Destructibles flag

What it is

The destructibles flag is a required boolean on every weapon spec that declares whether the weapon’s projectiles, beams, and other hit shapes are allowed to damage destructible world props (crates, scrap piles, volatile crystals, boss-arena pillars). It is set at authoring time on the weapon data row and copied onto every projectile and barrel the weapon spawns at fire time.

The default

Every shipped player weapon ships with the flag enabled. There is no codebase-wide implicit default — the flag is required on the spec and must be set explicitly per weapon — but every entry in the live weapon registry currently uses the enabled value.

Flag state across the live weapon registryCount
Weapons with the flag enabled28
Weapons with the flag disabled0

The 28 count covers every base-family weapon (rifle, shotgun, cannon, mortar, missile, revolver, coilgun, railgun, burst rifle, sweep, disc, line/tesla, lightning, magnetar, flame, fire-ring, fire-trail, barrier, defy/cone, plus the in-data extras) and all ten merged legendaries.

Behavior

When a projectile carries the flag enabled and overlaps a destructible’s hit shape, the destructible takes the bullet’s full damage value with no falloff and no multiplier — exactly the same number that would be applied to an enemy of the same hit. A floating damage number renders on the destructible in a neutral colour and the destructible flashes for a short window on contact. If the destructible’s HP drops to zero or below on that hit it is marked dead and removed from the world.

Hit fieldValue when the flag is enabled
Damage applied to destructibleFull bullet damage
Distance falloffNone
Damage-number colourNeutral grey
Hit-flash duration0.80 of the destructible’s flash cycle

Hitting a destructible does not consume the projectile’s pierce budget, does not retire a beam-trace hit slot, and does not reset the per-projectile enemy hit set. Lifetime and pierce rules continue to follow the weapon’s collision mode as if the destructible hit had not happened. AOE explosions from cannon and missile impacts do not damage destructibles — that pathway was removed and crates inside a blast radius are unaffected unless a direct projectile contact also lands.

ResourceAffected by a destructible hit?
Pierce budget on pierce-all projectilesNo
First-hit consumption on first-hit projectilesNo
Beam-trace per-enemy hit setNo
Chain-arc jump counterNo
Bullet remaining travel timeNo

When the flag is disabled, the engine treats the destructible as if it were not in the projectile’s path: the projectile passes through, no damage is applied, and no hit flash or damage number is drawn.

Which weapons opt out

No shipped player weapon opts out. Every entry in the weapon registry has the flag enabled, so the player has no loadout configuration in which a chosen weapon will fail to break crates or boss-arena pillars.

A small set of internal sub-projectiles spawned by legendary behaviours (persistent fire patches, plasma fire zones, phoenix pulses, mid-flight fire-patch droplets) carry the flag disabled. These are not selectable weapons and never appear in chests — they are damage zones attached to legendary effects whose parent weapon already covers destructible damage through its primary projectile.

Summary: the flag is required, every shipped weapon ships with it enabled, all weapons deal full damage to destructibles on direct contact with no impact on lifetime or pierce, and AOE blasts no longer carry damage to crates.

EXTRACT-CANDIDATE: AOE-destructible-removal — collision-resolver line 1090 records that AOE explosion damage to destructibles was deliberately removed and crates are now destroyed only by direct projectile contact (or by ship-ramming). Worth a short sub-page under combat or props to document the design choice so future authoring guides don’t assume blast radius clears crates.

EXTRACT-CANDIDATE: internal-sub-projectiles — the four false cases (fire patch zone, plasma fire zone, phoenix pulse zone, fire-patch trail) are engine-only spawn types that share the bullet structure with real weapons but are not in the weapon registry. A “sub-projectile types” concept page could enumerate these for legendary-authoring guides.