gun 
Vars | |
burst_delay | Delay between shots in a burst. |
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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. |
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
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