gun ![code/modules/projectiles/gun.dm 1](git.png)
Vars | |
burst_size | The number of bullets in a trigger pull. |
---|---|
can_bayonet | Whether or not a knife can be attached to the gun. |
can_flashlight | Whether or not a flashlight can be attached to the gun. |
can_holster | Whether or not the gun fits in a shoulder holster. |
can_suppress | Whether or not a suppressor can be attached to the gun. |
can_unsuppress | Whether or not an attached suppressor can be removed from the gun. |
chambered | Is there currently a bullet in the chamber? |
clumsy_check | Checks to see if the user has the clumsy trait. |
current_skin | The skin choice if we had a reskin. |
dual_wield_spread | Additional spread when dual wielding. |
execution_speed | How long it takes to perform an execution with the gun. |
fire_delay | Rate of fire for burst firing and semi auto. |
fire_sound | Sound played when a projectile is fired. |
fire_sound_text | The fire sound that shows in chat messages: laser blast, gunshot, etc. |
firing_burst | Prevent the gun from firing again while already firing. |
gun_light | Whether or not the gun has a flashlight. |
magin_sound | Sound played when inserting a new magazine. |
magout_sound | Sound played when ejecting a magazine. |
options | List of reskin options. |
recoil | Screen shake when firing. |
restricted_species | Restrict what species can fire this gun. |
sawn_desc | Description change if gun is sawn-off. |
sawn_state | Whether or not the gun has been sawn-off. |
semicd | Cooldown handler. |
spread | Bigger values make shots less precise. |
suppressed | Whether or not a message is displayed when fired. |
trigger_guard | Trigger guard on the gun, hulks and ash walkers can't fire them with their big meaty fingers. |
unique_rename | If TRUE, allows the gun to be renamed with a pen. |
unique_reskin | Allows one-time reskinning. |
upgrades | Weapon modifications (except bayonets, flashlights, and suppressors - these are tracked seperately). |
weapon_weight | When dual wielding, accuracy will decrease based on weapon weight. WEAPON_HEAVY makes a weapon require two hands to fire, unless the user has TRAIT_BADASS. |
Var Details
burst_size ![code/modules/projectiles/gun.dm 45](git.png)
The number of bullets in a trigger pull.
can_bayonet ![code/modules/projectiles/gun.dm 79](git.png)
Whether or not a knife can be attached to the gun.
can_flashlight ![code/modules/projectiles/gun.dm 77](git.png)
Whether or not a flashlight can be attached to the gun.
can_holster ![code/modules/projectiles/gun.dm 85](git.png)
Whether or not the gun fits in a shoulder holster.
can_suppress ![code/modules/projectiles/gun.dm 29](git.png)
Whether or not a suppressor can be attached to the gun.
can_unsuppress ![code/modules/projectiles/gun.dm 31](git.png)
Whether or not an attached suppressor can be removed from the gun.
chambered ![code/modules/projectiles/gun.dm 37](git.png)
Is there currently a bullet in the chamber?
clumsy_check ![code/modules/projectiles/gun.dm 35](git.png)
Checks to see if the user has the clumsy trait.
current_skin ![code/modules/projectiles/gun.dm 67](git.png)
The skin choice if we had a reskin.
dual_wield_spread ![code/modules/projectiles/gun.dm 57](git.png)
Additional spread when dual wielding.
execution_speed ![code/modules/projectiles/gun.dm 53](git.png)
How long it takes to perform an execution with the gun.
fire_delay ![code/modules/projectiles/gun.dm 47](git.png)
Rate of fire for burst firing and semi auto.
fire_sound ![code/modules/projectiles/gun.dm 19](git.png)
Sound played when a projectile is fired.
fire_sound_text ![code/modules/projectiles/gun.dm 25](git.png)
The fire sound that shows in chat messages: laser blast, gunshot, etc.
firing_burst ![code/modules/projectiles/gun.dm 49](git.png)
Prevent the gun from firing again while already firing.
gun_light ![code/modules/projectiles/gun.dm 75](git.png)
Whether or not the gun has a flashlight.
magin_sound ![code/modules/projectiles/gun.dm 21](git.png)
Sound played when inserting a new magazine.
magout_sound ![code/modules/projectiles/gun.dm 23](git.png)
Sound played when ejecting a magazine.
options ![code/modules/projectiles/gun.dm 69](git.png)
List of reskin options.
recoil ![code/modules/projectiles/gun.dm 33](git.png)
Screen shake when firing.
restricted_species ![code/modules/projectiles/gun.dm 59](git.png)
Restrict what species can fire this gun.
sawn_desc ![code/modules/projectiles/gun.dm 41](git.png)
Description change if gun is sawn-off.
sawn_state ![code/modules/projectiles/gun.dm 43](git.png)
Whether or not the gun has been sawn-off.
semicd ![code/modules/projectiles/gun.dm 51](git.png)
Cooldown handler.
spread ![code/modules/projectiles/gun.dm 61](git.png)
Bigger values make shots less precise.
suppressed ![code/modules/projectiles/gun.dm 27](git.png)
Whether or not a message is displayed when fired.
trigger_guard ![code/modules/projectiles/gun.dm 39](git.png)
Trigger guard on the gun, hulks and ash walkers can't fire them with their big meaty fingers.
unique_rename ![code/modules/projectiles/gun.dm 63](git.png)
If TRUE, allows the gun to be renamed with a pen.
unique_reskin ![code/modules/projectiles/gun.dm 65](git.png)
Allows one-time reskinning.
upgrades ![code/modules/projectiles/gun.dm 87](git.png)
Weapon modifications (except bayonets, flashlights, and suppressors - these are tracked seperately).
weapon_weight ![code/modules/projectiles/gun.dm 55](git.png)
When dual wielding, accuracy will decrease based on weapon weight. WEAPON_HEAVY makes a weapon require two hands to fire, unless the user has TRAIT_BADASS.