/obj/item/weapon/gun/launcher
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
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
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.