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@ -26,7 +26,7 @@ local Vec = vector
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--
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-- *Please note:* there are likey undocumented fields that are used in internal functions. If you find one, please make an issue on Github.
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--
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-- @class gun
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-- @class gun.gun
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-- @display Gun
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-- @compact
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-- @field properties @{lvl1_fields.properties|properties} which define the vast majority of gun attributes and may change accross instances
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docs/class/gun.gun.html
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docs/class/gun.gun.html
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@ -0,0 +1,966 @@
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<!DOCTYPE html>
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<html lang="en">
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<!-- Documentation generated by LuaDox: https://github.com/jtackaberry/luadox -->
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
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<title>gun.gun - Guns4d</title>
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<link href="../prism.css?7653a2d" rel="stylesheet" />
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<link rel="stylesheet" href="../luadox.css?7653a2d" type="text/css">
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</head>
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<body class="class-gungun">
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<div class="topbar">
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<div class="group one">
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<div class="description"><span>Guns4d | The ultimate 3d gun mod.</span></div>
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</div>
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<div class="group two">
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</div>
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<div class="group three">
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<div class="button iconleft"><a href="../manual/changelog.html" title="changelog"><img src="../img/i-left.svg?7653a2d" alt=""/><span>Previous</span></a></div>
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<div class="button iconright"><a href="../class/player_model_handler.html" title="player_model_handler"><span>Next</span><img src="../img/i-right.svg?7653a2d" alt=""/></a></div>
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</div>
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</div>
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<div class="sidebar">
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<form action="../search.html">
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<input class="search" name="q" type="search" placeholder="Search" />
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</form>
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<div class="sections">
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<div class="heading">Contents</div>
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<ul>
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<li><a href="#gun.gun">Class <code>gun.gun</code></a></li>
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<li><a href="#lvl1_fields.properties"><p>properties</p>
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</a></li>
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<li><a href="#gun.properties.inventory"><p>properties.inventory</p>
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</a></li>
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<li><a href="#gun.properties.subclsses"><p>properties.subclasses</p>
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</a></li>
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<li><a href="#gun.properties.ads"><p>properties.ads</p>
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</a></li>
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<li><a href="#gun.properties.hip"><p>properties.hip</p>
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</a></li>
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<li><a href="#gun.properties.firemodes"><p>properties.firemodes</p>
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</a></li>
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<li><a href="#gun.properties.recoil"><p>properties.recoil</p>
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</a></li>
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<li><a href="#gun.properties.sway"><p>properties.sway</p>
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</a></li>
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<li><a href="#gun.properties.wag"><p>properties.wag</p>
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</a></li>
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<li><a href="#gun.properties.charging"><p>properties.charging</p>
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</a></li>
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<li><a href="#gun.properties.ammo"><p>properties.ammo</p>
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</a></li>
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<li><a href="#gun.properties.visuals"><p>properties.visuals</p>
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</a></li>
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<li><a href="#gun.properties.sounds"><p>properties.sounds</p>
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</a></li>
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<li><a href="#lvl1_fields.offsets"><p>offsets</p>
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</a></li>
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<li><a href="#lvl1_fields.consts"><p>consts</p>
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</a></li>
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</ul>
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</div>
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<div class="manual">
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<div class="heading">Manual</div>
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<ul>
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<li><a href="../manual/changelog.html">changelog 1.3.0</a></li>
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</ul>
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</div>
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<div class="classes">
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<div class="heading">Classes</div>
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<ul>
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<li class="selected"><a href="../class/gun.gun.html">Gun</a></li>
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<li><a href="../class/player_model_handler.html">Player_model_handler.player_model_handler</a></li>
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</ul>
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</div>
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<div class="modules">
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<div class="heading">Modules</div>
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<ul>
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<li><a href="../module/misc_helpers.html">misc_helpers</a></li>
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<li><a href="../module/play_sound.html">play_sound</a></li>
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<li><a href="../module/Bullet_hole.html">Bullet_hole</a></li>
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<li><a href="../module/Control_handler.html">Control_handler</a></li>
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<li><a href="../module/Gun-methods.html">Gun-methods</a></li>
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</ul>
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</div>
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</div>
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<div class="body">
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<div class="section">
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<h2 class="class" id="gun.gun">Class <code>gun.gun</code>
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<a class="permalink" href="#gun.gun" title="Permalink to this definition">¶</a>
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</h2>
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<div class="inner">
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<p>class fields</p>
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<h2>Defining a gun:</h2>
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<p><strong>method documentation coming soon</strong> (or never...)</p>
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<p>The appearance and handling of guns by default are defined by two table fields: their <a href="../class/gun.gun.html#lvl1_fields.consts">consts</a> and their <a href="../class/gun.gun.html#lvl1_fields.properties">properties</a>.
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<a href="../class/gun.gun.html#lvl1_fields.properties">properties</a> define nearly everything, from how a gun handles to how it looks, what model it uses, etc.
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while <a href="../class/gun.gun.html#lvl1_fields.consts">consts</a> define attributes that should never change, like bones within the gun, framerates,
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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.</p>
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<p>There are essentially only 3 fields you must define to register a gun: itemstring, name, and <a href="../class/gun.gun.html#lvl1_fields.properties">properties</a>.
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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.
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it's reccomended that you take a look at existing mods (like guns4d_pack_1) for guidance</p>
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<p>Guns4d uses a class system for most moving parts- including the gun. New guns therefore are created with the :inherit(def) method,
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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()
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or you can do the same thing with a seperate class of weapons. Set name to "__template" for template classes of guns.</p>
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<p>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"
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additionally</p>
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<p><em>Please note:</em> there are likey undocumented fields that are used in internal functions. If you find one, please make an issue on Github.</p>
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<div class="synopsis">
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<table class="fields compact">
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<tr>
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<td class="name"><var id="gun.gun.properties">properties</var><a class="permalink" href="#gun.gun.properties" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><a href="../class/gun.gun.html#lvl1_fields.properties">properties</a> which define the vast majority of gun attributes and may change accross instances</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.consts">consts</var><a class="permalink" href="#gun.gun.consts" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><a href="../class/gun.gun.html#lvl1_fields.consts">constants</a> which define gun attributes and should not be changed in an instance of the gun</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.offsets">offsets</var><a class="permalink" href="#gun.gun.offsets" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p>runtime storage of <a href="../class/gun.gun.html#lvl1_fields.offsets">offsets</a> generated by recoil sway wag or any other element.</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.name">name</var><a class="permalink" href="#gun.gun.name" title="Permalink to this definition">¶</a></td>
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<td class="doc"><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 gun.itemstring</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.itemstring">itemstring</var><a class="permalink" href="#gun.gun.itemstring" title="Permalink to this definition">¶</a></td>
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<td class="doc"><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>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.itemstack">itemstack</var><a class="permalink" href="#gun.gun.itemstack" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>ItemStack</code> the gun itemstack. Remember to player:set_wielded_item(self.itemstack) when making meta or itemstack changes.</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.player">player</var><a class="permalink" href="#gun.gun.player" title="Permalink to this definition">¶</a></td>
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<td class="doc"><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>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.meta">meta</var><a class="permalink" href="#gun.gun.meta" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>MetaDataRef</code> itemstack meta</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.id">id</var><a class="permalink" href="#gun.gun.id" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>string</code> the ID of the gun used for tracking of it's inventory</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.gun_entity">gun_entity</var><a class="permalink" href="#gun.gun.gun_entity" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>ObjRef</code> the gun entity</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun._registered">_registered</var><a class="permalink" href="#gun.gun._registered" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p>list of registered guns, <strong>DO NOT MODIFY</strong> I really need a metatable for this class...</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.bolt_charged">bolt_charged</var><a class="permalink" href="#gun.gun.bolt_charged" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>bool</code> is the bolt charged</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.particle_spawners">particle_spawners</var><a class="permalink" href="#gun.gun.particle_spawners" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> list of particle spawner handles (generated by firing)</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.current_firemode">current_firemode</var><a class="permalink" href="#gun.gun.current_firemode" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>int</code> the active index of the firemode from <a href="../class/gun.gun.html#lvl1_fields.properties.firemodes">firemodes</a></p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.walking_tick">walking_tick</var><a class="permalink" href="#gun.gun.walking_tick" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>float</code> walking time used to generate the figure 8 for wag</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.time_since_last_fire">time_since_last_fire</var><a class="permalink" href="#gun.gun.time_since_last_fire" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>float</code></p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.time_since_creation">time_since_creation</var><a class="permalink" href="#gun.gun.time_since_creation" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>float</code></p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.rechamber_time">rechamber_time</var><a class="permalink" href="#gun.gun.rechamber_time" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>float</code> time left for the chamber to cycle (for firerates)</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.burst_queue">burst_queue</var><a class="permalink" href="#gun.gun.burst_queue" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>int</code> number of rounds left that need to be fired after a burst fire</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.muzzle_flash">muzzle_flash</var><a class="permalink" href="#gun.gun.muzzle_flash" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>function</code></p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.gun_translation">gun_translation</var><a class="permalink" href="#gun.gun.gun_translation" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>vec3</code> translation of the gun relative to the "gun" bone or the player axial rotation.</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.property_modifiers">property_modifiers</var><a class="permalink" href="#gun.gun.property_modifiers" title="Permalink to this definition">¶</a></td>
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<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. This is used for things like attachments, etc.</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.attached_objects">attached_objects</var><a class="permalink" href="#gun.gun.attached_objects" title="Permalink to this definition">¶</a></td>
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<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>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.subclass_instances">subclass_instances</var><a class="permalink" href="#gun.gun.subclass_instances" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> list of subclass instances (i.e. Sprite_scope)</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.animation_rotation">animation_rotation</var><a class="permalink" href="#gun.gun.animation_rotation" title="Permalink to this definition">¶</a></td>
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<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>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.animation_translation">animation_translation</var><a class="permalink" href="#gun.gun.animation_translation" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p><code>vector</code> containing the translational/positional offset from the current frame</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.total_offsets">total_offsets</var><a class="permalink" href="#gun.gun.total_offsets" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p>all offsets from <a href="../class/gun.gun.html#gun.gun.offsets">gun.offset</a> of a type added together gun in the same format as a <a href="../class/gun.gun.html#gun.gun.offsets">an offset</a> (that is, five vectors, <code>gun_axial</code>, <code>player_axial</code>, etc.). Note that if
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offsets are changed after update, this will not be updated automatically until the next update. update_rotations() must be called to do so.</p>
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</td>
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</tr>
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<tr>
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<td class="name"><var id="gun.gun.velocities">velocities</var><a class="permalink" href="#gun.gun.velocities" title="Permalink to this definition">¶</a></td>
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<td class="doc"><p>velocities in the format of <a href="../class/gun.gun.html#gun.gun.offsets">offsets</a>, but only containing angular (<code>gun_axial</code> and <code>player_axial</code>) offsets.</p>
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</td>
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</tr>
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</table>
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</div>
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</div>
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</div>
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<div class="section">
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<h2 class="table" id="lvl1_fields.properties">properties
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<a class="permalink" href="#lvl1_fields.properties" title="Permalink to this definition">¶</a>
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</h2>
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<div class="inner">
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<p>the table containing every attribute of the gun.</p>
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<div class="synopsis">
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<table class="fields compact">
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<tr>
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<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>
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<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../class/gun.gun.html#gun.properties.hip">hipfire properties</a></p>
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</td>
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</tr>
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<tr>
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<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>
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<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../class/gun.gun.html#gun.properties.ads">aiming ("aiming down sights") properties</a></p>
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</td>
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</tr>
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<tr>
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<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>
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<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../class/gun.gun.html#gun.properties.firemodes">list of firemodes</a></p>
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</td>
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</tr>
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<tr>
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<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>
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<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> <a href="../class/gun.gun.html#gun.properties.recoil">defines the guns recoil</a></p>
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</td>
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</tr>
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<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="../class/gun.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="../class/gun.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="../class/gun.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="../class/gun.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="../class/gun.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="../class/gun.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="../class/gun.gun.html#gun.properties.inventory">inventory related attributes</a></p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.properties.initial_vertical_rotation">initial_vertical_rotation</var><a class="permalink" href="#lvl1_fields.properties.initial_vertical_rotation" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code> starting vertical rotation of the gun</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.properties.breathing_scale">breathing_scale</var><a class="permalink" href="#lvl1_fields.properties.breathing_scale" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code>=.5 max angular deviation (vertical) from breathing</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.properties.flash_offset">flash_offset</var><a class="permalink" href="#lvl1_fields.properties.flash_offset" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>vector</code> the offset from the center of the muzzle flash. Used by fire()</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.properties.firerateRPM">firerateRPM</var><a class="permalink" href="#lvl1_fields.properties.firerateRPM" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>int</code>=600 The number of rounds (cartidges) this gun can throw per minute. Used by update(), fire() and default controls</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.properties.reload">reload</var><a class="permalink" href="#lvl1_fields.properties.reload" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>an ordered list of reloading states used by default_controls.</p>
|
||||
<p>the default reload states for a magazine operated weapon, copied from the m4.</p>
|
||||
<h5>Example</h5>
|
||||
<pre><code class="language-lua">{action="charge", time=.5, anim="charge", sounds={sound="ar_charge", delay = .2}},
|
||||
{action="unload_mag", time=.25, anim="unload", sounds = {sound="ar_mag_unload"}},
|
||||
{action="store", time=.5, anim="store", sounds = {sound="ar_mag_store"}},
|
||||
{action="load", time=.5, anim="load", sounds = {sound="ar_mag_load", delay = .25}},
|
||||
{action="charge", time=.5, anim="charge", sounds={sound="ar_charge", delay = .2}}
|
||||
</code></pre>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.properties.model_bounding_box">model_bounding_box</var><a class="permalink" href="#lvl1_fields.properties.model_bounding_box" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> (optional) a table <code>{x1,y1,z1, x2,y2,z2}</code> specifying the bounding box of the model. The first 3 (x1,y1,z1) are the lower of their counterparts. This is autogenerated from the model when not present, reccomended that you leave nil.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.properties.infinite_inventory_overlay">infinite_inventory_overlay</var><a class="permalink" href="#lvl1_fields.properties.infinite_inventory_overlay" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>string</code> overlay on the item to use when infinite ammo is on</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.properties.burst">burst</var><a class="permalink" href="#lvl1_fields.properties.burst" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>int</code>=3 how many rounds in burst using when firemode is at "burst"</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.properties.pc_control_actions">pc_control_actions</var><a class="permalink" href="#lvl1_fields.properties.pc_control_actions" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> containing a list of actions for PC users passed to <a href="../module/Control_handler.html">Control_handler</a></p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.properties.touch_control_actions">touch_control_actions</var><a class="permalink" href="#lvl1_fields.properties.touch_control_actions" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> containing a list of actions for touch screen users passed to <a href="../module/Control_handler.html">Control_handler</a></p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="gun.properties.inventory">properties.inventory
|
||||
|
||||
<a class="permalink" href="#gun.properties.inventory" title="Permalink to this definition">¶</a>
|
||||
</h2>
|
||||
<div class="inner">
|
||||
<div class="see">See also <a href="../class/gun.gun.html#lvl1_fields.properties">properties</a></div>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.inventory.render_size">render_size</var><a class="permalink" href="#gun.properties.inventory.render_size" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>the size in meters to render the gun in it's inventory opened with /guns4d_inv</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.inventory.render_image">render_image</var><a class="permalink" href="#gun.properties.inventory.render_image" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>the image of the gun in it's inventory opened with /guns4d_inv</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.inventory.firemode_inventory_overlays">firemode_inventory_overlays</var><a class="permalink" href="#gun.properties.inventory.firemode_inventory_overlays" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>table of firemodes and their overlays in the player's inventory when the gun is on that firemode</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.inventory.inventory_image_magless">inventory_image_magless</var><a class="permalink" href="#gun.properties.inventory.inventory_image_magless" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>string</code> (optional) inventory image for when the gun has no magazine</p>
|
||||
</td>
|
||||
</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 as the item's wield image.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="gun.properties.subclsses">properties.subclasses
|
||||
|
||||
<a class="permalink" href="#gun.properties.subclsses" title="Permalink to this definition">¶</a>
|
||||
</h2>
|
||||
<div class="inner">
|
||||
<div class="see">See also <a href="../class/gun.gun.html#lvl1_fields.properties">properties</a></div>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.subclsses.ammo_handler">ammo_handler</var><a class="permalink" href="#gun.properties.subclsses.ammo_handler" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>Ammo_handler</code> the class (based on) ammo_handler to create an instance of and use. Default is <code>Guns4d.ammo_handler</code></p>
|
||||
</td>
|
||||
</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="../class/gun.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>
|
||||
<td class="name"><var id="gun.properties.subclsses.sprite_scope">sprite_scope</var><a class="permalink" href="#gun.properties.subclsses.sprite_scope" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>Sprite_scope</code> sprite scope class to use. Nil by default, inherit Sprite_scope for class (<strong>documentation needed, reccomended contact for help if working with it</strong>)</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.subclsses.crosshair">crosshair</var><a class="permalink" href="#gun.properties.subclsses.crosshair" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>Dynamic_crosshair</code> crosshair class to use. Nil by default, set to <code>Guns4d.Dynamic_crosshair</code> for a generic circular expanding reticle.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="gun.properties.ads">properties.ads
|
||||
|
||||
<a class="permalink" href="#gun.properties.ads" title="Permalink to this definition">¶</a>
|
||||
</h2>
|
||||
<div class="inner">
|
||||
<div class="see">See also <a href="../class/gun.gun.html#lvl1_fields.properties">properties</a></div>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.ads.offset">offset</var><a class="permalink" href="#gun.properties.ads.offset" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>vector</code> the offset of the gun relative to the eye's position at hip.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.ads.horizontal_offset">horizontal_offset</var><a class="permalink" href="#gun.properties.ads.horizontal_offset" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code> the horizontal offset of the eye when aiming</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.ads.aim_time">aim_time</var><a class="permalink" href="#gun.properties.ads.aim_time" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>the time it takes to go into full aim</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="gun.properties.hip">properties.hip
|
||||
|
||||
<a class="permalink" href="#gun.properties.hip" title="Permalink to this definition">¶</a>
|
||||
</h2>
|
||||
<div class="inner">
|
||||
<div class="see">See also <a href="../class/gun.gun.html#lvl1_fields.properties">properties</a></div>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.hip.offset">offset</var><a class="permalink" href="#gun.properties.hip.offset" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>vector</code> the offset of the gun (relative to the right arm's default position) at hip.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.hip.axis_rotation_ratio">axis_rotation_ratio</var><a class="permalink" href="#gun.properties.hip.axis_rotation_ratio" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>the ratio that the look rotation is expressed through player_axial (rotated around the viewport) rotation as opposed to gun_axial (rotating the entity).</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.hip.sway_vel_mul">sway_vel_mul</var><a class="permalink" href="#gun.properties.hip.sway_vel_mul" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>sway speed multiplier while at hip</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.hip.sway_angle_mul">sway_angle_mul</var><a class="permalink" href="#gun.properties.hip.sway_angle_mul" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>sway angle multiplier while at hip</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="gun.properties.firemodes">properties.firemodes
|
||||
|
||||
<a class="permalink" href="#gun.properties.firemodes" title="Permalink to this definition">¶</a>
|
||||
</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="../class/gun.gun.html#lvl1_fields.properties">properties</a></div>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.firemodes."single"">"single"</var><a class="permalink" href="#gun.properties.firemodes."single"" title="Permalink to this definition">¶</a></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.firemodes."burst"">"burst"</var><a class="permalink" href="#gun.properties.firemodes."burst"" title="Permalink to this definition">¶</a></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.firemodes."auto"">"auto"</var><a class="permalink" href="#gun.properties.firemodes."auto"" title="Permalink to this definition">¶</a></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="gun.properties.recoil">properties.recoil
|
||||
|
||||
<a class="permalink" href="#gun.properties.recoil" 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.
|
||||
<div class="see">See also <a href="../class/gun.gun.html#lvl1_fields.properties">properties</a></div>
|
||||
<h5>Example</h5>
|
||||
<pre><code class="language-lua">property = {
|
||||
gun_axial = type
|
||||
player_axial = type
|
||||
}
|
||||
--using a vector...
|
||||
property = {
|
||||
gun_axial={x=float, y=float},
|
||||
player_axial={x=float, y=float}
|
||||
}`
|
||||
</code></pre>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.recoil.velocity_correction_factor">velocity_correction_factor</var><a class="permalink" href="#gun.properties.recoil.velocity_correction_factor" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code> TL:DR higher decreases recoil at expense of smoothness. 1/value is the deviation of a normalized bell curve, where x is the time since firing.
|
||||
this means that increasing it decreases the time it takes for the angular velocity to fully "decay".</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.recoil.target_correction_factor">target_correction_factor</var><a class="permalink" href="#gun.properties.recoil.target_correction_factor" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code> Correction of recoil offset per second is calculated as such: <code>target_correction_factor[axis]*time_since_fire*recoil[axis]</code></p>
|
||||
</td>
|
||||
</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="../class/gun.gun.html#gun.properties.recoil.target_correction_factor">gun.properties.recoil.target_correction_factor</a></p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.recoil.angular_velocity_max">angular_velocity_max</var><a class="permalink" href="#gun.properties.recoil.angular_velocity_max" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code> caps the recoil velocity that can stack up from shots.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.recoil.angular_velocity">angular_velocity</var><a class="permalink" href="#gun.properties.recoil.angular_velocity" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>vector</code> {x=<code>float</code>, y=<code>float</code>}, defines the initial angular velocity produced by firing the gun</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.recoil.bias">bias</var><a class="permalink" href="#gun.properties.recoil.bias" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>vector</code> {x=<code>float</code>, y=<code>float</code>}, ranges -1 to 1. Defines the probability of the recoil being positive or negative for any given axis.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.recoil.hipfire_multiplier">hipfire_multiplier</var><a class="permalink" href="#gun.properties.recoil.hipfire_multiplier" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code> angular velocity multiplier when firing from the hip</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="gun.properties.sway">properties.sway
|
||||
|
||||
<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="../class/gun.gun.html#gun.properties.recoil">gun.properties.recoil</a>
|
||||
<div class="see">See also <a href="../class/gun.gun.html#lvl1_fields.properties">properties</a></div>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.sway.max_angle">max_angle</var><a class="permalink" href="#gun.properties.sway.max_angle" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code> maximum angle of the sway</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.sway.angular_velocity">angular_velocity</var><a class="permalink" href="#gun.properties.sway.angular_velocity" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code> angular velocity the sway</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.sway.hipfire_angle_multiplier">hipfire_angle_multiplier</var><a class="permalink" href="#gun.properties.sway.hipfire_angle_multiplier" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code> maximum angle multiplier while the gun is at the hip</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.sway.hipfire_velocity_multiplier">hipfire_velocity_multiplier</var><a class="permalink" href="#gun.properties.sway.hipfire_velocity_multiplier" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code> velocity multiplier while the gun is at the hip</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="gun.properties.wag">properties.wag
|
||||
|
||||
<a class="permalink" href="#gun.properties.wag" title="Permalink to this definition">¶</a>
|
||||
</h2>
|
||||
<div class="inner">
|
||||
<div class="see">See also <a href="../class/gun.gun.html#lvl1_fields.properties">properties</a></div>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.wag.cycle_speed">cycle_speed</var><a class="permalink" href="#gun.properties.wag.cycle_speed" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code>=1.6 the cycle speed multiplier</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.wag.decay_speed">decay_speed</var><a class="permalink" href="#gun.properties.wag.decay_speed" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code>=1 decay factor when walking has stopped and offset remains.</p>
|
||||
</td>
|
||||
</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="../class/gun.gun.html#gun.properties.recoil">an offset vector</a>. Acts as a multiplier on the figure-8 generated while walking.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="gun.properties.charging">properties.charging
|
||||
|
||||
<a class="permalink" href="#gun.properties.charging" title="Permalink to this definition">¶</a>
|
||||
</h2>
|
||||
<div class="inner">
|
||||
<div class="see">See also <a href="../class/gun.gun.html#lvl1_fields.properties">properties</a></div>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.charging.require_draw_on_swap">require_draw_on_swap</var><a class="permalink" href="#gun.properties.charging.require_draw_on_swap" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>bool</code> defines wether the draw animation is played on swap (when loaded). Default true.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.charging.bolt_charge_mode">bolt_charge_mode</var><a class="permalink" href="#gun.properties.charging.bolt_charge_mode" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>string</code> "none" bolt will never need to be charged after reload, "catch" when fired to empty bolt will not need to be charged after reload, "no_catch" bolt will always need to be charged after reload.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.charging.draw_time">draw_time</var><a class="permalink" href="#gun.properties.charging.draw_time" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>float</code> the time it takes to swap to the gun</p>
|
||||
</td>
|
||||
</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="../class/gun.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="../class/gun.gun.html#gun.properties.sounds">sounds</a>. Default "draw"</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="gun.properties.ammo">properties.ammo
|
||||
|
||||
<a class="permalink" href="#gun.properties.ammo" title="Permalink to this definition">¶</a>
|
||||
</h2>
|
||||
<div class="inner">
|
||||
<div class="see">See also <a href="../class/gun.gun.html#lvl1_fields.properties">properties</a></div>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.ammo.magazine_only">magazine_only</var><a class="permalink" href="#gun.properties.ammo.magazine_only" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>bool</code> wether the gun only uses a magazine or accepts raw ammunition too.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.ammo.accepted_bullets">accepted_bullets</var><a class="permalink" href="#gun.properties.ammo.accepted_bullets" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> a list of accepted bullet itemstrings</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.ammo.accepted_magazines">accepted_magazines</var><a class="permalink" href="#gun.properties.ammo.accepted_magazines" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> a list of accepted magazine itemstrings</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.ammo.initial_mag">initial_mag</var><a class="permalink" href="#gun.properties.ammo.initial_mag" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>string</code> the mag the gun starts with. Set to "empty" for no mag, otherwise it defaults to accepted_magazines[1] (if present)</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="gun.properties.visuals">properties.visuals
|
||||
|
||||
<a class="permalink" href="#gun.properties.visuals" title="Permalink to this definition">¶</a>
|
||||
</h2>
|
||||
<div class="inner">
|
||||
<div class="see">See also <a href="../class/gun.gun.html#lvl1_fields.properties">properties</a></div>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.visuals.mesh">mesh</var><a class="permalink" href="#gun.properties.visuals.mesh" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>name of mesh to display. Currently only supports b3d</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.visuals.textures">textures</var><a class="permalink" href="#gun.properties.visuals.textures" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>list of textures to use.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.visuals.scale">scale</var><a class="permalink" href="#gun.properties.visuals.scale" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>scale multiplier. Default 1</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.visuals.attached_objects">attached_objects</var><a class="permalink" href="#gun.properties.visuals.attached_objects" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>objects that are attached to the gun. This is especially useful for attachments</p>
|
||||
<h5>Example</h5>
|
||||
<pre><code class="language-lua">my_object = {
|
||||
textures = {"blank.png"},
|
||||
visual_size = {x=1,y=1,z=1},
|
||||
offset = {x=0,y=0,z=0},
|
||||
bone = "main",
|
||||
backface_culling = false,
|
||||
glow = 0
|
||||
}
|
||||
</code></pre>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.visuals.backface_culling">backface_culling</var><a class="permalink" href="#gun.properties.visuals.backface_culling" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>toggles backface culling. Default true</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.visuals.animations">animations</var><a class="permalink" href="#gun.properties.visuals.animations" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>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 <code>{x=integer,y=integer}</code></p>
|
||||
<h5>Example</h5>
|
||||
<pre><code class="language-lua">animations = {
|
||||
empty = {x=0,y=0}
|
||||
loaded = {x=1,y=1}
|
||||
fire = {x=10,y=20}
|
||||
draw = {x=24,y=30} --DEFAULT of charging.draw_animation.
|
||||
}
|
||||
</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="../class/gun.gun.html#gun.properties.charging.draw_animation">draw_animation</a></p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="gun.properties.sounds">properties.sounds
|
||||
|
||||
<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="../class/gun.gun.html#gun.properties.charging.draw_sound">properties.charging.draw_sound</a> and <a href="../class/gun.gun.html#lvl1_fields.properties.reload">properties.reload</a>
|
||||
<div class="see">See also <a href="../class/gun.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">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="gun.properties.sounds.fire">fire</var><a class="permalink" href="#gun.properties.sounds.fire" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>sound player when firing the weapon</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="lvl1_fields.offsets">offsets
|
||||
|
||||
<a class="permalink" href="#lvl1_fields.offsets" title="Permalink to this definition">¶</a>
|
||||
</h2>
|
||||
<div class="inner">
|
||||
<p>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.</p>
|
||||
<h5>Example</h5>
|
||||
<pre><code class="language-lua">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.
|
||||
}
|
||||
</code></pre>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.offsets.recoil">recoil</var><a class="permalink" href="#lvl1_fields.offsets.recoil" title="Permalink to this definition">¶</a></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.offsets.sway">sway</var><a class="permalink" href="#lvl1_fields.offsets.sway" title="Permalink to this definition">¶</a></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.offsets.walking">walking</var><a class="permalink" href="#lvl1_fields.offsets.walking" title="Permalink to this definition">¶</a></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.offsets.breathing">breathing</var><a class="permalink" href="#lvl1_fields.offsets.breathing" title="Permalink to this definition">¶</a></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.offsets.look">look</var><a class="permalink" href="#lvl1_fields.offsets.look" title="Permalink to this definition">¶</a></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section">
|
||||
<h2 class="table" id="lvl1_fields.consts">consts
|
||||
|
||||
<a class="permalink" href="#lvl1_fields.consts" title="Permalink to this definition">¶</a>
|
||||
</h2>
|
||||
<div class="inner">
|
||||
<p>These are variables that are constant across the class and should usually not ever be changed by instnaces</p>
|
||||
|
||||
<div class="synopsis">
|
||||
<table class="fields compact">
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.KEYFRAME_SAMPLE_PRECISION">KEYFRAME_SAMPLE_PRECISION</var><a class="permalink" href="#lvl1_fields.consts.KEYFRAME_SAMPLE_PRECISION" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>frequency of keyframe samples for animation offsets and</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.DEFAULT_MAX_HEAR_DISTANCE">DEFAULT_MAX_HEAR_DISTANCE</var><a class="permalink" href="#lvl1_fields.consts.DEFAULT_MAX_HEAR_DISTANCE" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>default max hear distance when not specified</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.DEFAULT_FPS">DEFAULT_FPS</var><a class="permalink" href="#lvl1_fields.consts.DEFAULT_FPS" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>fps</code>=60 animation fps i.e. during firing when no length is specified</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.HAS_RECOIL">HAS_RECOIL</var><a class="permalink" href="#lvl1_fields.consts.HAS_RECOIL" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>bool</code></p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.HAS_BREATHING">HAS_BREATHING</var><a class="permalink" href="#lvl1_fields.consts.HAS_BREATHING" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>bool</code></p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.HAS_SWAY">HAS_SWAY</var><a class="permalink" href="#lvl1_fields.consts.HAS_SWAY" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>bool</code></p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.HAS_WAG">HAS_WAG</var><a class="permalink" href="#lvl1_fields.consts.HAS_WAG" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>bool</code></p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.HAS_GUN_AXIAL_OFFSETS">HAS_GUN_AXIAL_OFFSETS</var><a class="permalink" href="#lvl1_fields.consts.HAS_GUN_AXIAL_OFFSETS" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>bool</code> wether the gun rotates on it's own axis instead of the player's view (i.e. ironsight misalignments)</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.ANIMATIONS_OFFSET_AIM">ANIMATIONS_OFFSET_AIM</var><a class="permalink" href="#lvl1_fields.consts.ANIMATIONS_OFFSET_AIM" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>wether animations create an offset</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.LOOP_IDLE_ANIM">LOOP_IDLE_ANIM</var><a class="permalink" href="#lvl1_fields.consts.LOOP_IDLE_ANIM" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>whether the idle animation changes or not</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.THIRD_PERSON_GAIN_MULTIPLIER">THIRD_PERSON_GAIN_MULTIPLIER</var><a class="permalink" href="#lvl1_fields.consts.THIRD_PERSON_GAIN_MULTIPLIER" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>general gain multiplier for third persons when hearing sounds</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.ROOT_BONE">ROOT_BONE</var><a class="permalink" href="#lvl1_fields.consts.ROOT_BONE" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p>the root bone of the gun (for animation offsets)</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.MAG_BONE">MAG_BONE</var><a class="permalink" href="#lvl1_fields.consts.MAG_BONE" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>string</code>="magazine",the bone of the magazine in the gun (for dropping mags)</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.ARM_RIGHT_BONE">ARM_RIGHT_BONE</var><a class="permalink" href="#lvl1_fields.consts.ARM_RIGHT_BONE" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>string</code>="right_aimpoint", the bone which the right arm aims at to</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.ARM_LEFT_BONE">ARM_LEFT_BONE</var><a class="permalink" href="#lvl1_fields.consts.ARM_LEFT_BONE" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><code>string</code>="left_aimpoint", the bone which the left arm aims at to</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name"><var id="lvl1_fields.consts.VERSION">VERSION</var><a class="permalink" href="#lvl1_fields.consts.VERSION" title="Permalink to this definition">¶</a></td>
|
||||
<td class="doc"><p><a href="../module/misc_helpers.html#table"><code>table</code></a> version of 4dguns this gun is made for. If left empty it will be assumed it is before 1.3.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<script src="../prism.js?7653a2d"></script>
|
||||
</body>
|
||||
</html>
|
@ -16,7 +16,7 @@
|
||||
<div class="group two">
|
||||
</div>
|
||||
<div class="group three">
|
||||
<div class="button iconleft"><a href="../class/gun.html" title="gun"><img src="../img/i-left.svg?7653a2d" alt=""/><span>Previous</span></a></div>
|
||||
<div class="button iconleft"><a href="../class/gun.gun.html" title="gun.gun"><img src="../img/i-left.svg?7653a2d" alt=""/><span>Previous</span></a></div>
|
||||
<div class="button iconright"><a href="../module/misc_helpers.html" title="misc_helpers"><span>Next</span><img src="../img/i-right.svg?7653a2d" alt=""/></a></div>
|
||||
</div>
|
||||
</div>
|
||||
@ -41,7 +41,7 @@
|
||||
<div class="classes">
|
||||
<div class="heading">Classes</div>
|
||||
<ul>
|
||||
<li><a href="../class/gun.html">Gun</a></li>
|
||||
<li><a href="../class/gun.gun.html">Gun</a></li>
|
||||
<li class="selected"><a href="../class/player_model_handler.html">Player_model_handler.player_model_handler</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
|
@ -16,7 +16,7 @@
|
||||
<div class="group two">
|
||||
</div>
|
||||
<div class="group three">
|
||||
<div class="button iconright"><a href="class/gun.html" title="gun"><span>Next</span><img src="img/i-right.svg?7653a2d" alt=""/></a></div>
|
||||
<div class="button iconright"><a href="class/gun.gun.html" title="gun.gun"><span>Next</span><img src="img/i-right.svg?7653a2d" alt=""/></a></div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="sidebar">
|
||||
@ -32,7 +32,7 @@
|
||||
<div class="classes">
|
||||
<div class="heading">Classes</div>
|
||||
<ul>
|
||||
<li><a href="class/gun.html">Gun</a></li>
|
||||
<li><a href="class/gun.gun.html">Gun</a></li>
|
||||
<li><a href="class/player_model_handler.html">Player_model_handler.player_model_handler</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
|
240
docs/index.js
240
docs/index.js
@ -1,5 +1,5 @@
|
||||
var docs = [
|
||||
{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/gun.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."},
|
||||
@ -15,125 +15,125 @@ var docs = [
|
||||
{path:"module/play_sound.html#guns4d_soundspec.attenuation_rate", type:"field", title:"guns4d_soundspec.attenuation_rate", text:"float the rate of dropoff for a sound. I figure this is a bit more intuitive then jacking the gain up super high for every sound... Set the default in config."},
|
||||
{path:"module/play_sound.html#guns4d_soundspec.split_audio_by_perspective", type:"field", title:"guns4d_soundspec.split_audio_by_perspective", text:"bool [GUN CLASS SPECIFIC] tells the gun wether to split into third and first person (positionless) audio and adjust gain."},
|
||||
{path:"module/play_sound.html#guns4d_soundspec.third_person_gain_multiplier", type:"field", title:"guns4d_soundspec.third_person_gain_multiplier", text:"float [GUN CLASS SPECIFIC] replaces the constant/config value \"third_person_gain_multiplier/THIRD_PERSON_GAIN_MULTIPLIER\"."},
|
||||
{path:"class/gun.html#gun.properties", type:"field", title:"gun.properties", text:"properties which define the vast majority of gun attributes and may change accross instances"},
|
||||
{path:"class/gun.html#gun.consts", type:"field", title:"gun.consts", text:"constants which define gun attributes and should not be changed in an instance of the gun"},
|
||||
{path:"class/gun.html#gun.offsets", type:"field", title:"gun.offsets", text:"runtime storage of offsets generated by recoil sway wag or any other element."},
|
||||
{path:"class/gun.html#gun.name", type:"field", title:"gun.name", text:"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"},
|
||||
{path:"class/gun.html#gun.itemstring", type:"field", title:"gun.itemstring", text:"string the itemstring of the gun- i.e. \"guns4d_pack_1:m4\". Set to \"\" for __template guns."},
|
||||
{path:"class/gun.html#gun.itemstack", type:"field", title:"gun.itemstack", text:"ItemStack the gun itemstack. Remember to player:set_wielded_item(self.itemstack) when making meta or itemstack changes."},
|
||||
{path:"class/gun.html#gun.player", type:"field", title:"gun.player", text:"ObjRef the operator of the weapon. This may at some point be deprecated when I start to implement AI/mob usage"},
|
||||
{path:"class/gun.html#gun.meta", type:"field", title:"gun.meta", text:"MetaDataRef itemstack meta"},
|
||||
{path:"class/gun.html#gun.id", type:"field", title:"gun.id", text:"string the ID of the gun used for tracking of it's inventory"},
|
||||
{path:"class/gun.html#gun.gun_entity", type:"field", title:"gun.gun_entity", text:"ObjRef the gun entity"},
|
||||
{path:"class/gun.html#gun._registered", type:"field", title:"gun._registered", text:"list of registered guns, *DO NOT MODIFY* I really need a metatable for this class..."},
|
||||
{path:"class/gun.html#gun.bolt_charged", type:"field", title:"gun.bolt_charged", text:"bool is the bolt charged"},
|
||||
{path:"class/gun.html#gun.particle_spawners", type:"field", title:"gun.particle_spawners", text:"table list of particle spawner handles (generated by firing)"},
|
||||
{path:"class/gun.html#gun.current_firemode", type:"field", title:"gun.current_firemode", text:"int the active index of the firemode from firemodes"},
|
||||
{path:"class/gun.html#gun.walking_tick", type:"field", title:"gun.walking_tick", text:"float walking time used to generate the figure 8 for wag"},
|
||||
{path:"class/gun.html#gun.time_since_last_fire", type:"field", title:"gun.time_since_last_fire", text:"float"},
|
||||
{path:"class/gun.html#gun.time_since_creation", type:"field", title:"gun.time_since_creation", text:"float"},
|
||||
{path:"class/gun.html#gun.rechamber_time", type:"field", title:"gun.rechamber_time", text:"float time left for the chamber to cycle (for firerates)"},
|
||||
{path:"class/gun.html#gun.burst_queue", type:"field", title:"gun.burst_queue", text:"int number of rounds left that need to be fired after a burst fire"},
|
||||
{path:"class/gun.html#gun.muzzle_flash", type:"field", title:"gun.muzzle_flash", text:"function"},
|
||||
{path:"class/gun.html#gun.gun_translation", type:"field", title:"gun.gun_translation", text:"vec3 translation of the gun relative to the \"gun\" bone or the player axial rotation."},
|
||||
{path:"class/gun.html#gun.property_modifiers", type:"field", title:"gun.property_modifiers", text:"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."},
|
||||
{path:"class/gun.html#gun.attached_objects", type:"field", title:"gun.attached_objects", text:"table a list of ObjRefs that are attached to the gun as a result of attached_objects"},
|
||||
{path:"class/gun.html#gun.subclass_instances", type:"field", title:"gun.subclass_instances", text:"table list of subclass instances (i.e. Sprite_scope)"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.hip", type:"field", title:"lvl1_fields.properties.hip", text:"table hipfire properties"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.ads", type:"field", title:"lvl1_fields.properties.ads", text:"table aiming (\"aiming down sights\") properties"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.firemodes", type:"field", title:"lvl1_fields.properties.firemodes", text:"table list of firemodes"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.recoil", type:"field", title:"lvl1_fields.properties.recoil", text:"table defines the guns recoil"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.sway", type:"field", title:"lvl1_fields.properties.sway", text:"table defines the guns idle sway"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.wag", type:"field", title:"lvl1_fields.properties.wag", text:"table defines the movement of the gun while walking"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.charging", type:"field", title:"lvl1_fields.properties.charging", text:"table defines how rounds are chambered into the gun"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.ammo", type:"field", title:"lvl1_fields.properties.ammo", text:"table defines what ammo the gun uses"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.visuals", type:"field", title:"lvl1_fields.properties.visuals", text:"table defines visual attributes of the gun"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.sounds", type:"field", title:"lvl1_fields.properties.sounds", text:"table defines sounds to be used by functions of the gun"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.inventory", type:"field", title:"lvl1_fields.properties.inventory", text:"table inventory related attributes"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.initial_vertical_rotation", type:"field", title:"lvl1_fields.properties.initial_vertical_rotation", text:"float starting vertical rotation of the gun"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.breathing_scale", type:"field", title:"lvl1_fields.properties.breathing_scale", text:"float=.5 max angular deviation (vertical) from breathing"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.flash_offset", type:"field", title:"lvl1_fields.properties.flash_offset", text:"vector the offset from the center of the muzzle flash. Used by fire()"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.firerateRPM", type:"field", title:"lvl1_fields.properties.firerateRPM", text:"int=600 The number of rounds (cartidges) this gun can throw per minute. Used by update(), fire() and default controls"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.reload", type:"field", title:"lvl1_fields.properties.reload", text:"an ordered list of reloading states used by default_controls. the default reload states for a magazine operated weapon, copied from the m4. Example"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.model_bounding_box", type:"field", title:"lvl1_fields.properties.model_bounding_box", text:"table (optional) a table {x1,y1,z1, x2,y2,z2} specifying the bounding box of the model. The first 3 (x1,y1,z1) are the lower of their counterparts. This is autogenerated from the model when not present, reccomended that you leave nil."},
|
||||
{path:"class/gun.html#lvl1_fields.properties.infinite_inventory_overlay", type:"field", title:"lvl1_fields.properties.infinite_inventory_overlay", text:"string overlay on the item to use when infinite ammo is on"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.burst", type:"field", title:"lvl1_fields.properties.burst", text:"int=3 how many rounds in burst using when firemode is at \"burst\""},
|
||||
{path:"class/gun.html#lvl1_fields.properties.pc_control_actions", type:"field", title:"lvl1_fields.properties.pc_control_actions", text:"table containing a list of actions for PC users passed to Control_handler"},
|
||||
{path:"class/gun.html#lvl1_fields.properties.touch_control_actions", type:"field", title:"lvl1_fields.properties.touch_control_actions", text:"table containing a list of actions for touch screen users passed to Control_handler"},
|
||||
{path:"class/gun.html#gun.properties.inventory.render_size", type:"field", title:"gun.properties.inventory.render_size", text:"the size in meters to render the gun in it's inventory opened with /guns4d_inv"},
|
||||
{path:"class/gun.html#gun.properties.inventory.render_image", type:"field", title:"gun.properties.inventory.render_image", text:"the image of the gun in it's inventory opened with /guns4d_inv"},
|
||||
{path:"class/gun.html#gun.properties.inventory.firemode_inventory_overlays", type:"field", title:"gun.properties.inventory.firemode_inventory_overlays", text:"table of firemodes and their overlays in the player's inventory when the gun is on that firemode"},
|
||||
{path:"class/gun.html#gun.properties.inventory.inventory_image_magless", type:"field", title:"gun.properties.inventory.inventory_image_magless", text:"string (optional) inventory image for when the gun has no magazine"},
|
||||
{path:"class/gun.html#gun.properties.inventory.inventory_image", type:"field", title:"gun.properties.inventory.inventory_image", text:"string inventory image for when the gun is loaded. This is added automatically during construction as the item's wield image."},
|
||||
{path:"class/gun.html#gun.properties.subclsses.ammo_handler", type:"field", title:"gun.properties.subclsses.ammo_handler", text:"Ammo_handler the class (based on) ammo_handler to create an instance of and use. Default is Guns4d.ammo_handler"},
|
||||
{path:"class/gun.html#gun.properties.subclsses.part_handler", type:"field", title:"gun.properties.subclsses.part_handler", text:"part_handler Part_handler class to use. Default is Guns4d.part_handler"},
|
||||
{path:"class/gun.html#gun.properties.subclsses.sprite_scope", type:"field", title:"gun.properties.subclsses.sprite_scope", text:"Sprite_scope sprite scope class to use. Nil by default, inherit Sprite_scope for class (*documentation needed, reccomended contact for help if working with it*)"},
|
||||
{path:"class/gun.html#gun.properties.subclsses.crosshair", type:"field", title:"gun.properties.subclsses.crosshair", text:"Dynamic_crosshair crosshair class to use. Nil by default, set to Guns4d.Dynamic_crosshair for a generic circular expanding reticle."},
|
||||
{path:"class/gun.html#gun.properties.ads.offset", type:"field", title:"gun.properties.ads.offset", text:"vector the offset of the gun relative to the eye's position at hip."},
|
||||
{path:"class/gun.html#gun.properties.ads.horizontal_offset", type:"field", title:"gun.properties.ads.horizontal_offset", text:"float the horizontal offset of the eye when aiming"},
|
||||
{path:"class/gun.html#gun.properties.ads.aim_time", type:"field", title:"gun.properties.ads.aim_time", text:"the time it takes to go into full aim"},
|
||||
{path:"class/gun.html#gun.properties.hip.offset", type:"field", title:"gun.properties.hip.offset", text:"vector the offset of the gun (relative to the right arm's default position) at hip."},
|
||||
{path:"class/gun.html#gun.properties.hip.axis_rotation_ratio", type:"field", title:"gun.properties.hip.axis_rotation_ratio", text:"the ratio that the look rotation is expressed through player_axial (rotated around the viewport) rotation as opposed to gun_axial (rotating the entity)."},
|
||||
{path:"class/gun.html#gun.properties.hip.sway_vel_mul", type:"field", title:"gun.properties.hip.sway_vel_mul", text:"sway speed multiplier while at hip"},
|
||||
{path:"class/gun.html#gun.properties.hip.sway_angle_mul", type:"field", title:"gun.properties.hip.sway_angle_mul", text:"sway angle multiplier while at hip"},
|
||||
{path:"class/gun.html#gun.properties.firemodes."single"", type:"field", title:"gun.properties.firemodes.\"single\"", text:""},
|
||||
{path:"class/gun.html#gun.properties.firemodes."burst"", type:"field", title:"gun.properties.firemodes.\"burst\"", text:""},
|
||||
{path:"class/gun.html#gun.properties.firemodes."auto"", type:"field", title:"gun.properties.firemodes.\"auto\"", text:""},
|
||||
{path:"class/gun.html#gun.properties.recoil.velocity_correction_factor", type:"field", title:"gun.properties.recoil.velocity_correction_factor", text:"float TL:DR higher decreases recoil at expense of smoothness. 1/value is the deviation of a normalized bell curve, where x is the time since firing. this means that increasing it decreases the time it takes for the angular velocity to fully \"decay\"."},
|
||||
{path:"class/gun.html#gun.properties.recoil.target_correction_factor", type:"field", title:"gun.properties.recoil.target_correction_factor", text:"float Correction of recoil offset per second is calculated as such: target_correction_factor[axis]time_since_firerecoil[axis]"},
|
||||
{path:"class/gun.html#gun.properties.recoil.target_correction_max_rate", type:"field", title:"gun.properties.recoil.target_correction_max_rate", text:"float The maximum rate per second of recoil offset as determined with target_correction_factor"},
|
||||
{path:"class/gun.html#gun.properties.recoil.angular_velocity_max", type:"field", title:"gun.properties.recoil.angular_velocity_max", text:"float caps the recoil velocity that can stack up from shots."},
|
||||
{path:"class/gun.html#gun.properties.recoil.angular_velocity", type:"field", title:"gun.properties.recoil.angular_velocity", text:"vector {x=float, y=float}, defines the initial angular velocity produced by firing the gun"},
|
||||
{path:"class/gun.html#gun.properties.recoil.bias", type:"field", title:"gun.properties.recoil.bias", text:"vector {x=float, y=float}, ranges -1 to 1. Defines the probability of the recoil being positive or negative for any given axis."},
|
||||
{path:"class/gun.html#gun.properties.recoil.hipfire_multiplier", type:"field", title:"gun.properties.recoil.hipfire_multiplier", text:"float angular velocity multiplier when firing from the hip"},
|
||||
{path:"class/gun.html#gun.properties.sway.max_angle", type:"field", title:"gun.properties.sway.max_angle", text:"float maximum angle of the sway"},
|
||||
{path:"class/gun.html#gun.properties.sway.angular_velocity", type:"field", title:"gun.properties.sway.angular_velocity", text:"float angular velocity the sway"},
|
||||
{path:"class/gun.html#gun.properties.sway.hipfire_angle_multiplier", type:"field", title:"gun.properties.sway.hipfire_angle_multiplier", text:"float maximum angle multiplier while the gun is at the hip"},
|
||||
{path:"class/gun.html#gun.properties.sway.hipfire_velocity_multiplier", type:"field", title:"gun.properties.sway.hipfire_velocity_multiplier", text:"float velocity multiplier while the gun is at the hip"},
|
||||
{path:"class/gun.html#gun.properties.wag.cycle_speed", type:"field", title:"gun.properties.wag.cycle_speed", text:"float=1.6 the cycle speed multiplier"},
|
||||
{path:"class/gun.html#gun.properties.wag.decay_speed", type:"field", title:"gun.properties.wag.decay_speed", text:"float=1 decay factor when walking has stopped and offset remains."},
|
||||
{path:"class/gun.html#gun.properties.wag.offset", type:"field", title:"gun.properties.wag.offset", text:"table containing angular deviation while walking in the same format as an offset vector. Acts as a multiplier on the figure-8 generated while walking."},
|
||||
{path:"class/gun.html#gun.properties.charging.require_draw_on_swap", type:"field", title:"gun.properties.charging.require_draw_on_swap", text:"bool defines wether the draw animation is played on swap (when loaded). Default true."},
|
||||
{path:"class/gun.html#gun.properties.charging.bolt_charge_mode", type:"field", title:"gun.properties.charging.bolt_charge_mode", text:"string \"none\" bolt will never need to be charged after reload, \"catch\" when fired to empty bolt will not need to be charged after reload, \"no_catch\" bolt will always need to be charged after reload."},
|
||||
{path:"class/gun.html#gun.properties.charging.draw_time", type:"field", title:"gun.properties.charging.draw_time", text:"float the time it takes to swap to the gun"},
|
||||
{path:"class/gun.html#gun.properties.charging.draw_animation", type:"field", title:"gun.properties.charging.draw_animation", text:"string name of the animation to play from visuals.animations. Default \"draw\""},
|
||||
{path:"class/gun.html#gun.properties.charging.draw_sound", type:"field", title:"gun.properties.charging.draw_sound", text:"string name of the sound to play from sounds. Default \"draw\""},
|
||||
{path:"class/gun.html#gun.properties.ammo.magazine_only", type:"field", title:"gun.properties.ammo.magazine_only", text:"bool wether the gun only uses a magazine or accepts raw ammunition too."},
|
||||
{path:"class/gun.html#gun.properties.ammo.accepted_bullets", type:"field", title:"gun.properties.ammo.accepted_bullets", text:"table a list of accepted bullet itemstrings"},
|
||||
{path:"class/gun.html#gun.properties.ammo.accepted_magazines", type:"field", title:"gun.properties.ammo.accepted_magazines", text:"table a list of accepted magazine itemstrings"},
|
||||
{path:"class/gun.html#gun.properties.ammo.initial_mag", type:"field", title:"gun.properties.ammo.initial_mag", text:"string the mag the gun starts with. Set to \"empty\" for no mag, otherwise it defaults to accepted_magazines[1] (if present)"},
|
||||
{path:"class/gun.html#gun.properties.visuals.mesh", type:"field", title:"gun.properties.visuals.mesh", text:"name of mesh to display. Currently only supports b3d"},
|
||||
{path:"class/gun.html#gun.properties.visuals.textures", type:"field", title:"gun.properties.visuals.textures", text:"list of textures to use."},
|
||||
{path:"class/gun.html#gun.properties.visuals.scale", type:"field", title:"gun.properties.visuals.scale", text:"scale multiplier. Default 1"},
|
||||
{path:"class/gun.html#gun.properties.visuals.attached_objects", type:"field", title:"gun.properties.visuals.attached_objects", text:"objects that are attached to the gun. This is especially useful for attachments Example"},
|
||||
{path:"class/gun.html#gun.properties.visuals.backface_culling", type:"field", title:"gun.properties.visuals.backface_culling", text:"toggles backface culling. Default true"},
|
||||
{path:"class/gun.html#gun.properties.visuals.animations", type:"field", title:"gun.properties.visuals.animations", text:"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 {x=integer,y=integer} Example There are other animations which are variable which are not listed here, these are usually defined by properties such as: draw_animation"},
|
||||
{path:"class/gun.html#gun.properties.sounds.fire", type:"field", title:"gun.properties.sounds.fire", text:"sound player when firing the weapon"},
|
||||
{path:"class/gun.html#gun.animation_rotation", type:"field", title:"gun.animation_rotation", text:"vector containing the rotation offset from the current frame, this will be factored into the gun's direction if {@consts.ANIMATIONS_OFFSET_AIM}=true"},
|
||||
{path:"class/gun.html#gun.animation_translation", type:"field", title:"gun.animation_translation", text:"vector containing the translational/positional offset from the current frame"},
|
||||
{path:"class/gun.html#gun.total_offsets", type:"field", title:"gun.total_offsets", text:"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."},
|
||||
{path:"class/gun.html#gun.velocities", type:"field", title:"gun.velocities", text:"velocities in the format of offsets, but only containing angular (gun_axial and player_axial) offsets."},
|
||||
{path:"class/gun.html#lvl1_fields.offsets.recoil", type:"field", title:"lvl1_fields.offsets.recoil", text:""},
|
||||
{path:"class/gun.html#lvl1_fields.offsets.sway", type:"field", title:"lvl1_fields.offsets.sway", text:""},
|
||||
{path:"class/gun.html#lvl1_fields.offsets.walking", type:"field", title:"lvl1_fields.offsets.walking", text:""},
|
||||
{path:"class/gun.html#lvl1_fields.offsets.breathing", type:"field", title:"lvl1_fields.offsets.breathing", text:""},
|
||||
{path:"class/gun.html#lvl1_fields.offsets.look", type:"field", title:"lvl1_fields.offsets.look", text:""},
|
||||
{path:"class/gun.html#lvl1_fields.consts.KEYFRAME_SAMPLE_PRECISION", type:"field", title:"lvl1_fields.consts.KEYFRAME_SAMPLE_PRECISION", text:"frequency of keyframe samples for animation offsets and"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.DEFAULT_MAX_HEAR_DISTANCE", type:"field", title:"lvl1_fields.consts.DEFAULT_MAX_HEAR_DISTANCE", text:"default max hear distance when not specified"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.DEFAULT_FPS", type:"field", title:"lvl1_fields.consts.DEFAULT_FPS", text:"fps=60 animation fps i.e. during firing when no length is specified"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.HAS_RECOIL", type:"field", title:"lvl1_fields.consts.HAS_RECOIL", text:"bool"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.HAS_BREATHING", type:"field", title:"lvl1_fields.consts.HAS_BREATHING", text:"bool"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.HAS_SWAY", type:"field", title:"lvl1_fields.consts.HAS_SWAY", text:"bool"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.HAS_WAG", type:"field", title:"lvl1_fields.consts.HAS_WAG", text:"bool"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.HAS_GUN_AXIAL_OFFSETS", type:"field", title:"lvl1_fields.consts.HAS_GUN_AXIAL_OFFSETS", text:"bool wether the gun rotates on it's own axis instead of the player's view (i.e. ironsight misalignments)"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.ANIMATIONS_OFFSET_AIM", type:"field", title:"lvl1_fields.consts.ANIMATIONS_OFFSET_AIM", text:"wether animations create an offset"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.LOOP_IDLE_ANIM", type:"field", title:"lvl1_fields.consts.LOOP_IDLE_ANIM", text:"whether the idle animation changes or not"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.THIRD_PERSON_GAIN_MULTIPLIER", type:"field", title:"lvl1_fields.consts.THIRD_PERSON_GAIN_MULTIPLIER", text:"general gain multiplier for third persons when hearing sounds"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.ROOT_BONE", type:"field", title:"lvl1_fields.consts.ROOT_BONE", text:"the root bone of the gun (for animation offsets)"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.MAG_BONE", type:"field", title:"lvl1_fields.consts.MAG_BONE", text:"string=\"magazine\",the bone of the magazine in the gun (for dropping mags)"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.ARM_RIGHT_BONE", type:"field", title:"lvl1_fields.consts.ARM_RIGHT_BONE", text:"string=\"right_aimpoint\", the bone which the right arm aims at to"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.ARM_LEFT_BONE", type:"field", title:"lvl1_fields.consts.ARM_LEFT_BONE", text:"string=\"left_aimpoint\", the bone which the left arm aims at to"},
|
||||
{path:"class/gun.html#lvl1_fields.consts.VERSION", type:"field", title:"lvl1_fields.consts.VERSION", text:"table version of 4dguns this gun is made for. If left empty it will be assumed it is before 1.3."},
|
||||
{path:"class/gun.gun.html#gun.gun.properties", type:"field", title:"gun.gun.properties", text:"properties which define the vast majority of gun attributes and may change accross instances"},
|
||||
{path:"class/gun.gun.html#gun.gun.consts", type:"field", title:"gun.gun.consts", text:"constants which define gun attributes and should not be changed in an instance of the gun"},
|
||||
{path:"class/gun.gun.html#gun.gun.offsets", type:"field", title:"gun.gun.offsets", text:"runtime storage of offsets generated by recoil sway wag or any other element."},
|
||||
{path:"class/gun.gun.html#gun.gun.name", type:"field", title:"gun.gun.name", text:"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"},
|
||||
{path:"class/gun.gun.html#gun.gun.itemstring", type:"field", title:"gun.gun.itemstring", text:"string the itemstring of the gun- i.e. \"guns4d_pack_1:m4\". Set to \"\" for __template guns."},
|
||||
{path:"class/gun.gun.html#gun.gun.itemstack", type:"field", title:"gun.gun.itemstack", text:"ItemStack the gun itemstack. Remember to player:set_wielded_item(self.itemstack) when making meta or itemstack changes."},
|
||||
{path:"class/gun.gun.html#gun.gun.player", type:"field", title:"gun.gun.player", text:"ObjRef the operator of the weapon. This may at some point be deprecated when I start to implement AI/mob usage"},
|
||||
{path:"class/gun.gun.html#gun.gun.meta", type:"field", title:"gun.gun.meta", text:"MetaDataRef itemstack meta"},
|
||||
{path:"class/gun.gun.html#gun.gun.id", type:"field", title:"gun.gun.id", text:"string the ID of the gun used for tracking of it's inventory"},
|
||||
{path:"class/gun.gun.html#gun.gun.gun_entity", type:"field", title:"gun.gun.gun_entity", text:"ObjRef the gun entity"},
|
||||
{path:"class/gun.gun.html#gun.gun._registered", type:"field", title:"gun.gun._registered", text:"list of registered guns, *DO NOT MODIFY* I really need a metatable for this class..."},
|
||||
{path:"class/gun.gun.html#gun.gun.bolt_charged", type:"field", title:"gun.gun.bolt_charged", text:"bool is the bolt charged"},
|
||||
{path:"class/gun.gun.html#gun.gun.particle_spawners", type:"field", title:"gun.gun.particle_spawners", text:"table list of particle spawner handles (generated by firing)"},
|
||||
{path:"class/gun.gun.html#gun.gun.current_firemode", type:"field", title:"gun.gun.current_firemode", text:"int the active index of the firemode from firemodes"},
|
||||
{path:"class/gun.gun.html#gun.gun.walking_tick", type:"field", title:"gun.gun.walking_tick", text:"float walking time used to generate the figure 8 for wag"},
|
||||
{path:"class/gun.gun.html#gun.gun.time_since_last_fire", type:"field", title:"gun.gun.time_since_last_fire", text:"float"},
|
||||
{path:"class/gun.gun.html#gun.gun.time_since_creation", type:"field", title:"gun.gun.time_since_creation", text:"float"},
|
||||
{path:"class/gun.gun.html#gun.gun.rechamber_time", type:"field", title:"gun.gun.rechamber_time", text:"float time left for the chamber to cycle (for firerates)"},
|
||||
{path:"class/gun.gun.html#gun.gun.burst_queue", type:"field", title:"gun.gun.burst_queue", text:"int number of rounds left that need to be fired after a burst fire"},
|
||||
{path:"class/gun.gun.html#gun.gun.muzzle_flash", type:"field", title:"gun.gun.muzzle_flash", text:"function"},
|
||||
{path:"class/gun.gun.html#gun.gun.gun_translation", type:"field", title:"gun.gun.gun_translation", text:"vec3 translation of the gun relative to the \"gun\" bone or the player axial rotation."},
|
||||
{path:"class/gun.gun.html#gun.gun.property_modifiers", type:"field", title:"gun.gun.property_modifiers", text:"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."},
|
||||
{path:"class/gun.gun.html#gun.gun.attached_objects", type:"field", title:"gun.gun.attached_objects", text:"table a list of ObjRefs that are attached to the gun as a result of attached_objects"},
|
||||
{path:"class/gun.gun.html#gun.gun.subclass_instances", type:"field", title:"gun.gun.subclass_instances", text:"table list of subclass instances (i.e. Sprite_scope)"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.hip", type:"field", title:"lvl1_fields.properties.hip", text:"table hipfire properties"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.ads", type:"field", title:"lvl1_fields.properties.ads", text:"table aiming (\"aiming down sights\") properties"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.firemodes", type:"field", title:"lvl1_fields.properties.firemodes", text:"table list of firemodes"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.recoil", type:"field", title:"lvl1_fields.properties.recoil", text:"table defines the guns recoil"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.sway", type:"field", title:"lvl1_fields.properties.sway", text:"table defines the guns idle sway"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.wag", type:"field", title:"lvl1_fields.properties.wag", text:"table defines the movement of the gun while walking"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.charging", type:"field", title:"lvl1_fields.properties.charging", text:"table defines how rounds are chambered into the gun"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.ammo", type:"field", title:"lvl1_fields.properties.ammo", text:"table defines what ammo the gun uses"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.visuals", type:"field", title:"lvl1_fields.properties.visuals", text:"table defines visual attributes of the gun"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.sounds", type:"field", title:"lvl1_fields.properties.sounds", text:"table defines sounds to be used by functions of the gun"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.inventory", type:"field", title:"lvl1_fields.properties.inventory", text:"table inventory related attributes"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.initial_vertical_rotation", type:"field", title:"lvl1_fields.properties.initial_vertical_rotation", text:"float starting vertical rotation of the gun"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.breathing_scale", type:"field", title:"lvl1_fields.properties.breathing_scale", text:"float=.5 max angular deviation (vertical) from breathing"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.flash_offset", type:"field", title:"lvl1_fields.properties.flash_offset", text:"vector the offset from the center of the muzzle flash. Used by fire()"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.firerateRPM", type:"field", title:"lvl1_fields.properties.firerateRPM", text:"int=600 The number of rounds (cartidges) this gun can throw per minute. Used by update(), fire() and default controls"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.reload", type:"field", title:"lvl1_fields.properties.reload", text:"an ordered list of reloading states used by default_controls. the default reload states for a magazine operated weapon, copied from the m4. Example"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.model_bounding_box", type:"field", title:"lvl1_fields.properties.model_bounding_box", text:"table (optional) a table {x1,y1,z1, x2,y2,z2} specifying the bounding box of the model. The first 3 (x1,y1,z1) are the lower of their counterparts. This is autogenerated from the model when not present, reccomended that you leave nil."},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.infinite_inventory_overlay", type:"field", title:"lvl1_fields.properties.infinite_inventory_overlay", text:"string overlay on the item to use when infinite ammo is on"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.burst", type:"field", title:"lvl1_fields.properties.burst", text:"int=3 how many rounds in burst using when firemode is at \"burst\""},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.pc_control_actions", type:"field", title:"lvl1_fields.properties.pc_control_actions", text:"table containing a list of actions for PC users passed to Control_handler"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.properties.touch_control_actions", type:"field", title:"lvl1_fields.properties.touch_control_actions", text:"table containing a list of actions for touch screen users passed to Control_handler"},
|
||||
{path:"class/gun.gun.html#gun.properties.inventory.render_size", type:"field", title:"gun.properties.inventory.render_size", text:"the size in meters to render the gun in it's inventory opened with /guns4d_inv"},
|
||||
{path:"class/gun.gun.html#gun.properties.inventory.render_image", type:"field", title:"gun.properties.inventory.render_image", text:"the image of the gun in it's inventory opened with /guns4d_inv"},
|
||||
{path:"class/gun.gun.html#gun.properties.inventory.firemode_inventory_overlays", type:"field", title:"gun.properties.inventory.firemode_inventory_overlays", text:"table of firemodes and their overlays in the player's inventory when the gun is on that firemode"},
|
||||
{path:"class/gun.gun.html#gun.properties.inventory.inventory_image_magless", type:"field", title:"gun.properties.inventory.inventory_image_magless", text:"string (optional) inventory image for when the gun has no magazine"},
|
||||
{path:"class/gun.gun.html#gun.properties.inventory.inventory_image", type:"field", title:"gun.properties.inventory.inventory_image", text:"string inventory image for when the gun is loaded. This is added automatically during construction as the item's wield image."},
|
||||
{path:"class/gun.gun.html#gun.properties.subclsses.ammo_handler", type:"field", title:"gun.properties.subclsses.ammo_handler", text:"Ammo_handler the class (based on) ammo_handler to create an instance of and use. Default is Guns4d.ammo_handler"},
|
||||
{path:"class/gun.gun.html#gun.properties.subclsses.part_handler", type:"field", title:"gun.properties.subclsses.part_handler", text:"part_handler Part_handler class to use. Default is Guns4d.part_handler"},
|
||||
{path:"class/gun.gun.html#gun.properties.subclsses.sprite_scope", type:"field", title:"gun.properties.subclsses.sprite_scope", text:"Sprite_scope sprite scope class to use. Nil by default, inherit Sprite_scope for class (*documentation needed, reccomended contact for help if working with it*)"},
|
||||
{path:"class/gun.gun.html#gun.properties.subclsses.crosshair", type:"field", title:"gun.properties.subclsses.crosshair", text:"Dynamic_crosshair crosshair class to use. Nil by default, set to Guns4d.Dynamic_crosshair for a generic circular expanding reticle."},
|
||||
{path:"class/gun.gun.html#gun.properties.ads.offset", type:"field", title:"gun.properties.ads.offset", text:"vector the offset of the gun relative to the eye's position at hip."},
|
||||
{path:"class/gun.gun.html#gun.properties.ads.horizontal_offset", type:"field", title:"gun.properties.ads.horizontal_offset", text:"float the horizontal offset of the eye when aiming"},
|
||||
{path:"class/gun.gun.html#gun.properties.ads.aim_time", type:"field", title:"gun.properties.ads.aim_time", text:"the time it takes to go into full aim"},
|
||||
{path:"class/gun.gun.html#gun.properties.hip.offset", type:"field", title:"gun.properties.hip.offset", text:"vector the offset of the gun (relative to the right arm's default position) at hip."},
|
||||
{path:"class/gun.gun.html#gun.properties.hip.axis_rotation_ratio", type:"field", title:"gun.properties.hip.axis_rotation_ratio", text:"the ratio that the look rotation is expressed through player_axial (rotated around the viewport) rotation as opposed to gun_axial (rotating the entity)."},
|
||||
{path:"class/gun.gun.html#gun.properties.hip.sway_vel_mul", type:"field", title:"gun.properties.hip.sway_vel_mul", text:"sway speed multiplier while at hip"},
|
||||
{path:"class/gun.gun.html#gun.properties.hip.sway_angle_mul", type:"field", title:"gun.properties.hip.sway_angle_mul", text:"sway angle multiplier while at hip"},
|
||||
{path:"class/gun.gun.html#gun.properties.firemodes."single"", type:"field", title:"gun.properties.firemodes.\"single\"", text:""},
|
||||
{path:"class/gun.gun.html#gun.properties.firemodes."burst"", type:"field", title:"gun.properties.firemodes.\"burst\"", text:""},
|
||||
{path:"class/gun.gun.html#gun.properties.firemodes."auto"", type:"field", title:"gun.properties.firemodes.\"auto\"", text:""},
|
||||
{path:"class/gun.gun.html#gun.properties.recoil.velocity_correction_factor", type:"field", title:"gun.properties.recoil.velocity_correction_factor", text:"float TL:DR higher decreases recoil at expense of smoothness. 1/value is the deviation of a normalized bell curve, where x is the time since firing. this means that increasing it decreases the time it takes for the angular velocity to fully \"decay\"."},
|
||||
{path:"class/gun.gun.html#gun.properties.recoil.target_correction_factor", type:"field", title:"gun.properties.recoil.target_correction_factor", text:"float Correction of recoil offset per second is calculated as such: target_correction_factor[axis]time_since_firerecoil[axis]"},
|
||||
{path:"class/gun.gun.html#gun.properties.recoil.target_correction_max_rate", type:"field", title:"gun.properties.recoil.target_correction_max_rate", text:"float The maximum rate per second of recoil offset as determined with target_correction_factor"},
|
||||
{path:"class/gun.gun.html#gun.properties.recoil.angular_velocity_max", type:"field", title:"gun.properties.recoil.angular_velocity_max", text:"float caps the recoil velocity that can stack up from shots."},
|
||||
{path:"class/gun.gun.html#gun.properties.recoil.angular_velocity", type:"field", title:"gun.properties.recoil.angular_velocity", text:"vector {x=float, y=float}, defines the initial angular velocity produced by firing the gun"},
|
||||
{path:"class/gun.gun.html#gun.properties.recoil.bias", type:"field", title:"gun.properties.recoil.bias", text:"vector {x=float, y=float}, ranges -1 to 1. Defines the probability of the recoil being positive or negative for any given axis."},
|
||||
{path:"class/gun.gun.html#gun.properties.recoil.hipfire_multiplier", type:"field", title:"gun.properties.recoil.hipfire_multiplier", text:"float angular velocity multiplier when firing from the hip"},
|
||||
{path:"class/gun.gun.html#gun.properties.sway.max_angle", type:"field", title:"gun.properties.sway.max_angle", text:"float maximum angle of the sway"},
|
||||
{path:"class/gun.gun.html#gun.properties.sway.angular_velocity", type:"field", title:"gun.properties.sway.angular_velocity", text:"float angular velocity the sway"},
|
||||
{path:"class/gun.gun.html#gun.properties.sway.hipfire_angle_multiplier", type:"field", title:"gun.properties.sway.hipfire_angle_multiplier", text:"float maximum angle multiplier while the gun is at the hip"},
|
||||
{path:"class/gun.gun.html#gun.properties.sway.hipfire_velocity_multiplier", type:"field", title:"gun.properties.sway.hipfire_velocity_multiplier", text:"float velocity multiplier while the gun is at the hip"},
|
||||
{path:"class/gun.gun.html#gun.properties.wag.cycle_speed", type:"field", title:"gun.properties.wag.cycle_speed", text:"float=1.6 the cycle speed multiplier"},
|
||||
{path:"class/gun.gun.html#gun.properties.wag.decay_speed", type:"field", title:"gun.properties.wag.decay_speed", text:"float=1 decay factor when walking has stopped and offset remains."},
|
||||
{path:"class/gun.gun.html#gun.properties.wag.offset", type:"field", title:"gun.properties.wag.offset", text:"table containing angular deviation while walking in the same format as an offset vector. Acts as a multiplier on the figure-8 generated while walking."},
|
||||
{path:"class/gun.gun.html#gun.properties.charging.require_draw_on_swap", type:"field", title:"gun.properties.charging.require_draw_on_swap", text:"bool defines wether the draw animation is played on swap (when loaded). Default true."},
|
||||
{path:"class/gun.gun.html#gun.properties.charging.bolt_charge_mode", type:"field", title:"gun.properties.charging.bolt_charge_mode", text:"string \"none\" bolt will never need to be charged after reload, \"catch\" when fired to empty bolt will not need to be charged after reload, \"no_catch\" bolt will always need to be charged after reload."},
|
||||
{path:"class/gun.gun.html#gun.properties.charging.draw_time", type:"field", title:"gun.properties.charging.draw_time", text:"float the time it takes to swap to the gun"},
|
||||
{path:"class/gun.gun.html#gun.properties.charging.draw_animation", type:"field", title:"gun.properties.charging.draw_animation", text:"string name of the animation to play from visuals.animations. Default \"draw\""},
|
||||
{path:"class/gun.gun.html#gun.properties.charging.draw_sound", type:"field", title:"gun.properties.charging.draw_sound", text:"string name of the sound to play from sounds. Default \"draw\""},
|
||||
{path:"class/gun.gun.html#gun.properties.ammo.magazine_only", type:"field", title:"gun.properties.ammo.magazine_only", text:"bool wether the gun only uses a magazine or accepts raw ammunition too."},
|
||||
{path:"class/gun.gun.html#gun.properties.ammo.accepted_bullets", type:"field", title:"gun.properties.ammo.accepted_bullets", text:"table a list of accepted bullet itemstrings"},
|
||||
{path:"class/gun.gun.html#gun.properties.ammo.accepted_magazines", type:"field", title:"gun.properties.ammo.accepted_magazines", text:"table a list of accepted magazine itemstrings"},
|
||||
{path:"class/gun.gun.html#gun.properties.ammo.initial_mag", type:"field", title:"gun.properties.ammo.initial_mag", text:"string the mag the gun starts with. Set to \"empty\" for no mag, otherwise it defaults to accepted_magazines[1] (if present)"},
|
||||
{path:"class/gun.gun.html#gun.properties.visuals.mesh", type:"field", title:"gun.properties.visuals.mesh", text:"name of mesh to display. Currently only supports b3d"},
|
||||
{path:"class/gun.gun.html#gun.properties.visuals.textures", type:"field", title:"gun.properties.visuals.textures", text:"list of textures to use."},
|
||||
{path:"class/gun.gun.html#gun.properties.visuals.scale", type:"field", title:"gun.properties.visuals.scale", text:"scale multiplier. Default 1"},
|
||||
{path:"class/gun.gun.html#gun.properties.visuals.attached_objects", type:"field", title:"gun.properties.visuals.attached_objects", text:"objects that are attached to the gun. This is especially useful for attachments Example"},
|
||||
{path:"class/gun.gun.html#gun.properties.visuals.backface_culling", type:"field", title:"gun.properties.visuals.backface_culling", text:"toggles backface culling. Default true"},
|
||||
{path:"class/gun.gun.html#gun.properties.visuals.animations", type:"field", title:"gun.properties.visuals.animations", text:"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 {x=integer,y=integer} Example There are other animations which are variable which are not listed here, these are usually defined by properties such as: draw_animation"},
|
||||
{path:"class/gun.gun.html#gun.properties.sounds.fire", type:"field", title:"gun.properties.sounds.fire", text:"sound player when firing the weapon"},
|
||||
{path:"class/gun.gun.html#gun.gun.animation_rotation", type:"field", title:"gun.gun.animation_rotation", text:"vector containing the rotation offset from the current frame, this will be factored into the gun's direction if {@consts.ANIMATIONS_OFFSET_AIM}=true"},
|
||||
{path:"class/gun.gun.html#gun.gun.animation_translation", type:"field", title:"gun.gun.animation_translation", text:"vector containing the translational/positional offset from the current frame"},
|
||||
{path:"class/gun.gun.html#gun.gun.total_offsets", type:"field", title:"gun.gun.total_offsets", text:"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."},
|
||||
{path:"class/gun.gun.html#gun.gun.velocities", type:"field", title:"gun.gun.velocities", text:"velocities in the format of offsets, but only containing angular (gun_axial and player_axial) offsets."},
|
||||
{path:"class/gun.gun.html#lvl1_fields.offsets.recoil", type:"field", title:"lvl1_fields.offsets.recoil", text:""},
|
||||
{path:"class/gun.gun.html#lvl1_fields.offsets.sway", type:"field", title:"lvl1_fields.offsets.sway", text:""},
|
||||
{path:"class/gun.gun.html#lvl1_fields.offsets.walking", type:"field", title:"lvl1_fields.offsets.walking", text:""},
|
||||
{path:"class/gun.gun.html#lvl1_fields.offsets.breathing", type:"field", title:"lvl1_fields.offsets.breathing", text:""},
|
||||
{path:"class/gun.gun.html#lvl1_fields.offsets.look", type:"field", title:"lvl1_fields.offsets.look", text:""},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.KEYFRAME_SAMPLE_PRECISION", type:"field", title:"lvl1_fields.consts.KEYFRAME_SAMPLE_PRECISION", text:"frequency of keyframe samples for animation offsets and"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.DEFAULT_MAX_HEAR_DISTANCE", type:"field", title:"lvl1_fields.consts.DEFAULT_MAX_HEAR_DISTANCE", text:"default max hear distance when not specified"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.DEFAULT_FPS", type:"field", title:"lvl1_fields.consts.DEFAULT_FPS", text:"fps=60 animation fps i.e. during firing when no length is specified"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.HAS_RECOIL", type:"field", title:"lvl1_fields.consts.HAS_RECOIL", text:"bool"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.HAS_BREATHING", type:"field", title:"lvl1_fields.consts.HAS_BREATHING", text:"bool"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.HAS_SWAY", type:"field", title:"lvl1_fields.consts.HAS_SWAY", text:"bool"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.HAS_WAG", type:"field", title:"lvl1_fields.consts.HAS_WAG", text:"bool"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.HAS_GUN_AXIAL_OFFSETS", type:"field", title:"lvl1_fields.consts.HAS_GUN_AXIAL_OFFSETS", text:"bool wether the gun rotates on it's own axis instead of the player's view (i.e. ironsight misalignments)"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.ANIMATIONS_OFFSET_AIM", type:"field", title:"lvl1_fields.consts.ANIMATIONS_OFFSET_AIM", text:"wether animations create an offset"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.LOOP_IDLE_ANIM", type:"field", title:"lvl1_fields.consts.LOOP_IDLE_ANIM", text:"whether the idle animation changes or not"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.THIRD_PERSON_GAIN_MULTIPLIER", type:"field", title:"lvl1_fields.consts.THIRD_PERSON_GAIN_MULTIPLIER", text:"general gain multiplier for third persons when hearing sounds"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.ROOT_BONE", type:"field", title:"lvl1_fields.consts.ROOT_BONE", text:"the root bone of the gun (for animation offsets)"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.MAG_BONE", type:"field", title:"lvl1_fields.consts.MAG_BONE", text:"string=\"magazine\",the bone of the magazine in the gun (for dropping mags)"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.ARM_RIGHT_BONE", type:"field", title:"lvl1_fields.consts.ARM_RIGHT_BONE", text:"string=\"right_aimpoint\", the bone which the right arm aims at to"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.ARM_LEFT_BONE", type:"field", title:"lvl1_fields.consts.ARM_LEFT_BONE", text:"string=\"left_aimpoint\", the bone which the left arm aims at to"},
|
||||
{path:"class/gun.gun.html#lvl1_fields.consts.VERSION", type:"field", title:"lvl1_fields.consts.VERSION", text:"table version of 4dguns this gun is made for. If left empty it will be assumed it is before 1.3."},
|
||||
{path:"class/player_model_handler.html#fields.offsets", type:"field", title:"fields.offsets", text:"fields.offsets"},
|
||||
{path:"module/misc_helpers.html#Guns4d.math.weighted_randoms", type:"function", title:"Guns4d.math.weighted_randoms", text:"picks a random index, with odds based on it's value. Returns the index of the selected."},
|
||||
{path:"module/play_sound.html#Guns4d.play_sounds", type:"function", title:"Guns4d.play_sounds", text:"allows you to play one or more sounds with more complex features, so sounds can be easily coded for guns without the need for functions. WARNING: this function modifies the tables passed to it, use Guns4d.table.shallow_copy() or table.copy for inputted soundspecs Example"},
|
||||
|
@ -16,7 +16,7 @@
|
||||
<div class="group two">
|
||||
</div>
|
||||
<div class="group three">
|
||||
<div class="button iconright"><a href="../class/gun.html" title="gun"><span>Next</span><img src="../img/i-right.svg?7653a2d" alt=""/></a></div>
|
||||
<div class="button iconright"><a href="../class/gun.gun.html" title="gun.gun"><span>Next</span><img src="../img/i-right.svg?7653a2d" alt=""/></a></div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="sidebar">
|
||||
@ -38,7 +38,7 @@
|
||||
<div class="classes">
|
||||
<div class="heading">Classes</div>
|
||||
<ul>
|
||||
<li><a href="../class/gun.html">Gun</a></li>
|
||||
<li><a href="../class/gun.gun.html">Gun</a></li>
|
||||
<li><a href="../class/player_model_handler.html">Player_model_handler.player_model_handler</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
|
@ -39,7 +39,7 @@
|
||||
<div class="classes">
|
||||
<div class="heading">Classes</div>
|
||||
<ul>
|
||||
<li><a href="../class/gun.html">Gun</a></li>
|
||||
<li><a href="../class/gun.gun.html">Gun</a></li>
|
||||
<li><a href="../class/player_model_handler.html">Player_model_handler.player_model_handler</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
|
@ -39,7 +39,7 @@
|
||||
<div class="classes">
|
||||
<div class="heading">Classes</div>
|
||||
<ul>
|
||||
<li><a href="../class/gun.html">Gun</a></li>
|
||||
<li><a href="../class/gun.gun.html">Gun</a></li>
|
||||
<li><a href="../class/player_model_handler.html">Player_model_handler.player_model_handler</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
|
@ -39,7 +39,7 @@
|
||||
<div class="classes">
|
||||
<div class="heading">Classes</div>
|
||||
<ul>
|
||||
<li><a href="../class/gun.html">Gun</a></li>
|
||||
<li><a href="../class/gun.gun.html">Gun</a></li>
|
||||
<li><a href="../class/player_model_handler.html">Player_model_handler.player_model_handler</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
|
@ -45,7 +45,7 @@
|
||||
<div class="classes">
|
||||
<div class="heading">Classes</div>
|
||||
<ul>
|
||||
<li><a href="../class/gun.html">Gun</a></li>
|
||||
<li><a href="../class/gun.gun.html">Gun</a></li>
|
||||
<li><a href="../class/player_model_handler.html">Player_model_handler.player_model_handler</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
|
@ -41,7 +41,7 @@
|
||||
<div class="classes">
|
||||
<div class="heading">Classes</div>
|
||||
<ul>
|
||||
<li><a href="../class/gun.html">Gun</a></li>
|
||||
<li><a href="../class/gun.gun.html">Gun</a></li>
|
||||
<li><a href="../class/player_model_handler.html">Player_model_handler.player_model_handler</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
|
@ -16,7 +16,7 @@
|
||||
<div class="group two">
|
||||
</div>
|
||||
<div class="group three">
|
||||
<div class="button iconright"><a href="class/gun.html" title="gun"><span>Next</span><img src="img/i-right.svg?7653a2d" alt=""/></a></div>
|
||||
<div class="button iconright"><a href="class/gun.gun.html" title="gun.gun"><span>Next</span><img src="img/i-right.svg?7653a2d" alt=""/></a></div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="sidebar">
|
||||
@ -32,7 +32,7 @@
|
||||
<div class="classes">
|
||||
<div class="heading">Classes</div>
|
||||
<ul>
|
||||
<li><a href="class/gun.html">Gun</a></li>
|
||||
<li><a href="class/gun.gun.html">Gun</a></li>
|
||||
<li><a href="class/player_model_handler.html">Player_model_handler.player_model_handler</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
|
Loading…
x
Reference in New Issue
Block a user