energy ![code/modules/projectiles/guns/energy.dm 1](git.png)
Vars | |
automatic_charge_overlays | Do we handle overlays with base update_icon()? |
---|---|
can_charge | Can it be charged in a recharger? |
can_select | If the user can select the firemode through attack_self. |
cell | What type of power cell this uses |
charge_delay | The amount of seconds_per_tick during process() before the gun charges itself |
charge_timer | The amount of time between instances of cell self recharge |
dead_cell | set to true so the gun is given an empty cell |
display_empty | Should we give an overlay to empty guns? |
modifystate | if the weapon has custom icons for individual ammo types it can switch between. ie disabler beams, taser, laser/lethals, ect. |
select | The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next. |
self_charge_amount | The amount restored by the gun to the cell per self charge tick |
selfcharge | Whether or not our gun charges its own cell on a timer. |
shaded_charge | if this gun uses a stateful charge bar for more detail |
single_shot_type_overlay | If this gun has a "this is loaded with X" overlay alongside chargebars and such |
use_cyborg_cell | whether the gun's cell drains the cyborg user's cell to recharge |
Procs | |
add_notes_energy | Outputs type-specific weapon stats for energy-based firearms based on its firing modes and the stats of those firing modes. Esoteric firing modes like ion are currently not supported but can be added easily |
get_charge_ratio | Used by update_icon_state() and update_overlays() |
Var Details
automatic_charge_overlays ![code/modules/projectiles/guns/energy.dm 23](git.png)
Do we handle overlays with base update_icon()?
can_charge ![code/modules/projectiles/guns/energy.dm 21](git.png)
Can it be charged in a recharger?
can_select ![code/modules/projectiles/guns/energy.dm 19](git.png)
If the user can select the firemode through attack_self.
cell ![code/modules/projectiles/guns/energy.dm 11](git.png)
What type of power cell this uses
charge_delay ![code/modules/projectiles/guns/energy.dm 45](git.png)
The amount of seconds_per_tick during process() before the gun charges itself
charge_timer ![code/modules/projectiles/guns/energy.dm 43](git.png)
The amount of time between instances of cell self recharge
dead_cell ![code/modules/projectiles/guns/energy.dm 36](git.png)
set to true so the gun is given an empty cell
display_empty ![code/modules/projectiles/guns/energy.dm 31](git.png)
Should we give an overlay to empty guns?
modifystate ![code/modules/projectiles/guns/energy.dm 14](git.png)
if the weapon has custom icons for individual ammo types it can switch between. ie disabler beams, taser, laser/lethals, ect.
select ![code/modules/projectiles/guns/energy.dm 17](git.png)
The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next.
self_charge_amount ![code/modules/projectiles/guns/energy.dm 47](git.png)
The amount restored by the gun to the cell per self charge tick
selfcharge ![code/modules/projectiles/guns/energy.dm 41](git.png)
Whether or not our gun charges its own cell on a timer.
shaded_charge ![code/modules/projectiles/guns/energy.dm 27](git.png)
if this gun uses a stateful charge bar for more detail
single_shot_type_overlay ![code/modules/projectiles/guns/energy.dm 29](git.png)
If this gun has a "this is loaded with X" overlay alongside chargebars and such
use_cyborg_cell ![code/modules/projectiles/guns/energy.dm 34](git.png)
whether the gun's cell drains the cyborg user's cell to recharge
Proc Details
add_notes_energy
Outputs type-specific weapon stats for energy-based firearms based on its firing modes and the stats of those firing modes. Esoteric firing modes like ion are currently not supported but can be added easily
get_charge_ratio
Used by update_icon_state() and update_overlays()