White Sands - Modules - TypesVar Details - Proc Details

projectile gun

Subtype for any kind of ballistic gun This has a shitload of vars on it, and I'm sorry for that, but it does make making new subtypes really easy

Vars

bolt_drop_soundsound of dropping the bolt or releasing a slide
bolt_drop_sound_volumevolume of bolt drop/slide release
bolt_lockedUsed for locking bolt and open bolt guns. Set a bit differently for the two but prevents firing when true for both.
bolt_typeThe bolt type of the gun, affects quite a bit of functionality, see combat.dm defines for bolt types: BOLT_TYPE_STANDARD; BOLT_TYPE_LOCKING; BOLT_TYPE_OPEN; BOLT_TYPE_NO_BOLT
bolt_wordingPhrasing of the bolt in examine and notification messages; ex: bolt, slide, etc.
can_be_sawn_offWhether the gun can be sawn off by sawing tools
cartridge_wordingPhrasing of the cartridge in examine and notification messages; ex: bullet, shell, dart, etc.
casing_ejectorwhether the gun ejects the chambered casing
eject_empty_soundsound of ejecting an empty magazine
eject_soundSound of ejecting a magazine
eject_sound_varywhether eject sound should vary
eject_sound_volumevolume of ejecting a magazine
empty_alarmWhether the gun alarms when empty or not.
empty_alarm_soundempty alarm sound (if enabled)
empty_alarm_varywhether empty alarm sound varies
empty_alarm_volumeempty alarm volume sound
empty_indicatorWhether the sprite has a visible indicator for being empty or not.
internal_magazineWhether the gun has an internal magazine or a detatchable one. Overridden by BOLT_TYPE_NO_BOLT.
load_empty_soundsound when inserting an empty magazine
load_soundsound when inserting magazine
load_sound_varywhether loading sound should vary
load_sound_volumevolume of loading sound
lock_back_soundsound of when the bolt is locked back manually
lock_back_sound_varywhether lock back varies
lock_back_sound_volumevolume of lock back
mag_displayWhether the sprite has a visible magazine or not
mag_display_ammoWhether the sprite has a visible ammo display or not
mag_typeCompatible magazines with the gun
magazineActual magazine currently contained within the gun
magazine_wordingPhrasing of the magazine in examine and notification messages; ex: magazine, box, etx
rack_delaylength between individual racks
rack_soundsound of racking
rack_sound_varywhether racking sound should vary
rack_sound_volumevolume of racking
recent_racktime of the most recent rack, used for cooldown purposes
semi_autoWhether the gun has to be racked each shot or not.
spawnwithmagazineWhether the gun will spawn loaded with a magazine
special_magsWhether the gun supports multiple special mag types
tac_reloadsWhether the gun can be tacloaded by slapping a fresh magazine directly on it

Procs

blow_upused for sawing guns, causes the gun to fire without the input of the user
chamber_roundUsed to chamber a new round and eject the old one
drop_boltDrops the bolt from a locked position
eject_magazineHandles all the logic of magazine ejection, if tac_load is set that magazine will be tacloaded in the place of the old eject
get_ammoGets the number of bullets in the gun
get_ammo_listgets a list of every bullet in the gun
insert_magazineHandles all the logic needed for magazine insertion
install_suppressorInstalls a new suppressor, assumes that the suppressor is already in the contents of src
postfire_empty_checkspostfire empty checks for bolt locking and sound alarms
prefire_empty_checksPrefire empty checks for the bolt drop
rackupdates a bunch of racking related stuff and also handles the sound effects and the like
sawoffHandles all the logic of sawing off guns,

Var Details

bolt_drop_sound

sound of dropping the bolt or releasing a slide

bolt_drop_sound_volume

volume of bolt drop/slide release

bolt_locked

Used for locking bolt and open bolt guns. Set a bit differently for the two but prevents firing when true for both.

bolt_type

The bolt type of the gun, affects quite a bit of functionality, see combat.dm defines for bolt types: BOLT_TYPE_STANDARD; BOLT_TYPE_LOCKING; BOLT_TYPE_OPEN; BOLT_TYPE_NO_BOLT

bolt_wording

Phrasing of the bolt in examine and notification messages; ex: bolt, slide, etc.

can_be_sawn_off

Whether the gun can be sawn off by sawing tools

cartridge_wording

Phrasing of the cartridge in examine and notification messages; ex: bullet, shell, dart, etc.

casing_ejector

whether the gun ejects the chambered casing

eject_empty_sound

sound of ejecting an empty magazine

eject_sound

Sound of ejecting a magazine

eject_sound_vary

whether eject sound should vary

eject_sound_volume

volume of ejecting a magazine

empty_alarm

Whether the gun alarms when empty or not.

empty_alarm_sound

empty alarm sound (if enabled)

empty_alarm_vary

whether empty alarm sound varies

empty_alarm_volume

empty alarm volume sound

empty_indicator

Whether the sprite has a visible indicator for being empty or not.

internal_magazine

Whether the gun has an internal magazine or a detatchable one. Overridden by BOLT_TYPE_NO_BOLT.

load_empty_sound

sound when inserting an empty magazine

load_sound

sound when inserting magazine

load_sound_vary

whether loading sound should vary

load_sound_volume

volume of loading sound

lock_back_sound

sound of when the bolt is locked back manually

lock_back_sound_vary

whether lock back varies

lock_back_sound_volume

volume of lock back

mag_display

Whether the sprite has a visible magazine or not

mag_display_ammo

Whether the sprite has a visible ammo display or not

mag_type

Compatible magazines with the gun

magazine

Actual magazine currently contained within the gun

magazine_wording

Phrasing of the magazine in examine and notification messages; ex: magazine, box, etx

rack_delay

length between individual racks

rack_sound

sound of racking

rack_sound_vary

whether racking sound should vary

rack_sound_volume

volume of racking

recent_rack

time of the most recent rack, used for cooldown purposes

semi_auto

Whether the gun has to be racked each shot or not.

spawnwithmagazine

Whether the gun will spawn loaded with a magazine

special_mags

Whether the gun supports multiple special mag types

tac_reloads

Whether the gun can be tacloaded by slapping a fresh magazine directly on it

Proc Details

blow_up

used for sawing guns, causes the gun to fire without the input of the user

chamber_round

Used to chamber a new round and eject the old one

drop_bolt

Drops the bolt from a locked position

eject_magazine

Handles all the logic of magazine ejection, if tac_load is set that magazine will be tacloaded in the place of the old eject

get_ammo

Gets the number of bullets in the gun

get_ammo_list

gets a list of every bullet in the gun

insert_magazine

Handles all the logic needed for magazine insertion

install_suppressor

Installs a new suppressor, assumes that the suppressor is already in the contents of src

postfire_empty_checks

postfire empty checks for bolt locking and sound alarms

prefire_empty_checks

Prefire empty checks for the bolt drop

rack

updates a bunch of racking related stuff and also handles the sound effects and the like

sawoff

Handles all the logic of sawing off guns,