# PSF-LoginServer - master - net.psforever.objects.vital.projectile
PSF - LoginServer - master - net.psforever.objects.vital.projectile
Keywords: PSF LoginServer master net.psforever.objects.vital.projectile

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- CometAggravated
- CometAggravatedBurn
- CustomDistanceCutoff
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- FlailDistanceDamageBoost
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- InfantryAggravatedDirect
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- InfantryAggravatedSplash
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p

net.psforever.objects.vital

# projectile

#### package projectile


Ordering

1. Alphabetic

Visibility

1. Public
2. Protected

### Type Members

1.  case class CustomDistanceCutoff (cutoff: Float) extends Mod with Product with Serializable

   If the calculated distance is greater than a custom distance, damage is zero'd.

2.  final case class ProjectileReason (resolution: base.DamageResolution.Value, projectile: Projectile, damageModel: DamageAndResistance) extends DamageReason with Product with Serializable

   A wrapper for a "damage source" in damage calculations that parameterizes information necessary to explain a projectile being used.

   A wrapper for a "damage source" in damage calculations that parameterizes information necessary to explain a projectile being used.

   resolution

     how the damage is processed

   projectile

     the projectile that caused the damage

   damageModel

     the model to be utilized in these calculations; typically, but not always, defined by the target

### Value Members

1.  case object CometAggravated extends Mod with Product with Serializable

   The initial application of aggravated damage against a target.

   The initial application of aggravated damage against a target. Primarily for use in the comet weapon system.

   See also

     `AggravatedDamage`

     `ProjectileQuality.AggravatesTarget`

2.  case object CometAggravatedBurn extends Mod with Product with Serializable

   The ongoing application of aggravated damage ticks against a target.

   The ongoing application of aggravated damage ticks against a target. Primarily for use in the comet weapon system. This is called "burning" regardless of what the active aura effect actually is.

   See also

     `AggravatedDamage`

     `ProjectileQuality`

3.  case object DistanceDegrade extends Mod with Product with Serializable

   The input value degrades (lessens) the further the distance between the point of origin (`shot_origin`) and the point of encounter (`hitPos`) of its vector (projectile).

   The input value degrades (lessens) the further the distance between the point of origin (`shot_origin`) and the point of encounter (`hitPos`) of its vector (projectile). If the value is not set to degrade over any distance within its maximum distance, the value goes unmodified. If the value is encountered beyond its maximum distance, the value is zero'd.

4.  case object FireballAggravatedBurn extends Mod with Product with Serializable

   For damage application that involves aggravation of a fireball (Dragon secondary fire mode), perform 1 damage.

5.  case object FlailDistanceDamageBoost extends Mod with Product with Serializable

   If the Flail's projectile exceeds it's distance before degrade in travel distance, the damage caused by the projectile increases by up to multiple times its base damage at 600m.

   If the Flail's projectile exceeds it's distance before degrade in travel distance, the damage caused by the projectile increases by up to multiple times its base damage at 600m. It does not inflate for further beyond 600m.

6.  case object FlakBurst extends Mod with Product with Serializable

   If the damage is resolved through a `SplashHitDamage` packet, calculate the damage as a function of its degrading value over distance between the hit position of the projectile and the position of the target.

   If the damage is resolved through a `SplashHitDamage` packet, calculate the damage as a function of its degrading value over distance between the hit position of the projectile and the position of the target.

   See also

     `DamageModifierFunctions.radialDegradeFunction`

     `ProjectileQuality`

7.  case object FlakHit extends Mod with Product with Serializable

   If the damage is resolved through a `HitDamage` packet, calculate the damage as a function of its degrading value over distance traveled by its carrier projectile.

   If the damage is resolved through a `HitDamage` packet, calculate the damage as a function of its degrading value over distance traveled by its carrier projectile.

   See also

     `distanceDegradeFunction`

     `ProjectileQuality`

8.  case object InfantryAggravatedDirect extends Mod with Product with Serializable

   The initial application of aggravated damage against an infantry target where the specific damage component is `Direct`.

9.  case object InfantryAggravatedDirectBurn extends Mod with Product with Serializable

   The ongoing application of aggravated damage ticks against an infantry target where the specific damage component is `Direct`.

   The ongoing application of aggravated damage ticks against an infantry target where the specific damage component is `Direct`. This is called "burning" regardless of what the active aura effect actually is.

10.  case object InfantryAggravatedSplash extends Mod with Product with Serializable

    The initial application of aggravated damage against an infantry target where the specific damage component is `Splash`.

11.  case object InfantryAggravatedSplashBurn extends Mod with Product with Serializable

    The ongoing application of aggravated damage ticks against an infantry target where the specific damage component is `Splash`.

    The ongoing application of aggravated damage ticks against an infantry target where the specific damage component is `Splash`. This is called "burning" regardless of what the active aura effect actually is.

12.  case object Lash extends Mod with Product with Serializable

    Lashing is the property of a projectile affecting nearby targets without coming into direct contact with them.

    Lashing is the property of a projectile affecting nearby targets without coming into direct contact with them. The effect only activates after 5m from the point of origin (`shot_origin`) before the maximum distance. If lashing does not apply, the value goes unmodified. If lashing is valid but the value is encountered beyond its maximum radial distance, the value is zero'd.

13.  case object MaxDistanceCutoff extends Mod with Product with Serializable

    If the calculated distance is greater than the maximum distance of the projectile, damage is zero'd.

14.  case object MeleeBoosted extends Mod with Product with Serializable

    If the damage is resolved by way of a melee weapon, the damage might be increased if the attack was initiated while the attacker was under the effect of an active Melee Boost implant.

    If the damage is resolved by way of a melee weapon, the damage might be increased if the attack was initiated while the attacker was under the effect of an active Melee Boost implant.

    See also

      `GlobalDefinitions.melee_booster`

      `ProjectileQuality`

15.  object ProjectileDamageModifierFunctions
16.  object ProjectileDamageModifiers
17.  case object SpikerChargeDamage extends Mod with Product with Serializable

    If the projectile has charging properties, and the weapon that produced the projectile has charging mechanics, calculate the current value of the damage as a sum of some minimum damage and scaled normal damage.

    If the projectile has charging properties, and the weapon that produced the projectile has charging mechanics, calculate the current value of the damage as a sum of some minimum damage and scaled normal damage. The projectile quality has information about the "factor" of damage scaling.

    See also

      `ChargeDamage`

      `ChargeFireModeDefinition`

      `ProjectileQuality`

18.  case object StarfireAggravated extends Mod with Product with Serializable

    The initial application of aggravated damage against an aircraft target.

    The initial application of aggravated damage against an aircraft target. Primarily for use in the starfire weapon system.

    See also

      `AggravatedDamage`

      `ProjectileQuality.AggravatesTarget`

19.  case object StarfireAggravatedBurn extends Mod with Product with Serializable

    The ongoing application of aggravated damage ticks against an aircraft target.

    The ongoing application of aggravated damage ticks against an aircraft target. Primarily for use in the starfire weapon system. This is called "burning" regardless of what the active aura effect actually is.

    See also

      `AggravatedDamage`

      `ProjectileQuality`

### Ungrouped