/obj/item/weapon/gun/launcher
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Vars | |
GL_has_empty_icon | gun update_icon doesn't detect that guns with no magazine are loaded or not, and will always append _o or _e if possible. |
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GL_has_open_icon | gun update_icon doesn't detect that guns with no magazine are loaded or not, and will always append _o or _e if possible. |
cylinder | Internal storage item used as magazine. Must be initialised to work! Set parameters by variables or it will inherit standard numbers from storage.dm. Got to call it something and 'magazine' or w/e would be confusing. |
direct_draw | Whether clicking a held weapon with an empty hand will open its inventory or draw a munition out. |
has_cylinder | Variable that initializes the above. |
internal_max_w_class | how big an item can be inserted. |
internal_slots | How many items can be inserted. "Null" = backpack-style size-based inventory. You'll have to set max_storage_space too if you do that, and arrange any initial contents. Iff you arrange to put in more items than the storage can hold, they can be taken out but not replaced. |
preload | What single item to fill the storage with, if any. This does not respect w_class. |
use_sound | the sfx played when the storage is opened. |
Var Details
GL_has_empty_icon
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gun update_icon doesn't detect that guns with no magazine are loaded or not, and will always append _o or _e if possible.
GL_has_open_icon
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gun update_icon doesn't detect that guns with no magazine are loaded or not, and will always append _o or _e if possible.
cylinder
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Internal storage item used as magazine. Must be initialised to work! Set parameters by variables or it will inherit standard numbers from storage.dm. Got to call it something and 'magazine' or w/e would be confusing.
direct_draw
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Whether clicking a held weapon with an empty hand will open its inventory or draw a munition out.
has_cylinder
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Variable that initializes the above.
internal_max_w_class
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how big an item can be inserted.
internal_slots
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How many items can be inserted. "Null" = backpack-style size-based inventory. You'll have to set max_storage_space too if you do that, and arrange any initial contents. Iff you arrange to put in more items than the storage can hold, they can be taken out but not replaced.
preload
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What single item to fill the storage with, if any. This does not respect w_class.
use_sound
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the sfx played when the storage is opened.