byond - Modules - TypesVar Details - Proc Details

armored_weapon

Vars

accepted_ammoammo types we'll be able to accept
ammocurrently loaded ammo. initial value is ammo we start with
ammo_magazineCurrent loaded magazines: top one empties into ammo
armored_weapon_flagsWeapon slot this weapon fits in
burst_amountbullets per burst if firemode is set to burst
chassisowner this is attached to
current_firercurrent mob firing this weapon. used for tracking for iff and etc in fire()
current_targetcurrent tracked target for fire(), updated when user drags
fire_modefire mode to use for autofire
fire_soundsound file to play when this weapon you know, fires
fire_sound_varyWhether freq vary is applied to fire_sound
hud_state_emptyammo hud icon to display when no ammo is loaded
interior_fire_soundsound to play when mounted on something with a breech object/interior for the users
maximum_magazinesmaximum magazines ammo_magazine can hold
projectile_burst_delaytime between shots in a burst
projectile_delaysince mech guns only get one firemode this is for all types of shots
rearm_timehow many seconds automatic, and manual, reloading takes
variancescatter of this weapon. in degrees and modified by arm this is attached to
windup_checkedTracks windups
windup_delaywindup delay for this object
windup_soundwindup sound played during windup

Procs

apply_weapon_modifiersdoes any effects and changes to the projectile when it is fired
attachattach this weapon to a chassis
begin_firecalled by the chassis: begins firing, yes this is stolen from mech but I made both so bite me
change_targetChanges the current target.
clean_targetCleans the current target in case of Hardel
detachdetach this weapon to a chassis
do_after_checksdo after checks for the mecha equipment do afters
do_fireThe actual firing of a projectile. Overridable for different effects
eject_ammoeject current ammo from tank
fireactually executes firing when autofire asks for it, returns TRUE to keep firing FALSE to stop
reloadload topmost ammo magazine, if there is any
reset_fireResets the autofire component.
set_burstingcallback wrapper for adding/removing trait
set_targetSets the current target and registers for qdel to prevent hardels
stop_fireStops the Autofire component and resets the current cursor.

Var Details

accepted_ammo

ammo types we'll be able to accept

ammo

currently loaded ammo. initial value is ammo we start with

ammo_magazine

Current loaded magazines: top one empties into ammo

armored_weapon_flags

Weapon slot this weapon fits in

burst_amount

bullets per burst if firemode is set to burst

chassis

owner this is attached to

current_firer

current mob firing this weapon. used for tracking for iff and etc in fire()

current_target

current tracked target for fire(), updated when user drags

fire_mode

fire mode to use for autofire

fire_sound

sound file to play when this weapon you know, fires

fire_sound_vary

Whether freq vary is applied to fire_sound

hud_state_empty

ammo hud icon to display when no ammo is loaded

interior_fire_sound

sound to play when mounted on something with a breech object/interior for the users

maximum_magazines

maximum magazines ammo_magazine can hold

projectile_burst_delay

time between shots in a burst

projectile_delay

since mech guns only get one firemode this is for all types of shots

rearm_time

how many seconds automatic, and manual, reloading takes

variance

scatter of this weapon. in degrees and modified by arm this is attached to

windup_checked

Tracks windups

windup_delay

windup delay for this object

windup_sound

windup sound played during windup

Proc Details

apply_weapon_modifiers

does any effects and changes to the projectile when it is fired

attach

attach this weapon to a chassis

begin_fire

called by the chassis: begins firing, yes this is stolen from mech but I made both so bite me

change_target

Changes the current target.

clean_target

Cleans the current target in case of Hardel

detach

detach this weapon to a chassis

do_after_checks

do after checks for the mecha equipment do afters

do_fire

The actual firing of a projectile. Overridable for different effects

eject_ammo

eject current ammo from tank

fire

actually executes firing when autofire asks for it, returns TRUE to keep firing FALSE to stop

reload

load topmost ammo magazine, if there is any

reset_fire

Resets the autofire component.

set_bursting

callback wrapper for adding/removing trait

set_target

Sets the current target and registers for qdel to prevent hardels

stop_fire

Stops the Autofire component and resets the current cursor.