armored_weapon

Vars | |
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 |
Procs | |
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. |
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.