/tg/ Station 13 - Modules - TypesVar Details - Proc Details

gun

Vars

can_hold_upCan we hold up our target with this? Default to yes
flip_cooldownCooldown for the visible message sent from gun flipping.
pinlessTrue if a gun dosen't need a pin, mostly used for abstract guns like tentacles and meathooks
projectile_damage_multiplierJust 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.
projectile_wound_bonusEven snowflakier way to modify projectile wounding bonus/potential for projectiles fired from this gun.

Procs

add_seclight_pointHandles adding the seclite mount component to the gun. If the gun shouldn't have a seclight mount, override this with a return. Or, if a child of a gun with a seclite mount has slightly different behavior or icons, extend this.
clear_suppressorClears var and updates icon. In the case of ballistic weapons, also updates the gun's weight.
process_firereturns true if the gun successfully fires

Var Details

can_hold_up

Can we hold up our target with this? Default to yes

flip_cooldown

Cooldown for the visible message sent from gun flipping.

pinless

True if a gun dosen't need a pin, mostly used for abstract guns like tentacles and meathooks

projectile_damage_multiplier

Just 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.

projectile_wound_bonus

Even snowflakier way to modify projectile wounding bonus/potential for projectiles fired from this gun.

Proc Details

add_seclight_point

Handles adding the seclite mount component to the gun. If the gun shouldn't have a seclight mount, override this with a return. Or, if a child of a gun with a seclite mount has slightly different behavior or icons, extend this.

clear_suppressor

Clears var and updates icon. In the case of ballistic weapons, also updates the gun's weight.

process_fire

returns true if the gun successfully fires