gun
Vars | |
can_hold_up | Can we hold up our target with this? Default to yes |
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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 better, higher values are worse. |
projectile_wound_bonus | Even snowflakier way to modify projectile wounding bonus/potential for projectiles fired from this gun. |
recoil | whether a gun can be unsuppressed. for ballistics, also determines if it generates a suppressor overlay |
Procs | |
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 |
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_speed_multiplier
The most reasonable way to modify projectile speed values for projectile fired from this gun. Honest. Lower values are better, higher values are worse.
projectile_wound_bonus
Even snowflakier way to modify projectile wounding bonus/potential for projectiles fired from this gun.
recoil
whether a gun can be unsuppressed. for ballistics, also determines if it generates a suppressor overlay
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