diff --git a/classes/Gun.lua b/classes/Gun.lua index 46c5e5b..3e78ac9 100644 --- a/classes/Gun.lua +++ b/classes/Gun.lua @@ -25,6 +25,7 @@ local Vec = vector -- *Please note:* there are likey undocumented fields that are used in internal functions. If you find one, please make an issue on Github. -- -- @class gun +-- @display Gun -- @field properties @{lvl1_fields.properties|properties} which define the vast majority of gun attributes and may change accross instances -- @field consts @{lvl1_fields.consts|constants} which define gun attributes and should not be changed in an instance of the gun -- @field offsets runtime storage of @{lvl1_fields.offsets|offsets} generated by recoil sway wag or any other element. diff --git a/docs/class/Gun.html b/docs/class/Gun.html index 94a69fb..5b2f366 100644 --- a/docs/class/Gun.html +++ b/docs/class/Gun.html @@ -69,7 +69,7 @@
diff --git a/docs/class/player_model_handler.html b/docs/class/player_model_handler.html index 65c1153..e00ae3b 100644 --- a/docs/class/player_model_handler.html +++ b/docs/class/player_model_handler.html @@ -41,7 +41,7 @@ diff --git a/docs/index.html b/docs/index.html index a5117b6..c005e4d 100644 --- a/docs/index.html +++ b/docs/index.html @@ -32,7 +32,7 @@ diff --git a/docs/index.js b/docs/index.js index 6f06729..56a34ea 100644 --- a/docs/index.js +++ b/docs/index.js @@ -1,5 +1,5 @@ var docs = [ -{path:"class/gun.html", type:"class", title:"Gun.gun", text:"class fields Defining a gun: *method documentation coming soon (or never...) The appearance and handling of guns by default are defined by two table fields: their consts and their properties. properties define nearly everything, from how a gun handles to how it looks, what model it uses, etc. while consts define attributes that should never change, like bones within the gun, framerates, wether the gun is allowed to have certain attributes at all. The other fields of the class define tracking variables or other important things for the internal workings. There are essentially only 3 fields you must define to register a gun: itemstring, name, and properties. To hold the gun, the item defined in itemstring must actually exist, it will not automatically register. To have a functional gun however, more will need to be changed in terms of properties. it's reccomended that you take a look at existing mods (like guns4d_pack_1) for guidance Guns4d uses a class system for most moving parts- including the gun. New guns therefore are created with the :inherit(def) method, where def is the definition of your new gun- or rather the changed parts of it. So to make a new gun you can run Guns4d.gun:inherit() or you can do the same thing with a seperate class of weapons. Set name to \"__template\" for template classes of guns. for properties: for tables where you wish to delete the parent class's fields altogether (since inheritence prevents this) you can set the field \"__replace_old_table=true\" additionally Please note:* there are likey undocumented fields that are used in internal functions. If you find one, please make an issue on Github."}, +{path:"class/gun.html", type:"class", title:"Gun", text:"class fields Defining a gun: *method documentation coming soon (or never...) The appearance and handling of guns by default are defined by two table fields: their consts and their properties. properties define nearly everything, from how a gun handles to how it looks, what model it uses, etc. while consts define attributes that should never change, like bones within the gun, framerates, wether the gun is allowed to have certain attributes at all. The other fields of the class define tracking variables or other important things for the internal workings. There are essentially only 3 fields you must define to register a gun: itemstring, name, and properties. To hold the gun, the item defined in itemstring must actually exist, it will not automatically register. To have a functional gun however, more will need to be changed in terms of properties. it's reccomended that you take a look at existing mods (like guns4d_pack_1) for guidance Guns4d uses a class system for most moving parts- including the gun. New guns therefore are created with the :inherit(def) method, where def is the definition of your new gun- or rather the changed parts of it. So to make a new gun you can run Guns4d.gun:inherit() or you can do the same thing with a seperate class of weapons. Set name to \"__template\" for template classes of guns. for properties: for tables where you wish to delete the parent class's fields altogether (since inheritence prevents this) you can set the field \"__replace_old_table=true\" additionally Please note:* there are likey undocumented fields that are used in internal functions. If you find one, please make an issue on Github."}, {path:"class/player_model_handler.html", type:"class", title:"Player_model_handler.player_model_handler", text:"player_model_handler defining the player model when holding a gun each player model should have a \"gun holding equivelant\". There are numerous reasons for this first and foremost is that because Minetest is a [redacted mindless insults]. because of this you cannot unset bone offsets and return to normal animations. Bone offsets are needed for the arms to aim at the gun there's no simple way around this fact. Since every model is different custom behavior has to be defined for most."}, {path:"module/misc_helpers.html", type:"module", title:"misc_helpers", text:""}, {path:"module/play_sound.html", type:"module", title:"play_sound", text:"implements tools for quickly playing audio."}, diff --git a/docs/manual/changelog.html b/docs/manual/changelog.html index d44a9f0..fcbd0d0 100644 --- a/docs/manual/changelog.html +++ b/docs/manual/changelog.html @@ -38,7 +38,7 @@ diff --git a/docs/module/Bullet_hole.html b/docs/module/Bullet_hole.html index ee579c5..8ef74ec 100644 --- a/docs/module/Bullet_hole.html +++ b/docs/module/Bullet_hole.html @@ -39,7 +39,7 @@ diff --git a/docs/module/Control_handler.html b/docs/module/Control_handler.html index dcff745..23a46ea 100644 --- a/docs/module/Control_handler.html +++ b/docs/module/Control_handler.html @@ -39,7 +39,7 @@ diff --git a/docs/module/Gun-methods.html b/docs/module/Gun-methods.html index 75c8914..b0fcde0 100644 --- a/docs/module/Gun-methods.html +++ b/docs/module/Gun-methods.html @@ -39,7 +39,7 @@ diff --git a/docs/module/Gun.html b/docs/module/Gun.html index 2c3a83d..fe03d8a 100644 --- a/docs/module/Gun.html +++ b/docs/module/Gun.html @@ -3,7 +3,7 @@ -Gun
-¶
+gun
+¶
module
+ +properties | +properties which define the vast majority of gun attributes and may change accross instances + |
+
consts | +constants which define gun attributes and should not be changed in an instance of the gun + |
+
offsets | +runtime storage of offsets generated by recoil sway wag or any other element + |
+
name | +
|
+
itemstring | +
|
+
itemstack | +
|
+
player | +
|
+
meta | +
|
+
id | +
|
+
gun_entity | +
|
+
_registered | +list of registered guns, DO NOT MODIFY I really need a metatable for this class + |
+
bolt_charged | +
|
+
particle_spawners | +
|
+
current_firemode | +
|
+
walking_tick | +
|
+
time_since_last_fire | +
|
+
time_since_creation | +
|
+
rechamber_time | +
|
+
burst_queue | +
|
+
muzzle_flash | +
|
+
gun_translation | +
|
+
property_modifiers | +
|
+
attached_objects | +
|
+
subclass_instances | +
|
+
animation_rotation | +
|
+
animation_translation | +
|
+
total_offsets | +all offsets from gun.offset of a type added together gun in the same format as a an offset (that is, five vectors, |
+
velocities | +velocities in the format of offsets, but only containing angular ( |
+
properties which define the vast majority of gun attributes and may change accross instances
+ +constants which define gun attributes and should not be changed in an instance of the gun
+ +runtime storage of offsets generated by recoil sway wag or any other element.
+ +string
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 gun.itemstring
string
the itemstring of the gun- i.e. "guns4d_pack_1:m4"
. Set to ""
for __template
guns.
ItemStack
the gun itemstack. Remember to player:set_wielded_item(self.itemstack) when making meta or itemstack changes.
ObjRef
the operator of the weapon. This may at some point be deprecated when I start to implement AI/mob usage
MetaDataRef
itemstack meta
string
the ID of the gun used for tracking of it's inventory
ObjRef
the gun entity
list of registered guns, DO NOT MODIFY I really need a metatable for this class...
+ +bool
is the bolt charged
table
list of particle spawner handles (generated by firing)
int
the active index of the firemode from firemodes
float
walking time used to generate the figure 8 for wag
float
float
float
time left for the chamber to cycle (for firerates)
int
number of rounds left that need to be fired after a burst fire
function
vec3
translation of the gun relative to the "gun" bone or the player axial rotation.
table
indexed list of functions which are called when the gun's properties need to be built. This is used for things like attachments, etc.
table
a list of ObjRefs that are attached to the gun as a result of attached_objects
table
list of subclass instances (i.e. Sprite_scope)
vector
containing the rotation offset from the current frame, this will be factored into the gun's direction if {@consts.ANIMATIONS_OFFSET_AIM}=true
vector
containing the translational/positional offset from the current frame
all offsets from gun.offset of a type added together gun in the same format as a an offset (that is, five vectors, gun_axial
, player_axial
, 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.
velocities in the format of offsets, but only containing angular (gun_axial
and player_axial
) offsets.
hip¶ | -+ | ||||||||||||||||
ads¶ | -+ | ||||||||||||||||
firemodes¶ | -+ | ||||||||||||||||
recoil¶ | -+ | ||||||||||||||||
sway¶ | -+ | ||||||||||||||||
wag¶ | -+ | ||||||||||||||||
charging¶ | -+ | ||||||||||||||||
ammo¶ | -+ | ||||||||||||||||
visuals¶ | -+ | ||||||||||||||||
sounds¶ | -+ | ||||||||||||||||
inventory¶ | -+ | ||||||||||||||||
inventory_image¶ | -
|
|
part_handler¶ | -
|
|
|||||||||
target_correction_max_rate¶ | -
|
|
||||||
offset¶ | -
|
|
draw_animation¶ | -
|
|
draw_sound¶ | -
|
|
other fields are defined by other properties such as properties.charging.draw_sound and properties.reload -
other fields are defined by other properties such as properties.charging.draw_sound and properties.reload +