Daedalus Dock - Modules - TypesVar Details - Proc Details

ballistic

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

alternative_ammo_misfiresIf only our alternative ammuntion misfires and not our main ammunition, we set this to TRUE
alternative_caliberour alternative ammo type.
alternative_fire_soundour alternative fire sound, in case we want our gun to be louder or quieter or whatever
boltThe bolt type controls how the gun functions, and what iconstates you'll need to represent those functions. /datum/gun_bolt - The Slide doesn't lock back. Clicking on it will only cycle the bolt. Only 1 sprite. /datum/gun_bolt/open - Same as standard, but it fires directly from the magazine - No need to rack. Doesn't hold the bullet when you drop the mag. /datum/gun_bolt/locking - This is most handguns and bolt action rifles. The bolt will lock back when it's empty. You need yourgun_bolt and yourgun_bolt_locked icon states. /datum/gun_bolt/no_bolt - This is shotguns and revolvers. clicking will dump out all the bullets in the gun, spent or not.
bolt_drop_soundsound of dropping the bolt or releasing a slide
bolt_drop_sound_volumevolume of bolt drop/slide release
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
can_misfireMisfire Variables /// Whether our ammo misfires now or when it's set by the wrench_act. TRUE means it misfires.
can_modify_ammoCan we modify our ammo type in this gun's internal magazine?
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.
hidden_chamberedpixel offset for the suppressor overlay on the y axis. Check if you are able to see if a weapon has a bullet loaded in or not.
initial_caliberour initial ammo type. Should match initial caliber, but a bit of redundency doesn't hurt.
initial_fire_soundour initial fire sound. same reasons for initial caliber
internal_magazineWhether the gun has an internal magazine or a detatchable one. Overridden by /datum/gun_bolt/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
misfire_percentage_incrementHow much does shooting the gun increment the misfire probability?
misfire_probabilityHow likely is our gun to misfire?
misfire_probability_capWhat is the cap on our misfire probability? Do not set this to 100.
one_hand_rackCan you rack this weapon with one hand?
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_autoHides the bolt icon. Whether the gun has to be racked each shot or not.
show_caliber_on_examineIf TRUE, will show the caliber name on examine. Set to false for things with fake calibers like bows and the tentacle "gun".
spawnwithmagazineWhether the gun will spawn loaded with a magazine
special_magsWhether the gun supports multiple special mag types
suppressor_y_offsetpixel offset for the suppressor overlay on the x axis.

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
rackupdates a bunch of racking related stuff and also handles the sound effects and the like
sawoffHandles all the logic of sawing off guns,
unloadRemoves the magazine from the weapon, or ejects all of it's ammo, based on the bolt type.

Var Details

alternative_ammo_misfires

If only our alternative ammuntion misfires and not our main ammunition, we set this to TRUE

alternative_caliber

our alternative ammo type.

alternative_fire_sound

our alternative fire sound, in case we want our gun to be louder or quieter or whatever

bolt

The bolt type controls how the gun functions, and what iconstates you'll need to represent those functions. /datum/gun_bolt - The Slide doesn't lock back. Clicking on it will only cycle the bolt. Only 1 sprite. /datum/gun_bolt/open - Same as standard, but it fires directly from the magazine - No need to rack. Doesn't hold the bullet when you drop the mag. /datum/gun_bolt/locking - This is most handguns and bolt action rifles. The bolt will lock back when it's empty. You need yourgun_bolt and yourgun_bolt_locked icon states. /datum/gun_bolt/no_bolt - This is shotguns and revolvers. clicking will dump out all the bullets in the gun, spent or not.

bolt_drop_sound

sound of dropping the bolt or releasing a slide

bolt_drop_sound_volume

volume of bolt drop/slide release

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

can_misfire

Misfire Variables /// Whether our ammo misfires now or when it's set by the wrench_act. TRUE means it misfires.

can_modify_ammo

Can we modify our ammo type in this gun's internal magazine?

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.

hidden_chambered

pixel offset for the suppressor overlay on the y axis. Check if you are able to see if a weapon has a bullet loaded in or not.

initial_caliber

our initial ammo type. Should match initial caliber, but a bit of redundency doesn't hurt.

initial_fire_sound

our initial fire sound. same reasons for initial caliber

internal_magazine

Whether the gun has an internal magazine or a detatchable one. Overridden by /datum/gun_bolt/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

misfire_percentage_increment

How much does shooting the gun increment the misfire probability?

misfire_probability

How likely is our gun to misfire?

misfire_probability_cap

What is the cap on our misfire probability? Do not set this to 100.

one_hand_rack

Can you rack this weapon with one hand?

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

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

show_caliber_on_examine

If TRUE, will show the caliber name on examine. Set to false for things with fake calibers like bows and the tentacle "gun".

spawnwithmagazine

Whether the gun will spawn loaded with a magazine

special_mags

Whether the gun supports multiple special mag types

suppressor_y_offset

pixel offset for the suppressor overlay on the x axis.

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

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,

unload

Removes the magazine from the weapon, or ejects all of it's ammo, based on the bolt type.