gun
Vars | |
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? |
Procs | |
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 |
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