_BIOLOGICAL | Damage resistance preset for biological atoms - Animals, plants, etc. |
DAMAGE_FLAG_SKIP_DEATH_STATE_CHANGE | Damage Flags for damage_health()
The damage proc chain should skip calling handle_death_state_change() if applicable |
DAMAGE_FLAG_TURF_BREAKER | The damage source should deal extra damage to turfs - Walls, floors, |
Define Details
DAMAGE_ALL
All damage flags
DAMAGE_BIO
Bio-damage. Infections, viruses, etc.
DAMAGE_BRAIN
Brain damage
DAMAGE_BRUTE
Generic physical damage sources - Punches, general attacks, bullets, etc
DAMAGE_BURN
Generic burn damage sources - Lasers, focused heat sources (Not fire, see DAMAGE_FIRE), etc
DAMAGE_ELECTRICAL
Damage types that should specifically affect electrical systems
DAMAGE_EMP
Strictly EMP damage, primarily used in emp_act()
DAMAGE_EXPLODE
Strictly explosion damage, primarily used in explode_act()
DAMAGE_FIRE
Strictly fire damage, primarily used in fire_act()
DAMAGE_FLAG_SKIP_DEATH_STATE_CHANGE
Damage Flags for damage_health()
The damage proc chain should skip calling handle_death_state_change()
if applicable
DAMAGE_FLAG_TURF_BREAKER
The damage source should deal extra damage to turfs - Walls, floors,
DAMAGE_GENETIC
Genetic damage
DAMAGE_OXY
Oxyloss damage
DAMAGE_PAIN
Pain damage. Used for compatabiltiy with legacy code, not intended for actual health tracking use.
DAMAGE_PSIONIC
Psionic damage
DAMAGE_RADIATION
Radiation damage
DAMAGE_RESIST_BIOLOGICAL
Damage resistance preset for biological atoms - Animals, plants, etc.
DAMAGE_RESIST_ELECTRICAL
Damage resistance preset for electronic equipment - Computers, machinery, etc.
DAMAGE_RESIST_PHYSICAL
Damage resistance preset for physical inorganic objects - Walls, structures, items, etc.
DAMAGE_SHOCK
Electrical damage, shock rounds, less-than-lethal lasers, etc
DAMAGE_STANDARD
Common, basic damage types
DAMAGE_STUN
Non-harming energy effects - Stun mode weapons, tasers, practice lasers, etc
DAMAGE_TOXIN
Toxin and poison damage.