code/__DEFINES/~nova_defines/self_destruct.dm 
| SELF_DESTRUCT_DURATION | Total run time of the announcement, and therefore of the whole sequence. 11:45. |
|---|---|
| SELF_DESTRUCT_DURATION_SECONDS | SELF_DESTRUCT_DURATION in seconds, the unit the terminal's own timer uses. |
| SELF_DESTRUCT_POINT_OF_NO_RETURN | Where the announcement says the option to cancel has expired. 5:58. |
| SELF_DESTRUCT_CINEMATIC_INTRO | The cinematic's 3-2-1, which runs before the station goes up. We fire the terminal this early so the countdown lands on the end of the track instead of after it. This is the real length of intro_nuke - three one second frames - not the 3.5 the stock /datum/cinematic/nuke/play_cinematic() waits. See the persistent cinematic, which drops the extra. |
| SELF_DESTRUCT_BLAST_INTERVAL_START | Delay between secondary detonations at the start of the terminal phase. |
| SELF_DESTRUCT_BLAST_INTERVAL_END | Delay between secondary detonations by the time the terminal goes off. |
| SELF_DESTRUCT_BLAST_AUDIBLE_RANGE | How far a secondary detonation carries as a bang, past which it is a distant rumble. |
| SELF_DESTRUCT_BLAST_ECHO_PROB | Chance a secondary detonation is heard across the whole station rather than only nearby. Every blast reaching every player is one guaranteed sound each, and by the tail end that is a constant stream fighting the announcement for the client's voices. |
| SELF_DESTRUCT_BLAST_SOUND_PRIORITY | Priority on the secondary detonation sounds, deliberately near the floor. If a client has to drop something when the blasts get dense, it should be a blast and never the announcement. |
| SELF_DESTRUCT_BLAST_NEAR_CREW_PROB | Chance a secondary detonation lands near somebody rather than anywhere on the station. |
| SELF_DESTRUCT_BLAST_CREW_RANGE_MIN | How far from that person it lands. Outside the blast rings, so it is scenery rather than a kill. |
Define Details
SELF_DESTRUCT_BLAST_AUDIBLE_RANGE 
How far a secondary detonation carries as a bang, past which it is a distant rumble.
SELF_DESTRUCT_BLAST_CREW_RANGE_MIN 
How far from that person it lands. Outside the blast rings, so it is scenery rather than a kill.
SELF_DESTRUCT_BLAST_ECHO_PROB 
Chance a secondary detonation is heard across the whole station rather than only nearby. Every blast reaching every player is one guaranteed sound each, and by the tail end that is a constant stream fighting the announcement for the client's voices.
SELF_DESTRUCT_BLAST_INTERVAL_END 
Delay between secondary detonations by the time the terminal goes off.
SELF_DESTRUCT_BLAST_INTERVAL_START 
Delay between secondary detonations at the start of the terminal phase.
SELF_DESTRUCT_BLAST_NEAR_CREW_PROB 
Chance a secondary detonation lands near somebody rather than anywhere on the station.
SELF_DESTRUCT_BLAST_SOUND_PRIORITY 
Priority on the secondary detonation sounds, deliberately near the floor. If a client has to drop something when the blasts get dense, it should be a blast and never the announcement.
SELF_DESTRUCT_CINEMATIC_INTRO 
The cinematic's 3-2-1, which runs before the station goes up. We fire the terminal this early so the countdown lands on the end of the track instead of after it. This is the real length of intro_nuke - three one second frames - not the 3.5 the stock /datum/cinematic/nuke/play_cinematic() waits. See the persistent cinematic, which drops the extra.
SELF_DESTRUCT_DURATION 
Total run time of the announcement, and therefore of the whole sequence. 11:45.
SELF_DESTRUCT_DURATION_SECONDS 
SELF_DESTRUCT_DURATION in seconds, the unit the terminal's own timer uses.
SELF_DESTRUCT_POINT_OF_NO_RETURN 
Where the announcement says the option to cancel has expired. 5:58.