Daedalus Dock - Modules - TypesVar Details - Proc Details

gun

Vars

accuracy_falloffFor every turf a fired projectile travels, increase the target bodyzone inaccuracy by this much.
burst_sizeHow many shots to fire per fire sequence
can_bayonetif a bayonet can be added, or removed, if it already has one.
chamberedThe next round to be fired, if any.
clumsy_checkCan this weapon be misfired?
dual_wield_spreadAdditional spread when dual wielding
fire_delayThe cooldown (DS) before the gun can be fired again after firing
fire_lockoutBoolean var used to control the speed a gun can be fired. See the "fire_delay" var.
firing_burstBoolean var used to prevent the weapon from firing again while already firing
pb_knockbackHow many tiles do we knock the poor bastard we just point-blanked back?
pinRequired for firing, [/obj/item/firing_pin/proc/pin_auth] is called as part of firing.
pinlessTrue if a gun dosen't need a pin, mostly used for abstract guns like tentacles and meathooks
projectile_damage_multiplierJust 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.
randomspreadIf set to FALSE, uses a "smart spread" that changes the spread based on the amount of shots in a burst.
recoilScreenshake applied to the firer
sawn_offIs the weapon currently sawn off?
smoking_gunShould smoke particles be created when fired?
spreadDefault spread
suppressedwhether or not a message is displayed when fired
unwielded_recoilHow much recoil there is when fired with one hand
unwielded_spread_bonusAdditional spread when fired while unwielded

Procs

add_seclight_pointHandles adding the seclite mount component to the gun. If the gun shouldn't have a seclight mount, override this with a return. Or, if a child of a gun with a seclite mount has slightly different behavior or icons, extend this.
after_chamberingCalled after a successful shot and update_chamber()
after_firingCalled after the weapon has successfully fired it's chambered round, and before update_chamber()
before_firingCalled before the weapon is fired, before the projectile is created.
can_firecheck if there's enough ammo/energy/whatever to shoot one time i.e if clicking would make it shoot
clear_suppressorClears var and updates icon. In the case of ballistic weapons, also updates the gun's weight.
do_chamber_updateCalled after the weapon has successfully fired it's chambered round
do_fire_gunThe proc for firing the gun. This won't perform any non-gun checks. Returns TRUE if a round was fired.
do_fire_in_burstCalled by do_fire_gun if the rounds per burst is greater than 1.
dry_fire_feedbackCalled by shoot_with_empty_chamber().
play_fire_soundPlay the bang bang sound
ready_to_fireCalled when the gun is ready to fire again
shoot_with_empty_chamberApply pointblank knockback to the target Called when there was an attempt to fire the gun, but the chamber was empty.
tk_firingCheck if the user is firing this gun with telekinesis.
try_fire_akimboCalled by try_fire_gun() to attempt to fire offhand guns.
try_fire_gunThe defacto proc for "mob is trying to shoot the gun". Checks if they are able to, and a few other things.
update_chamberCalled after the weapon has successfully fired it's chambered round.

Var Details

accuracy_falloff

For every turf a fired projectile travels, increase the target bodyzone inaccuracy by this much.

burst_size

How many shots to fire per fire sequence

can_bayonet

if a bayonet can be added, or removed, if it already has one.

chambered

The next round to be fired, if any.

clumsy_check

Can this weapon be misfired?

dual_wield_spread

Additional spread when dual wielding

fire_delay

The cooldown (DS) before the gun can be fired again after firing

fire_lockout

Boolean var used to control the speed a gun can be fired. See the "fire_delay" var.

firing_burst

Boolean var used to prevent the weapon from firing again while already firing

pb_knockback

How many tiles do we knock the poor bastard we just point-blanked back?

pin

Required for firing, [/obj/item/firing_pin/proc/pin_auth] is called as part of firing.

pinless

True if a gun dosen't need a pin, mostly used for abstract guns like tentacles and meathooks

projectile_damage_multiplier

Just 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.

randomspread

If set to FALSE, uses a "smart spread" that changes the spread based on the amount of shots in a burst.

recoil

Screenshake applied to the firer

sawn_off

Is the weapon currently sawn off?

smoking_gun

Should smoke particles be created when fired?

spread

Default spread

suppressed

whether or not a message is displayed when fired

unwielded_recoil

How much recoil there is when fired with one hand

unwielded_spread_bonus

Additional spread when fired while unwielded

Proc Details

add_seclight_point

Handles adding the seclite mount component to the gun. If the gun shouldn't have a seclight mount, override this with a return. Or, if a child of a gun with a seclite mount has slightly different behavior or icons, extend this.

after_chambering

Called after a successful shot and update_chamber()

after_firing

Called after the weapon has successfully fired it's chambered round, and before update_chamber()

Arguments:

before_firing

Called before the weapon is fired, before the projectile is created.

Arguments:

can_fire

check if there's enough ammo/energy/whatever to shoot one time i.e if clicking would make it shoot

clear_suppressor

Clears var and updates icon. In the case of ballistic weapons, also updates the gun's weight.

do_chamber_update

Called after the weapon has successfully fired it's chambered round

Arguments:

do_fire_gun

The proc for firing the gun. This won't perform any non-gun checks. Returns TRUE if a round was fired.

Arguments:

do_fire_in_burst

Called by do_fire_gun if the rounds per burst is greater than 1.

Arguments:

dry_fire_feedback

Called by shoot_with_empty_chamber().

Arguments:

play_fire_sound

Play the bang bang sound

ready_to_fire

Called when the gun is ready to fire again

shoot_with_empty_chamber

Apply pointblank knockback to the target Called when there was an attempt to fire the gun, but the chamber was empty.

Arguments:

tk_firing

Check if the user is firing this gun with telekinesis.

try_fire_akimbo

Called by try_fire_gun() to attempt to fire offhand guns.

try_fire_gun

The defacto proc for "mob is trying to shoot the gun". Checks if they are able to, and a few other things.

Arguments:

update_chamber

Called after the weapon has successfully fired it's chambered round.

Arguments: