diff --git a/classes/Gun.lua b/classes/Gun.lua index 74235b4..4f4e324 100644 --- a/classes/Gun.lua +++ b/classes/Gun.lua @@ -1,3 +1,5 @@ +-- @module Gun + local Vec = vector --- class fields @@ -30,8 +32,6 @@ local Vec = vector -- @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. - - local gun_default = { --- `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} name = "__guns4d:default__", diff --git a/docs/module/Gun.html b/docs/module/Gun.html index b753800..7dd259d 100644 --- a/docs/module/Gun.html +++ b/docs/module/Gun.html @@ -16,8 +16,7 @@
the table containing every attribute of the gun.
- -hip¶ | -- | -
ads¶ | -- | -
firemodes¶ | -- | -
recoil¶ | -- | -
sway¶ | -- | -
wag¶ | -- | -
charging¶ | -- | -
ammo¶ | -- | -
visuals¶ | -- | -
sounds¶ | -- | -
inventory¶ | -- | -
initial_vertical_rotation¶ | -
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breathing_scale¶ | -
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flash_offset¶ | -
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-
firerateRPM¶ | -
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-
reload¶ | -an ordered list of reloading states used by default_controls. -the default reload states for a magazine operated weapon, copied from the m4. -Example-
- |
-
model_bounding_box¶ | -
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-
infinite_inventory_overlay¶ | -
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-
burst¶ | -
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pc_control_actions¶ | -
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-
touch_control_actions¶ | -
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-
render_size¶ | -the size in meters to render the gun in it's inventory opened with /guns4d_inv - |
-
render_image¶ | -the image of the gun in it's inventory opened with /guns4d_inv - |
-
firemode_inventory_overlays¶ | -table of firemodes and their overlays in the player's inventory when the gun is on that firemode - |
-
inventory_image_magless¶ | -
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inventory_image¶ | -
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ammo_handler¶ | -
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part_handler¶ | -
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sprite_scope¶ | -
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crosshair¶ | -
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offset¶ | -
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-
axis_rotation_ratio¶ | -the ratio that the look rotation is expressed through player_axial (rotated around the viewport) rotation as opposed to gun_axial (rotating the entity). - |
-
sway_vel_mul¶ | -sway speed multiplier while at hip - |
-
sway_angle_mul¶ | -sway angle multiplier while at hip - |
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list containing the firemodes of the gun. Default only contains "single". Strings allowed by default: -
IMPORTANT: expects fields to be tables containing a "gun_axial" and "player_axial" field. -
property = {
- gun_axial = type
- player_axial = type
-}
---using a vector...
-property = {
- gun_axial={x=float, y=float},
- player_axial={x=float, y=float}
-}`
-
-
-velocity_correction_factor¶ | -
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target_correction_factor¶ | -
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target_correction_max_rate¶ | -
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angular_velocity_max¶ | -
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angular_velocity¶ | -
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bias¶ | -
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-
hipfire_multiplier¶ | -
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-
IMPORTANT: expects fields to be tables containing a "gun_axial" and "player_axial" field. In the same format as gun.properties.recoil -
cycle_speed¶ | -
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decay_speed¶ | -
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offset¶ | -
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require_draw_on_swap¶ | -
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bolt_charge_mode¶ | -
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draw_time¶ | -
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draw_animation¶ | -
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draw_sound¶ | -
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magazine_only¶ | -
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accepted_bullets¶ | -
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accepted_magazines¶ | -
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initial_mag¶ | -
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mesh¶ | -name of mesh to display. Currently only supports b3d - |
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textures¶ | -list of textures to use. - |
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scale¶ | -scale multiplier. Default 1 - |
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attached_objects¶ | -objects that are attached to the gun. This is especially useful for attachments -Example-
- |
-
backface_culling¶ | -toggles backface culling. Default true - |
-
animations¶ | -a table of animations. Indexes define the name of the animation to be refrenced by other functions of the gun.
-should be in the format Example-
-There are other animations which are variable which are not listed here, these are usually defined by properties such as: -reload, draw_animation - |
-
other fields are defined by other properties such as properties.charging.draw_sound and properties.reload -
fire¶ | -sound player when firing the weapon - |
-
a list of tables each containing offset vectors These are required for automatic initialization of offsets. -note rotations are in degrees, and translations are in meters.
-recoil = {
- gun_axial = {x=0, y=0}, --rotation of the gun around it's origin.
- player_axial = {x=0, y=0}, --rotation of the gun around the bone it's attached to
- --translations of gun
- player_trans = {x=0, y=0, z=0}, --translation of the bone the gun is attached to
- eye_trans = {x=0, y=0, z=0}, --trnaslation of the player's look
- gun_tran = {x=0, y=0, z=0}s --translation of the gun relative to the bone it's attachted to.
-}
-
-
-
-These are variables that are constant across the class and should usually not ever be changed by instnaces
- -KEYFRAME_SAMPLE_PRECISION¶ | -frequency of keyframe samples for animation offsets and - |
-
DEFAULT_MAX_HEAR_DISTANCE¶ | -default max hear distance when not specified - |
-
DEFAULT_FPS¶ | -
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-
HAS_RECOIL¶ | -
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HAS_BREATHING¶ | -
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HAS_SWAY¶ | -
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HAS_WAG¶ | -
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HAS_GUN_AXIAL_OFFSETS¶ | -
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ANIMATIONS_OFFSET_AIM¶ | -wether animations create an offset - |
-
LOOP_IDLE_ANIM¶ | -whether the idle animation changes or not - |
-
THIRD_PERSON_GAIN_MULTIPLIER¶ | -general gain multiplier for third persons when hearing sounds - |
-
ROOT_BONE¶ | -the root bone of the gun (for animation offsets) - |
-
MAG_BONE¶ | -
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-
ARM_RIGHT_BONE¶ | -
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ARM_LEFT_BONE¶ | -
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-
VERSION¶ | -
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-