autofire 
Vars | |
| auto_burst_fire_shot_delay | Delay between two volley of burst |
|---|---|
| auto_fire_shot_delay | Delay between two shots when in full auto |
| burst_shots_to_fire | How many bullets are fired in burst mode |
| burstfire_shot_delay | Delay between two burst shots |
| bursting | If we are in a burst |
| callback_bursting | Callback to set bursting mode on the parent |
| callback_fire | Callback to ask the parent to fire |
| callback_reset_fire | Callback to ask the parent to reset its firing vars |
| current_windup_reduction | the reduction to shot delay for windup |
| fire_mode | The current fire mode of the shooter |
| have_to_reset_at_burst_end | If TRUE, the shooter will reset its references at the end of the burst |
| shooting | If the shooter is currently shooting |
| shots_fired | Count the shots fired when bursting |
| timerid | Timer for tracking the spindown reset timings |
| windup_autofire | windup autofire vars Whether the delay between shots increases over time, simulating a spooling weapon |
| windup_autofire_cap | How high of a reduction that current_windup_reduction can reach |
| windup_autofire_reduction_multiplier | the percentage of autfire_shot_delay that is added to current_windup_reduction |
| windup_spindown | How long it takes for weapons that have spooled-up to reset back to the original firing speed |
Procs | |
| hard_reset | Hard reset the autofire, happens when the shooter fall/is thrown, at the end of a burst or when it runs out of ammunition |
| initiate_shot | Insert the component in the bucket system if it was not in already |
| modify_autoburstfire_shot_delay | Setter for autoburst shot delay |
| modify_burst_shots_to_fire | Setter for the number of shot in a burst |
| modify_burstfire_shot_delay | Setter for burst shot delay |
| modify_fire_mode | Setter for fire mode |
| modify_fire_shot_delay | Setter for auto fire shot delay |
| process_shot | Ask the shooter to fire and schedule the next shot if need |
| stop_firing | Remove the component from the bucket system if it was in |
| windup_reset | Reset for our windup, resetting everything back to initial values after a variable set amount of time (determined by var/windup_spindown). |
Var Details
auto_burst_fire_shot_delay 
Delay between two volley of burst
auto_fire_shot_delay 
Delay between two shots when in full auto
burst_shots_to_fire 
How many bullets are fired in burst mode
burstfire_shot_delay 
Delay between two burst shots
bursting 
If we are in a burst
callback_bursting 
Callback to set bursting mode on the parent
callback_fire 
Callback to ask the parent to fire
callback_reset_fire 
Callback to ask the parent to reset its firing vars
current_windup_reduction 
the reduction to shot delay for windup
fire_mode 
The current fire mode of the shooter
have_to_reset_at_burst_end 
If TRUE, the shooter will reset its references at the end of the burst
shooting 
If the shooter is currently shooting
shots_fired 
Count the shots fired when bursting
timerid 
Timer for tracking the spindown reset timings
windup_autofire 
windup autofire vars Whether the delay between shots increases over time, simulating a spooling weapon
windup_autofire_cap 
How high of a reduction that current_windup_reduction can reach
windup_autofire_reduction_multiplier 
the percentage of autfire_shot_delay that is added to current_windup_reduction
windup_spindown 
How long it takes for weapons that have spooled-up to reset back to the original firing speed
Proc Details
hard_reset
Hard reset the autofire, happens when the shooter fall/is thrown, at the end of a burst or when it runs out of ammunition
initiate_shot
Insert the component in the bucket system if it was not in already
modify_autoburstfire_shot_delay
Setter for autoburst shot delay
modify_burst_shots_to_fire
Setter for the number of shot in a burst
modify_burstfire_shot_delay
Setter for burst shot delay
modify_fire_mode
Setter for fire mode
modify_fire_shot_delay
Setter for auto fire shot delay
process_shot
Ask the shooter to fire and schedule the next shot if need
stop_firing
Remove the component from the bucket system if it was in
windup_reset
Reset for our windup, resetting everything back to initial values after a variable set amount of time (determined by var/windup_spindown).