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//Gun weapon weight | ||
/// Allows you to dual wield this gun and your offhand gun | ||
#define WEAPON_LIGHT 1 | ||
/// Does not allow you to dual wield with this gun and your offhand gun | ||
#define WEAPON_MEDIUM 2 | ||
/// You must wield the gun to fire this gun | ||
#define WEAPON_HEAVY 3 | ||
//Gun trigger guards | ||
#define TRIGGER_GUARD_ALLOW_ALL -1 | ||
#define TRIGGER_GUARD_NONE 0 | ||
#define TRIGGER_GUARD_NORMAL 1 | ||
//Gun bolt types | ||
///Gun has a bolt, it stays closed while not cycling. The gun must be racked to have a bullet chambered when a mag is inserted. | ||
/// Example: c20, shotguns, m90 | ||
#define BOLT_TYPE_STANDARD 1 | ||
///Gun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed. | ||
/// Example: Some SMGs, the L6 | ||
#define BOLT_TYPE_OPEN 2 | ||
///Gun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine. | ||
/// Example: Break action shotguns, revolvers | ||
#define BOLT_TYPE_NO_BOLT 3 | ||
///Gun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in. | ||
/// Example: Pistols with a slide lock, some SMGs | ||
#define BOLT_TYPE_LOCKING 4 | ||
//Sawn off nerfs | ||
///accuracy penalty of sawn off guns | ||
#define SAWN_OFF_ACC_PENALTY 25 | ||
///added recoil of sawn off guns | ||
#define SAWN_OFF_RECOIL 1 | ||
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//Autofire component | ||
/// Compatible firemode is in the gun. Wait until it's held in the user hands. | ||
#define AUTOFIRE_STAT_IDLE (1<<0) | ||
/// Gun is active and in the user hands. Wait until user does a valid click. | ||
#define AUTOFIRE_STAT_ALERT (1<<1) | ||
/// Gun is shooting. | ||
#define AUTOFIRE_STAT_FIRING (1<<2) | ||
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#define COMSIG_AUTOFIRE_ONMOUSEDOWN "autofire_onmousedown" | ||
#define COMPONENT_AUTOFIRE_ONMOUSEDOWN_BYPASS (1<<0) | ||
#define COMSIG_AUTOFIRE_SHOT "autofire_shot" | ||
#define COMPONENT_AUTOFIRE_SHOT_SUCCESS (1<<0) | ||
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#define SUPPRESSED_NONE 0 | ||
#define SUPPRESSED_QUIET 1 ///standard suppressed | ||
#define SUPPRESSED_VERY 2 /// no message | ||
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#define DUALWIELD_PENALTY_EXTRA_MULTIPLIER 1.6 | ||
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#define MANUFACTURER_NONE null | ||
#define MANUFACTURER_SHARPLITE "the Sharplite Defense logo" | ||
#define MANUFACTURER_SHARPLITE_NEW "the Nanotrasen-Sharplite logo" | ||
#define MANUFACTURER_HUNTERSPRIDE "the Hunter's Pride Arms and Ammunition logo" | ||
#define MANUFACTURER_SOLARARMORIES "the Solarbundswaffenkammer emblem" | ||
#define MANUFACTURER_SCARBOROUGH "the Scarborough Arms logo" | ||
#define MANUFACTURER_EOEHOMA "the Eoehoma Firearms emblem" | ||
#define MANUFACTURER_NANOTRASEN_OLD "an outdated Nanotrasen logo" | ||
#define MANUFACTURER_NANOTRASEN "the Nanotrasen logo" | ||
#define MANUFACTURER_BRAZIL "a green flag with a blue circle and a yellow diamond around it" | ||
#define MANUFACTURER_INTEQ "an orange crest with the letters 'IRMG'" | ||
#define MANUFACTURER_MINUTEMAN "the Lanchester City Firearms Plant logo" | ||
#define MANUFACTURER_DONKCO "the Donk! Co. logo" | ||
#define MANUFACTURER_PGF "the Etherbor Industries emblem" | ||
#define MANUFACTURER_IMPORT "Lanchester Import Co." | ||
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///////////////// | ||
// PROJECTILES // | ||
///////////////// | ||
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//bullet_act() return values | ||
#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting. | ||
#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting. | ||
#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default. | ||
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#define NICE_SHOT_RICOCHET_BONUS 10 //if the shooter has the NICE_SHOT trait and they fire a ricocheting projectile, add this to the ricochet chance and auto aim angle | ||
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//Projectile Reflect | ||
#define REFLECT_NORMAL (1<<0) | ||
#define REFLECT_FAKEPROJECTILE (1<<1) | ||
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//ammo box sprite defines | ||
///ammo box will always use provided icon state | ||
#define AMMO_BOX_ONE_SPRITE 0 | ||
///ammo box will have a different state for each bullet; <icon_state>-<bullets left> | ||
#define AMMO_BOX_PER_BULLET 1 | ||
///ammo box will have a different state for full and empty; <icon_state>-max_ammo and <icon_state>-0 | ||
#define AMMO_BOX_FULL_EMPTY 2 | ||
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//Projectile Reflect | ||
#define REFLECT_NORMAL (1<<0) | ||
#define REFLECT_FAKEPROJECTILE (1<<1) | ||
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#define MOVES_HITSCAN -1 //Not actually hitscan but close as we get without actual hitscan. | ||
#define MUZZLE_EFFECT_PIXEL_INCREMENT 17 //How many pixels to move the muzzle flash up so your character doesn't look like they're shitting out lasers. |
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