Space Station 13 - Baystation 12 - Modules - TypesDefine Details

code/__defines/health.dm

DAMAGE_BRUTEGeneric physical damage sources - Punches, general attacks, bullets, etc
DAMAGE_BURNGeneric burn damage sources - Lasers, focused heat sources (Not fire, see DAMAGE_FIRE), etc
DAMAGE_STUNNon-harming energy effects - Stun mode weapons, tasers, practice lasers, etc
DAMAGE_SHOCKElectrical damage, shock rounds, less-than-lethal lasers, etc
DAMAGE_EMPStrictly EMP damage, primarily used in emp_act()
DAMAGE_EXPLODEStrictly explosion damage, primarily used in explode_act()
DAMAGE_FIREStrictly fire damage, primarily used in fire_act()
DAMAGE_RADIATIONRadiation damage
DAMAGE_BIOBio-damage. Infections, viruses, etc.
DAMAGE_PAINPain damage. Used for compatabiltiy with legacy code, not intended for actual health tracking use.
DAMAGE_TOXINToxin and poison damage.
DAMAGE_GENETICGenetic damage
DAMAGE_OXYOxyloss damage
DAMAGE_BRAINBrain damage
DAMAGE_PSIONICPsionic damage
DAMAGE_STANDARDCommon, basic damage types
DAMAGE_ELECTRICALDamage types that should specifically affect electrical systems
DAMAGE_ALLAll damage flags
DAMAGE_RESIST_PHYSICALDamage resistance preset for physical inorganic objects - Walls, structures, items, etc.
DAMAGE_RESIST_ELECTRICALDamage resistance preset for electronic equipment - Computers, machinery, etc.
DAMAGE_RESIST_BIOLOGICALDamage resistance preset for biological atoms - Animals, plants, etc.
DAMAGE_FLAG_SKIP_DEATH_STATE_CHANGEDamage Flags for damage_health() The damage proc chain should skip calling handle_death_state_change() if applicable
DAMAGE_FLAG_TURF_BREAKERThe 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.