Goonstation 13 - Modules - TypesVar Details - Proc Details

gun

Vars

camera_recoil_enabledShould this gun kickback the camera when fired?
camera_recoil_multiplierMultiply the recoil value by this for camera movement
camera_recoil_swayIf enabled, camera recoil rattles perpendicular to the aim direction too (recommended)
camera_recoil_sway_maxMaximum recoil variance
camera_recoil_sway_minMinimum recoil variance
click_soundthe "out of ammo oh no" click
current_anim_recoilcurrent icon rotation, used to make sure the icon resets properly
icon_recoil_capAt maximum recoil, what angle should the icon state be at?
icon_recoil_enabledShould this gun's icon tilt?
recoilcurrent cumulative recoil value, for inaccuracy. leave at 0
recoil_inaccuracy_maxat recoil_max, the weapon has this much additional spread
recoil_last_shotlast time this was fired, for recoil purposes
recoil_maxWhat's the max cumulative recoil this gun can hit?
recoil_resethow long it takes for recoil to start resetting (6 deci seconds feels nice)
recoil_reset_addadditive reduction to accumulated recoil (affects low recoil recovery better than mult)
recoil_reset_multmultiplier to apply to recoil every .1 seconds (affects high recoil recovery)
recoil_stacking_amountHow much should recoil_strength go up by, every shot
recoil_stacking_enabledShould this gun gain more recoil strength as it shoots?
recoil_stacking_max_stacksHow many times can recoil-stacking_amount apply?
recoil_stacking_safe_stacksIgnore this many shots before stacking up (if you want 3-shot bursts not to be penalsied)
recoil_stackscurrent number of shots fired before recoil_reset elapsed.
recoil_strengthHow strong this gun's base recoil impulse is.
safe_spinCan this gun be *spin emoted without a chance to shoot yourself?

Procs

canshootCheck if the gun can shoot or not. user will be null if the gun is shot by a non-mob (gun component)
check_lockCHECK_LOCK Call to run a weaponlock check vs the users implant Return 0 for fail
check_valid_shotCHECK_VALID_SHOT Call to check and make sure the shot is ok Not called much atm might remove, is now inside shoot
set_current_projectilesetter for current_projectile so we can have a signal attached. do not set current_projectile on guns without this proc

Var Details

camera_recoil_enabled

Should this gun kickback the camera when fired?

camera_recoil_multiplier

Multiply the recoil value by this for camera movement

camera_recoil_sway

If enabled, camera recoil rattles perpendicular to the aim direction too (recommended)

camera_recoil_sway_max

Maximum recoil variance

camera_recoil_sway_min

Minimum recoil variance

click_sound

the "out of ammo oh no" click

current_anim_recoil

current icon rotation, used to make sure the icon resets properly

icon_recoil_cap

At maximum recoil, what angle should the icon state be at?

icon_recoil_enabled

Should this gun's icon tilt?

recoil

current cumulative recoil value, for inaccuracy. leave at 0

recoil_inaccuracy_max

at recoil_max, the weapon has this much additional spread

recoil_last_shot

last time this was fired, for recoil purposes

recoil_max

What's the max cumulative recoil this gun can hit?

recoil_reset

how long it takes for recoil to start resetting (6 deci seconds feels nice)

recoil_reset_add

additive reduction to accumulated recoil (affects low recoil recovery better than mult)

recoil_reset_mult

multiplier to apply to recoil every .1 seconds (affects high recoil recovery)

recoil_stacking_amount

How much should recoil_strength go up by, every shot

recoil_stacking_enabled

Should this gun gain more recoil strength as it shoots?

recoil_stacking_max_stacks

How many times can recoil-stacking_amount apply?

recoil_stacking_safe_stacks

Ignore this many shots before stacking up (if you want 3-shot bursts not to be penalsied)

recoil_stacks

current number of shots fired before recoil_reset elapsed.

recoil_strength

How strong this gun's base recoil impulse is.

safe_spin

Can this gun be *spin emoted without a chance to shoot yourself?

Proc Details

canshoot

Check if the gun can shoot or not. user will be null if the gun is shot by a non-mob (gun component)

check_lock

CHECK_LOCK Call to run a weaponlock check vs the users implant Return 0 for fail

check_valid_shot

CHECK_VALID_SHOT Call to check and make sure the shot is ok Not called much atm might remove, is now inside shoot

set_current_projectile

setter for current_projectile so we can have a signal attached. do not set current_projectile on guns without this proc