|
|
|
@ -3,7 +3,7 @@
|
|
|
|
|
<!-- Documentation generated by LuaDox: https://github.com/jtackaberry/luadox -->
|
|
|
|
|
<head>
|
|
|
|
|
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
|
|
|
|
<title>Gun - Guns4d</title>
|
|
|
|
|
<title>gun - Guns4d</title>
|
|
|
|
|
<link href="../prism.css?7653a2d" rel="stylesheet" />
|
|
|
|
|
<link rel="stylesheet" href="../luadox.css?7653a2d" type="text/css">
|
|
|
|
|
|
|
|
|
@ -27,7 +27,7 @@
|
|
|
|
|
<div class="sections">
|
|
|
|
|
<div class="heading">Contents</div>
|
|
|
|
|
<ul>
|
|
|
|
|
<li><a href="#Gun">Module <code>Gun</code></a></li>
|
|
|
|
|
<li><a href="#gun">Module <code>gun</code></a></li>
|
|
|
|
|
<li><a href="#lvl1_fields.properties"><p>properties</p>
|
|
|
|
|
</a></li>
|
|
|
|
|
<li><a href="#gun.properties.inventory"><p>properties.inventory</p>
|
|
|
|
@ -69,7 +69,7 @@
|
|
|
|
|
<div class="classes">
|
|
|
|
|
<div class="heading">Classes</div>
|
|
|
|
|
<ul>
|
|
|
|
|
<li class="selected"><a href="../module/Gun.html">Gun.Gun</a></li>
|
|
|
|
|
<li class="selected"><a href="../module/gun.html">gun.gun</a></li>
|
|
|
|
|
<li><a href="../class/player_model_handler.html">Player_model_handler.player_model_handler</a></li>
|
|
|
|
|
</ul>
|
|
|
|
|
</div>
|
|
|
|
@ -81,16 +81,391 @@
|
|
|
|
|
<li><a href="../module/Bullet_hole.html">Bullet_hole</a></li>
|
|
|
|
|
<li><a href="../module/Control_handler.html">Control_handler</a></li>
|
|
|
|
|
<li><a href="../module/Gun-methods.html">Gun-methods</a></li>
|
|
|
|
|
<li class="selected"><a href="../module/Gun.html">Gun</a></li>
|
|
|
|
|
<li class="selected"><a href="../module/gun.html">gun</a></li>
|
|
|
|
|
</ul>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="body">
|
|
|
|
|
<div class="section">
|
|
|
|
|
<h2 class="module" id="Gun">Module <code>Gun</code>
|
|
|
|
|
<a class="permalink" href="#Gun" title="Permalink to this definition">¶</a>
|
|
|
|
|
<h2 class="module" id="gun">Module <code>gun</code>
|
|
|
|
|
<a class="permalink" href="#gun" title="Permalink to this definition">¶</a>
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<p>module</p>
|
|
|
|
|
|
|
|
|
|
<div class="synopsis">
|
|
|
|
|
<h3>Synopsis</h3>
|
|
|
|
|
<div class="heading">Attributes</div>
|
|
|
|
|
<table class="fields ">
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.properties"><var>properties</var></a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/gun.html#lvl1_fields.properties">properties</a> which define the vast majority of gun attributes and may change accross instances</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.consts"><var>consts</var></a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/gun.html#lvl1_fields.consts">constants</a> which define gun attributes and should not be changed in an instance of the gun</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.offsets"><var>offsets</var></a></td>
|
|
|
|
|
<td class="doc"><p>runtime storage of <a href="../module/gun.html#lvl1_fields.offsets">offsets</a> generated by recoil sway wag or any other element</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.name"><var>name</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>string</code> the name of the gun</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.itemstring"><var>itemstring</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>string</code> the itemstring of the gun- i.e. <code>"guns4d_pack_1:m4"</code></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.itemstack"><var>itemstack</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>ItemStack</code> the gun itemstack</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.player"><var>player</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>ObjRef</code> the operator of the weapon</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.meta"><var>meta</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>MetaDataRef</code> itemstack meta</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.id"><var>id</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>string</code> the ID of the gun used for tracking of it's inventory</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.gun_entity"><var>gun_entity</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>ObjRef</code> the gun entity</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun._registered"><var>_registered</var></a></td>
|
|
|
|
|
<td class="doc"><p>list of registered guns, <strong>DO NOT MODIFY</strong> I really need a metatable for this class</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.bolt_charged"><var>bolt_charged</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>bool</code> is the bolt charged</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.particle_spawners"><var>particle_spawners</var></a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> list of particle spawner handles (generated by firing)</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.current_firemode"><var>current_firemode</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>int</code> the active index of the firemode from <a href="../module/gun.html#lvl1_fields.properties.firemodes">firemodes</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.walking_tick"><var>walking_tick</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>float</code> walking time used to generate the figure 8 for wag</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.time_since_last_fire"><var>time_since_last_fire</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>float</code></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.time_since_creation"><var>time_since_creation</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>float</code></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.rechamber_time"><var>rechamber_time</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>float</code> time left for the chamber to cycle (for firerates)</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.burst_queue"><var>burst_queue</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>int</code> number of rounds left that need to be fired after a burst fire</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.muzzle_flash"><var>muzzle_flash</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>function</code></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.gun_translation"><var>gun_translation</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>vec3</code> translation of the gun relative to the "gun" bone or the player axial rotation</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.property_modifiers"><var>property_modifiers</var></a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> indexed list of functions which are called when the gun's properties need to be built</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.attached_objects"><var>attached_objects</var></a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> a list of ObjRefs that are attached to the gun as a result of attached_objects</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.subclass_instances"><var>subclass_instances</var></a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> list of subclass instances (i.e. Sprite_scope)</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.animation_rotation"><var>animation_rotation</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>vector</code> containing the rotation offset from the current frame, this will be factored into the gun's direction if {@consts.ANIMATIONS_OFFSET_AIM}=true</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.animation_translation"><var>animation_translation</var></a></td>
|
|
|
|
|
<td class="doc"><p><code>vector</code> containing the translational/positional offset from the current frame</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.total_offsets"><var>total_offsets</var></a></td>
|
|
|
|
|
<td class="doc"><p>all offsets from <a href="../module/gun.html#gun.offsets">gun.offset</a> of a type added together gun in the same format as a <a href="../module/gun.html#gun.offsets">an offset</a> (that is, five vectors, <code>gun_axial</code>, <code>player_axial</code>, etc.)</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><a href="#gun.velocities"><var>velocities</var></a></td>
|
|
|
|
|
<td class="doc"><p>velocities in the format of <a href="../module/gun.html#gun.offsets">offsets</a>, but only containing angular (<code>gun_axial</code> and <code>player_axial</code>) offsets</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
</table>
|
|
|
|
|
</div>
|
|
|
|
|
<dl class="fields">
|
|
|
|
|
<dt id="gun.properties">
|
|
|
|
|
<span class="icon"></span><var>gun.properties</var>
|
|
|
|
|
<a class="permalink" href="#gun.properties" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><a href="../module/gun.html#lvl1_fields.properties">properties</a> which define the vast majority of gun attributes and may change accross instances</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.consts">
|
|
|
|
|
<span class="icon"></span><var>gun.consts</var>
|
|
|
|
|
<a class="permalink" href="#gun.consts" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><a href="../module/gun.html#lvl1_fields.consts">constants</a> which define gun attributes and should not be changed in an instance of the gun</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.offsets">
|
|
|
|
|
<span class="icon"></span><var>gun.offsets</var>
|
|
|
|
|
<a class="permalink" href="#gun.offsets" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p>runtime storage of <a href="../module/gun.html#lvl1_fields.offsets">offsets</a> generated by recoil sway wag or any other element.</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.name">
|
|
|
|
|
<span class="icon"></span><var>gun.name</var>
|
|
|
|
|
<a class="permalink" href="#gun.name" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>string</code> the name of the gun. Set to __template for guns which have no instances and serve as a template. It is safe to set name to the same as <a href="../module/gun.html#gun.itemstring">gun.itemstring</a></p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.itemstring">
|
|
|
|
|
<span class="icon"></span><var>gun.itemstring</var>
|
|
|
|
|
<a class="permalink" href="#gun.itemstring" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>string</code> the itemstring of the gun- i.e. <code>"guns4d_pack_1:m4"</code>. Set to <code>""</code> for <code>__template</code> guns.</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.itemstack">
|
|
|
|
|
<span class="icon"></span><var>gun.itemstack</var>
|
|
|
|
|
<a class="permalink" href="#gun.itemstack" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>ItemStack</code> the gun itemstack. Remember to player:set_wielded_item(self.itemstack) when making meta or itemstack changes.</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.player">
|
|
|
|
|
<span class="icon"></span><var>gun.player</var>
|
|
|
|
|
<a class="permalink" href="#gun.player" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>ObjRef</code> the operator of the weapon. This may at some point be deprecated when I start to implement AI/mob usage</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.meta">
|
|
|
|
|
<span class="icon"></span><var>gun.meta</var>
|
|
|
|
|
<a class="permalink" href="#gun.meta" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>MetaDataRef</code> itemstack meta</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.id">
|
|
|
|
|
<span class="icon"></span><var>gun.id</var>
|
|
|
|
|
<a class="permalink" href="#gun.id" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>string</code> the ID of the gun used for tracking of it's inventory</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.gun_entity">
|
|
|
|
|
<span class="icon"></span><var>gun.gun_entity</var>
|
|
|
|
|
<a class="permalink" href="#gun.gun_entity" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>ObjRef</code> the gun entity</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun._registered">
|
|
|
|
|
<span class="icon"></span><var>gun._registered</var>
|
|
|
|
|
<a class="permalink" href="#gun._registered" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p>list of registered guns, <strong>DO NOT MODIFY</strong> I really need a metatable for this class...</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.bolt_charged">
|
|
|
|
|
<span class="icon"></span><var>gun.bolt_charged</var>
|
|
|
|
|
<a class="permalink" href="#gun.bolt_charged" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>bool</code> is the bolt charged</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.particle_spawners">
|
|
|
|
|
<span class="icon"></span><var>gun.particle_spawners</var>
|
|
|
|
|
<a class="permalink" href="#gun.particle_spawners" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><a href="../module/misc_helpers.html#table"><code>table</code></a> list of particle spawner handles (generated by firing)</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.current_firemode">
|
|
|
|
|
<span class="icon"></span><var>gun.current_firemode</var>
|
|
|
|
|
<a class="permalink" href="#gun.current_firemode" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>int</code> the active index of the firemode from <a href="../module/gun.html#lvl1_fields.properties.firemodes">firemodes</a></p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.walking_tick">
|
|
|
|
|
<span class="icon"></span><var>gun.walking_tick</var>
|
|
|
|
|
<a class="permalink" href="#gun.walking_tick" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>float</code> walking time used to generate the figure 8 for wag</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.time_since_last_fire">
|
|
|
|
|
<span class="icon"></span><var>gun.time_since_last_fire</var>
|
|
|
|
|
<a class="permalink" href="#gun.time_since_last_fire" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>float</code></p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.time_since_creation">
|
|
|
|
|
<span class="icon"></span><var>gun.time_since_creation</var>
|
|
|
|
|
<a class="permalink" href="#gun.time_since_creation" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>float</code></p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.rechamber_time">
|
|
|
|
|
<span class="icon"></span><var>gun.rechamber_time</var>
|
|
|
|
|
<a class="permalink" href="#gun.rechamber_time" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>float</code> time left for the chamber to cycle (for firerates)</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.burst_queue">
|
|
|
|
|
<span class="icon"></span><var>gun.burst_queue</var>
|
|
|
|
|
<a class="permalink" href="#gun.burst_queue" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>int</code> number of rounds left that need to be fired after a burst fire</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.muzzle_flash">
|
|
|
|
|
<span class="icon"></span><var>gun.muzzle_flash</var>
|
|
|
|
|
<a class="permalink" href="#gun.muzzle_flash" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>function</code></p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.gun_translation">
|
|
|
|
|
<span class="icon"></span><var>gun.gun_translation</var>
|
|
|
|
|
<a class="permalink" href="#gun.gun_translation" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>vec3</code> translation of the gun relative to the "gun" bone or the player axial rotation.</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.property_modifiers">
|
|
|
|
|
<span class="icon"></span><var>gun.property_modifiers</var>
|
|
|
|
|
<a class="permalink" href="#gun.property_modifiers" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><a href="../module/misc_helpers.html#table"><code>table</code></a> indexed list of functions which are called when the gun's properties need to be built. This is used for things like attachments, etc.</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.attached_objects">
|
|
|
|
|
<span class="icon"></span><var>gun.attached_objects</var>
|
|
|
|
|
<a class="permalink" href="#gun.attached_objects" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><a href="../module/misc_helpers.html#table"><code>table</code></a> a list of ObjRefs that are attached to the gun as a result of attached_objects</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.subclass_instances">
|
|
|
|
|
<span class="icon"></span><var>gun.subclass_instances</var>
|
|
|
|
|
<a class="permalink" href="#gun.subclass_instances" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><a href="../module/misc_helpers.html#table"><code>table</code></a> list of subclass instances (i.e. Sprite_scope)</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.animation_rotation">
|
|
|
|
|
<span class="icon"></span><var>gun.animation_rotation</var>
|
|
|
|
|
<a class="permalink" href="#gun.animation_rotation" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>vector</code> containing the rotation offset from the current frame, this will be factored into the gun's direction if {@consts.ANIMATIONS_OFFSET_AIM}=true</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.animation_translation">
|
|
|
|
|
<span class="icon"></span><var>gun.animation_translation</var>
|
|
|
|
|
<a class="permalink" href="#gun.animation_translation" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p><code>vector</code> containing the translational/positional offset from the current frame</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.total_offsets">
|
|
|
|
|
<span class="icon"></span><var>gun.total_offsets</var>
|
|
|
|
|
<a class="permalink" href="#gun.total_offsets" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p>all offsets from <a href="../module/gun.html#gun.offsets">gun.offset</a> of a type added together gun in the same format as a <a href="../module/gun.html#gun.offsets">an offset</a> (that is, five vectors, <code>gun_axial</code>, <code>player_axial</code>, etc.). Note that if
|
|
|
|
|
offsets are changed after update, this will not be updated automatically until the next update. update_rotations() must be called to do so.</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
<dt id="gun.velocities">
|
|
|
|
|
<span class="icon"></span><var>gun.velocities</var>
|
|
|
|
|
<a class="permalink" href="#gun.velocities" title="Permalink to this definition">¶</a>
|
|
|
|
|
</dt>
|
|
|
|
|
<dd>
|
|
|
|
|
<p>velocities in the format of <a href="../module/gun.html#gun.offsets">offsets</a>, but only containing angular (<code>gun_axial</code> and <code>player_axial</code>) offsets.</p>
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
</dl>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section">
|
|
|
|
@ -105,57 +480,57 @@
|
|
|
|
|
<table class="fields compact">
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="lvl1_fields.properties.hip">hip</var><a class="permalink" href="#lvl1_fields.properties.hip" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/Gun.html#gun.properties.hip">hipfire properties</a></p>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/gun.html#gun.properties.hip">hipfire properties</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="lvl1_fields.properties.ads">ads</var><a class="permalink" href="#lvl1_fields.properties.ads" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/Gun.html#gun.properties.ads">aiming ("aiming down sights") properties</a></p>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/gun.html#gun.properties.ads">aiming ("aiming down sights") properties</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="lvl1_fields.properties.firemodes">firemodes</var><a class="permalink" href="#lvl1_fields.properties.firemodes" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/Gun.html#gun.properties.firemodes">list of firemodes</a></p>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/gun.html#gun.properties.firemodes">list of firemodes</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="lvl1_fields.properties.recoil">recoil</var><a class="permalink" href="#lvl1_fields.properties.recoil" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/Gun.html#gun.properties.recoil">defines the guns recoil</a></p>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/gun.html#gun.properties.recoil">defines the guns recoil</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="lvl1_fields.properties.sway">sway</var><a class="permalink" href="#lvl1_fields.properties.sway" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/Gun.html#gun.properties.sway">defines the guns idle sway</a></p>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/gun.html#gun.properties.sway">defines the guns idle sway</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="lvl1_fields.properties.wag">wag</var><a class="permalink" href="#lvl1_fields.properties.wag" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/Gun.html#gun.properties.wag">defines the movement of the gun while walking</a></p>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/gun.html#gun.properties.wag">defines the movement of the gun while walking</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="lvl1_fields.properties.charging">charging</var><a class="permalink" href="#lvl1_fields.properties.charging" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/Gun.html#gun.properties.charging">defines how rounds are chambered into the gun</a></p>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/gun.html#gun.properties.charging">defines how rounds are chambered into the gun</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="lvl1_fields.properties.ammo">ammo</var><a class="permalink" href="#lvl1_fields.properties.ammo" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/Gun.html#gun.properties.ammo">defines what ammo the gun uses</a></p>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/gun.html#gun.properties.ammo">defines what ammo the gun uses</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="lvl1_fields.properties.visuals">visuals</var><a class="permalink" href="#lvl1_fields.properties.visuals" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/Gun.html#gun.properties.visuals">defines visual attributes of the gun</a></p>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/gun.html#gun.properties.visuals">defines visual attributes of the gun</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="lvl1_fields.properties.sounds">sounds</var><a class="permalink" href="#lvl1_fields.properties.sounds" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/Gun.html#gun.properties.sounds">defines sounds to be used by functions of the gun</a></p>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/gun.html#gun.properties.sounds">defines sounds to be used by functions of the gun</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="lvl1_fields.properties.inventory">inventory</var><a class="permalink" href="#lvl1_fields.properties.inventory" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/Gun.html#gun.properties.inventory">inventory related attributes</a></p>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../module/gun.html#gun.properties.inventory">inventory related attributes</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
@ -226,7 +601,7 @@
|
|
|
|
|
<a class="permalink" href="#gun.properties.inventory" title="Permalink to this definition">¶</a>
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<div class="see">See also <a href="../module/Gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<div class="see">See also <a href="../module/gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
|
|
|
|
|
<div class="synopsis">
|
|
|
|
|
<table class="fields compact">
|
|
|
|
@ -252,7 +627,7 @@
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="gun.properties.inventory.inventory_image">inventory_image</var><a class="permalink" href="#gun.properties.inventory.inventory_image" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><code>string</code> inventory image for when the gun is loaded. This is added automatically during construction.</p>
|
|
|
|
|
<td class="doc"><p><code>string</code> inventory image for when the gun is loaded. This is added automatically during construction as the item's wield image.</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
</table>
|
|
|
|
@ -265,7 +640,7 @@
|
|
|
|
|
<a class="permalink" href="#gun.properties.subclsses" title="Permalink to this definition">¶</a>
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<div class="see">See also <a href="../module/Gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<div class="see">See also <a href="../module/gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
|
|
|
|
|
<div class="synopsis">
|
|
|
|
|
<table class="fields compact">
|
|
|
|
@ -276,7 +651,7 @@
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="gun.properties.subclsses.part_handler">part_handler</var><a class="permalink" href="#gun.properties.subclsses.part_handler" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/Gun.html#gun.properties.subclsses.part_handler"><code>part_handler</code></a> Part_handler class to use. Default is <code>Guns4d.part_handler</code></p>
|
|
|
|
|
<td class="doc"><p><a href="../module/gun.html#gun.properties.subclsses.part_handler"><code>part_handler</code></a> Part_handler class to use. Default is <code>Guns4d.part_handler</code></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
@ -299,7 +674,7 @@
|
|
|
|
|
<a class="permalink" href="#gun.properties.ads" title="Permalink to this definition">¶</a>
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<div class="see">See also <a href="../module/Gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<div class="see">See also <a href="../module/gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
|
|
|
|
|
<div class="synopsis">
|
|
|
|
|
<table class="fields compact">
|
|
|
|
@ -328,7 +703,7 @@
|
|
|
|
|
<a class="permalink" href="#gun.properties.hip" title="Permalink to this definition">¶</a>
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<div class="see">See also <a href="../module/Gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<div class="see">See also <a href="../module/gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
|
|
|
|
|
<div class="synopsis">
|
|
|
|
|
<table class="fields compact">
|
|
|
|
@ -363,7 +738,7 @@
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<p>list containing the firemodes of the gun. Default only contains "single". Strings allowed by default:
|
|
|
|
|
<div class="see">See also <a href="../module/Gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<div class="see">See also <a href="../module/gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
|
|
|
|
|
<div class="synopsis">
|
|
|
|
|
<table class="fields compact">
|
|
|
|
@ -387,7 +762,7 @@
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<p><strong>IMPORTANT</strong>: expects fields to be tables containing a "gun_axial" and "player_axial" field.
|
|
|
|
|
<div class="see">See also <a href="../module/Gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<div class="see">See also <a href="../module/gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<h5>Example</h5>
|
|
|
|
|
<pre><code class="language-lua">property = {
|
|
|
|
|
gun_axial = type
|
|
|
|
@ -415,7 +790,7 @@ this means that increasing it decreases the time it takes for the angular veloci
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="gun.properties.recoil.target_correction_max_rate">target_correction_max_rate</var><a class="permalink" href="#gun.properties.recoil.target_correction_max_rate" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><code>float</code> The maximum rate per second of recoil offset as determined with <a href="../module/Gun.html#gun.properties.recoil.target_correction_factor">gun.properties.recoil.target_correction_factor</a></p>
|
|
|
|
|
<td class="doc"><p><code>float</code> The maximum rate per second of recoil offset as determined with <a href="../module/gun.html#gun.properties.recoil.target_correction_factor">gun.properties.recoil.target_correction_factor</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
@ -448,8 +823,8 @@ this means that increasing it decreases the time it takes for the angular veloci
|
|
|
|
|
<a class="permalink" href="#gun.properties.sway" title="Permalink to this definition">¶</a>
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<p><strong>IMPORTANT</strong>: expects fields to be tables containing a "gun_axial" and "player_axial" field. In the same format as <a href="../module/Gun.html#gun.properties.recoil">gun.properties.recoil</a>
|
|
|
|
|
<div class="see">See also <a href="../module/Gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<p><strong>IMPORTANT</strong>: expects fields to be tables containing a "gun_axial" and "player_axial" field. In the same format as <a href="../module/gun.html#gun.properties.recoil">gun.properties.recoil</a>
|
|
|
|
|
<div class="see">See also <a href="../module/gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
|
|
|
|
|
<div class="synopsis">
|
|
|
|
|
<table class="fields compact">
|
|
|
|
@ -483,7 +858,7 @@ this means that increasing it decreases the time it takes for the angular veloci
|
|
|
|
|
<a class="permalink" href="#gun.properties.wag" title="Permalink to this definition">¶</a>
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<div class="see">See also <a href="../module/Gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<div class="see">See also <a href="../module/gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
|
|
|
|
|
<div class="synopsis">
|
|
|
|
|
<table class="fields compact">
|
|
|
|
@ -499,7 +874,7 @@ this means that increasing it decreases the time it takes for the angular veloci
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="gun.properties.wag.offset">offset</var><a class="permalink" href="#gun.properties.wag.offset" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> containing angular deviation while walking in the same format as <a href="../module/Gun.html#gun.properties.recoil">an offset vector</a>. Acts as a multiplier on the figure-8 generated while walking.</p>
|
|
|
|
|
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> containing angular deviation while walking in the same format as <a href="../module/gun.html#gun.properties.recoil">an offset vector</a>. Acts as a multiplier on the figure-8 generated while walking.</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
</table>
|
|
|
|
@ -512,7 +887,7 @@ this means that increasing it decreases the time it takes for the angular veloci
|
|
|
|
|
<a class="permalink" href="#gun.properties.charging" title="Permalink to this definition">¶</a>
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<div class="see">See also <a href="../module/Gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<div class="see">See also <a href="../module/gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
|
|
|
|
|
<div class="synopsis">
|
|
|
|
|
<table class="fields compact">
|
|
|
|
@ -533,12 +908,12 @@ this means that increasing it decreases the time it takes for the angular veloci
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="gun.properties.charging.draw_animation">draw_animation</var><a class="permalink" href="#gun.properties.charging.draw_animation" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><code>string</code> name of the animation to play from <a href="../module/Gun.html#gun.properties.visuals.animations">visuals.animations</a>. Default "draw"</p>
|
|
|
|
|
<td class="doc"><p><code>string</code> name of the animation to play from <a href="../module/gun.html#gun.properties.visuals.animations">visuals.animations</a>. Default "draw"</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
<tr>
|
|
|
|
|
<td class="name"><var id="gun.properties.charging.draw_sound">draw_sound</var><a class="permalink" href="#gun.properties.charging.draw_sound" title="Permalink to this definition">¶</a></td>
|
|
|
|
|
<td class="doc"><p><code>string</code> name of the sound to play from <a href="../module/Gun.html#gun.properties.sounds">sounds</a>. Default "draw"</p>
|
|
|
|
|
<td class="doc"><p><code>string</code> name of the sound to play from <a href="../module/gun.html#gun.properties.sounds">sounds</a>. Default "draw"</p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
</table>
|
|
|
|
@ -551,7 +926,7 @@ this means that increasing it decreases the time it takes for the angular veloci
|
|
|
|
|
<a class="permalink" href="#gun.properties.ammo" title="Permalink to this definition">¶</a>
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<div class="see">See also <a href="../module/Gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<div class="see">See also <a href="../module/gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
|
|
|
|
|
<div class="synopsis">
|
|
|
|
|
<table class="fields compact">
|
|
|
|
@ -585,7 +960,7 @@ this means that increasing it decreases the time it takes for the angular veloci
|
|
|
|
|
<a class="permalink" href="#gun.properties.visuals" title="Permalink to this definition">¶</a>
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<div class="see">See also <a href="../module/Gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<div class="see">See also <a href="../module/gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
|
|
|
|
|
<div class="synopsis">
|
|
|
|
|
<table class="fields compact">
|
|
|
|
@ -637,7 +1012,7 @@ should be in the format <code>{x=integer,y=integer}</code></p>
|
|
|
|
|
}
|
|
|
|
|
</code></pre>
|
|
|
|
|
<p>There are other animations which are variable which are not listed here, these are usually defined by properties such as:
|
|
|
|
|
reload, <a href="../module/Gun.html#gun.properties.charging.draw_animation">draw_animation</a></p>
|
|
|
|
|
reload, <a href="../module/gun.html#gun.properties.charging.draw_animation">draw_animation</a></p>
|
|
|
|
|
</td>
|
|
|
|
|
</tr>
|
|
|
|
|
</table>
|
|
|
|
@ -650,8 +1025,8 @@ reload, <a href="../module/Gun.html#gun.properties.charging.draw_animation">draw
|
|
|
|
|
<a class="permalink" href="#gun.properties.sounds" title="Permalink to this definition">¶</a>
|
|
|
|
|
</h2>
|
|
|
|
|
<div class="inner">
|
|
|
|
|
<p>other fields are defined by other properties such as <a href="../module/Gun.html#gun.properties.charging.draw_sound">properties.charging.draw_sound</a> and <a href="../module/Gun.html#lvl1_fields.properties.reload">properties.reload</a>
|
|
|
|
|
<div class="see">See also <a href="../module/Gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<p>other fields are defined by other properties such as <a href="../module/gun.html#gun.properties.charging.draw_sound">properties.charging.draw_sound</a> and <a href="../module/gun.html#lvl1_fields.properties.reload">properties.reload</a>
|
|
|
|
|
<div class="see">See also <a href="../module/gun.html#lvl1_fields.properties">properties</a></div>
|
|
|
|
|
<div class="see">See also <a href="../module/play_sound.html#guns4d_soundspec">soundspec</a></div>
|
|
|
|
|
|
|
|
|
|
<div class="synopsis">
|
|
|
|
|