byond - Modules - TypesVar Details - Proc Details

weapon

Vars

ammotypeammo datum/object typepath
burst_amountbullets per burst if firemode is set to burst
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
flash_offsetslist for this weapons flash offsets Format: MECHA_SLOT = list(DIR = list(PIXEL_X, PIXEL_Y))
flash_offsets_coreidentical to [flash_offsets], but for use with the snowflake mecha core sprites
muzzle_flashMuzzle flash visual reference
muzzle_flash_colorcolor of the muzzle flash while shooting
muzzle_flash_lumRange of light when we flash while shooting
muzzle_iconstateIcon state of the muzzle flash effect.
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 rearming takes
smoke_effectsmoke effect for when the gun fires
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
change_targetChanges the current target.
clean_targetCleans the current target in case of Hardel
fireactually executes firing when autofire asks for it, returns TRUE to keep firing FALSE to stop
remove_flashremoves the flash object from viscontents
reset_fireResets the autofire component.
set_targetSets the current target and registers for qdel to prevent hardels
stop_fireStops the Autofire component and resets the current cursor.

Var Details

ammotype

ammo datum/object typepath

burst_amount

bullets per burst if firemode is set to burst

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

flash_offsets

list for this weapons flash offsets Format: MECHA_SLOT = list(DIR = list(PIXEL_X, PIXEL_Y))

flash_offsets_core

identical to [flash_offsets], but for use with the snowflake mecha core sprites

muzzle_flash

Muzzle flash visual reference

muzzle_flash_color

color of the muzzle flash while shooting

muzzle_flash_lum

Range of light when we flash while shooting

muzzle_iconstate

Icon state of the muzzle flash effect.

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 rearming takes

smoke_effect

smoke effect for when the gun fires

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

change_target

Changes the current target.

clean_target

Cleans the current target in case of Hardel

fire

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

remove_flash

removes the flash object from viscontents

reset_fire

Resets the autofire component.

set_target

Sets the current target and registers for qdel to prevent hardels

stop_fire

Stops the Autofire component and resets the current cursor.