gun
¶
module
properties | properties which define the vast majority of gun attributes and may change accross instances |
consts | constants which define gun attributes and should not be changed in an instance of the gun |
offsets | runtime storage of offsets generated by recoil sway wag or any other element |
name |
|
itemstring |
|
itemstack |
|
player |
|
meta |
|
id |
|
gun_entity |
|
_registered | list of registered guns, DO NOT MODIFY I really need a metatable for this class |
bolt_charged |
|
particle_spawners |
|
current_firemode |
|
walking_tick |
|
time_since_last_fire |
|
time_since_creation |
|
rechamber_time |
|
burst_queue |
|
muzzle_flash |
|
gun_translation |
|
property_modifiers |
|
attached_objects |
|
subclass_instances |
|
animation_rotation |
|
animation_translation |
|
total_offsets | all offsets from gun.offset of a type added together gun in the same format as a an offset (that is, five vectors, |
velocities | velocities in the format of offsets, but only containing angular ( |
properties which define the vast majority of gun attributes and may change accross instances
constants which define gun attributes and should not be changed in an instance of the gun
runtime storage of offsets generated by recoil sway wag or any other element.
string
the name of the gun. Set to __template for guns which have no instances and serve as a template. It is safe to set name to the same as gun.itemstring
string
the itemstring of the gun- i.e. "guns4d_pack_1:m4"
. Set to ""
for __template
guns.
ItemStack
the gun itemstack. Remember to player:set_wielded_item(self.itemstack) when making meta or itemstack changes.
ObjRef
the operator of the weapon. This may at some point be deprecated when I start to implement AI/mob usage
MetaDataRef
itemstack meta
string
the ID of the gun used for tracking of it's inventory
ObjRef
the gun entity
list of registered guns, DO NOT MODIFY I really need a metatable for this class...
bool
is the bolt charged
table
list of particle spawner handles (generated by firing)
int
the active index of the firemode from firemodes
float
walking time used to generate the figure 8 for wag
float
float
float
time left for the chamber to cycle (for firerates)
int
number of rounds left that need to be fired after a burst fire
function
vec3
translation of the gun relative to the "gun" bone or the player axial rotation.
table
indexed list of functions which are called when the gun's properties need to be built. This is used for things like attachments, etc.
table
a list of ObjRefs that are attached to the gun as a result of attached_objects
table
list of subclass instances (i.e. Sprite_scope)
vector
containing the rotation offset from the current frame, this will be factored into the gun's direction if {@consts.ANIMATIONS_OFFSET_AIM}=true
vector
containing the translational/positional offset from the current frame
all offsets from gun.offset of a type added together gun in the same format as a an offset (that is, five vectors, gun_axial
, player_axial
, etc.). Note that if
offsets are changed after update, this will not be updated automatically until the next update. update_rotations() must be called to do so.
velocities in the format of offsets, but only containing angular (gun_axial
and player_axial
) offsets.
the table containing every attribute of the gun.
hip¶ | |
ads¶ | |
firemodes¶ | |
recoil¶ | |
sway¶ | |
wag¶ | |
charging¶ | |
ammo¶ | |
visuals¶ | |
sounds¶ | |
inventory¶ | |
initial_vertical_rotation¶ |
|
breathing_scale¶ |
|
flash_offset¶ |
|
firerateRPM¶ |
|
reload¶ | an ordered list of reloading states used by default_controls. the default reload states for a magazine operated weapon, copied from the m4. Example
|
model_bounding_box¶ |
|
infinite_inventory_overlay¶ |
|
burst¶ |
|
pc_control_actions¶ |
|
touch_control_actions¶ |
|
render_size¶ | the size in meters to render the gun in it's inventory opened with /guns4d_inv |
render_image¶ | the image of the gun in it's inventory opened with /guns4d_inv |
firemode_inventory_overlays¶ | table of firemodes and their overlays in the player's inventory when the gun is on that firemode |
inventory_image_magless¶ |
|
inventory_image¶ |
|
ammo_handler¶ |
|
part_handler¶ |
|
sprite_scope¶ |
|
crosshair¶ |
|
offset¶ |
|
axis_rotation_ratio¶ | the ratio that the look rotation is expressed through player_axial (rotated around the viewport) rotation as opposed to gun_axial (rotating the entity). |
sway_vel_mul¶ | sway speed multiplier while at hip |
sway_angle_mul¶ | sway angle multiplier while at hip |
list containing the firemodes of the gun. Default only contains "single". Strings allowed by default:
IMPORTANT: expects fields to be tables containing a "gun_axial" and "player_axial" field.
property = {
gun_axial = type
player_axial = type
}
--using a vector...
property = {
gun_axial={x=float, y=float},
player_axial={x=float, y=float}
}`
velocity_correction_factor¶ |
|
target_correction_factor¶ |
|
target_correction_max_rate¶ |
|
angular_velocity_max¶ |
|
angular_velocity¶ |
|
bias¶ |
|
hipfire_multiplier¶ |
|
IMPORTANT: expects fields to be tables containing a "gun_axial" and "player_axial" field. In the same format as gun.properties.recoil
cycle_speed¶ |
|
decay_speed¶ |
|
offset¶ |
|
require_draw_on_swap¶ |
|
bolt_charge_mode¶ |
|
draw_time¶ |
|
draw_animation¶ |
|
draw_sound¶ |
|
magazine_only¶ |
|
accepted_bullets¶ |
|
accepted_magazines¶ |
|
initial_mag¶ |
|
mesh¶ | name of mesh to display. Currently only supports b3d |
textures¶ | list of textures to use. |
scale¶ | scale multiplier. Default 1 |
attached_objects¶ | objects that are attached to the gun. This is especially useful for attachments Example
|
backface_culling¶ | toggles backface culling. Default true |
animations¶ | a table of animations. Indexes define the name of the animation to be refrenced by other functions of the gun.
should be in the format Example
There are other animations which are variable which are not listed here, these are usually defined by properties such as: reload, draw_animation |
other fields are defined by other properties such as properties.charging.draw_sound and properties.reload
fire¶ | sound player when firing the weapon |
a list of tables each containing offset vectors These are required for automatic initialization of offsets. note rotations are in degrees, and translations are in meters.
recoil = {
gun_axial = {x=0, y=0}, --rotation of the gun around it's origin.
player_axial = {x=0, y=0}, --rotation of the gun around the bone it's attached to
--translations of gun
player_trans = {x=0, y=0, z=0}, --translation of the bone the gun is attached to
eye_trans = {x=0, y=0, z=0}, --trnaslation of the player's look
gun_tran = {x=0, y=0, z=0}s --translation of the gun relative to the bone it's attachted to.
}
These are variables that are constant across the class and should usually not ever be changed by instnaces
KEYFRAME_SAMPLE_PRECISION¶ | frequency of keyframe samples for animation offsets and |
DEFAULT_MAX_HEAR_DISTANCE¶ | default max hear distance when not specified |
DEFAULT_FPS¶ |
|
HAS_RECOIL¶ |
|
HAS_BREATHING¶ |
|
HAS_SWAY¶ |
|
HAS_WAG¶ |
|
HAS_GUN_AXIAL_OFFSETS¶ |
|
ANIMATIONS_OFFSET_AIM¶ | wether animations create an offset |
LOOP_IDLE_ANIM¶ | whether the idle animation changes or not |
THIRD_PERSON_GAIN_MULTIPLIER¶ | general gain multiplier for third persons when hearing sounds |
ROOT_BONE¶ | the root bone of the gun (for animation offsets) |
MAG_BONE¶ |
|
ARM_RIGHT_BONE¶ |
|
ARM_LEFT_BONE¶ |
|
VERSION¶ |
|