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

gun

Vars

burst_delayDelay between shots in a burst.
can_hold_upCan we hold up our target with this? Default to yes
can_unsuppresswhether a gun can be unsuppressed. for ballistics, also determines if it generates a suppressor overlay
doafter_self_shootIf TRUE, and we aim at ourselves, it will initiate a do after to fire at ourselves. If FALSE it will just try to fire at ourselves straight up.
fire_cdfiring cooldown, true if this gun shouldn't be allowed to manually fire
fire_delayDelay between bursts (if burst-firing) or individual shots (if weapon is single-fire).
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_speed_multiplierThe most reasonable way to modify projectile speed values for projectile fired from this gun. Honest. Lower values are worse, higher values are better.
projectile_wound_bonusEven snowflakier way to modify projectile wounding bonus/potential for projectiles fired from this gun.

Procs

add_bayonet_pointSimilarly to add_seclight_point(), handles the bayonet attachment component
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

burst_delay

Delay between shots in a burst.

can_hold_up

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

can_unsuppress

whether a gun can be unsuppressed. for ballistics, also determines if it generates a suppressor overlay

doafter_self_shoot

If TRUE, and we aim at ourselves, it will initiate a do after to fire at ourselves. If FALSE it will just try to fire at ourselves straight up.

fire_cd

firing cooldown, true if this gun shouldn't be allowed to manually fire

fire_delay

Delay between bursts (if burst-firing) or individual shots (if weapon is single-fire).

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_speed_multiplier

The most reasonable way to modify projectile speed values for projectile fired from this gun. Honest. Lower values are worse, higher values are better.

projectile_wound_bonus

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

Proc Details

add_bayonet_point

Similarly to add_seclight_point(), handles the bayonet attachment component

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