Goonstation 13 - Modules - TypesProc Details

gun

Can this gun be *spin emoted without a chance to shoot yourself? current cumulative recoil value, for inaccuracy. leave at 0 last time this was fired, for recoil purposes current icon rotation, used to make sure the icon resets properly current number of shots fired before recoil_reset elapsed. How strong this gun's base recoil impulse is. What's the max cumulative recoil this gun can hit? at recoil_max, the weapon has this much additional spread Should this gun's icon tilt? At maximum recoil, what angle should the icon state be at? Should this gun gain more recoil strength as it shoots? Ignore this many shots before stacking up (if you want 3-shot bursts not to be penalsied) How much should recoil_strength go up by, every shot How many times can recoil-stacking_amount apply? how long it takes for recoil to start resetting (6 deci seconds feels nice) multiplier to apply to recoil every .1 seconds (affects high recoil recovery) additive reduction to accumulated recoil (affects low recoil recovery better than mult) Should this gun kickback the camera when fired? Multiply the recoil value by this for camera movement If enabled, camera recoil rattles perpendicular to the aim direction too (recommended) Minimum recoil variance Maximum recoil variance

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

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