attachment
Base attachment. "_a" icons should be 5x5 pixels. See icons/obj/guns/attachment.dmi.
Vars | |
actions_list | List of actions to add to the gun when attached. See code/modules/projectiles/attachments/laser_sight.dm for example. |
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attach_verb | "You slide the attachment into place on gun." |
attachment_type | Attachments that are not exclusive i.e. attaches to the side of the barrel should have an attachment_type of 0. Otherwise, use one or many bitflags to represent the exclusive space this attachment should occuy. |
icon_state | Attached sprite adds "_a" e.g. "iconname_a" |
is_on | If the attachment can be "turned on", it will use "_on" e.g. "iconname_on_a" and "iconname_on". It is important to note that not all attachments can be turned on, so you don't have to worry about this most of the time. |
Procs | |
on_attach | Called when the attacment is attached to a weapon |
on_detach | Called when the attachment is detached from a weapon |
Var Details
actions_list
List of actions to add to the gun when attached. See code/modules/projectiles/attachments/laser_sight.dm for example.
attach_verb
"You slide the attachment into place on gun."
attachment_type
Attachments that are not exclusive i.e. attaches to the side of the barrel should have an attachment_type of 0. Otherwise, use one or many bitflags to represent the exclusive space this attachment should occuy.
icon_state
Attached sprite adds "_a" e.g. "iconname_a"
is_on
If the attachment can be "turned on", it will use "_on" e.g. "iconname_on_a" and "iconname_on". It is important to note that not all attachments can be turned on, so you don't have to worry about this most of the time.
Proc Details
on_attach
Called when the attacment is attached to a weapon
on_detach
Called when the attachment is detached from a weapon