ammo_casing
Vars | |
BB | Instance of the projectile to be shot, or null if there is no loaded projectile. |
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auto_rotate | If true, the casing's sprite will automatically be transformed in Initialize(). Disable for things like rockets or other heavy ammunition that should only appear right-side up. |
bullet_skin | String, used to determine the appearance of the bullet on the casing sprite if the casing is filled. |
caliber | Caliber string, used to determine if the casing can be loaded into specific guns or magazines. |
fire_sound | The sound played when this ammo is fired by an energy gun. |
firing_effect_type | The visual effect that appears when the ammo is fired. |
harmful | Used for pacifism checks. Set to FALSE if the bullet is non-lethal and pacifists should be able to fire. |
heavy_metal | Enables casing spinning and sizzling after being ejected from a gun. |
projectile_type | The projectile type to create in Initialize(), populating the BB variable with a projectile. |
Var Details
BB
Instance of the projectile to be shot, or null if there is no loaded projectile.
auto_rotate
If true, the casing's sprite will automatically be transformed in Initialize(). Disable for things like rockets or other heavy ammunition that should only appear right-side up.
bullet_skin
String, used to determine the appearance of the bullet on the casing sprite if the casing is filled.
caliber
Caliber string, used to determine if the casing can be loaded into specific guns or magazines.
fire_sound
The sound played when this ammo is fired by an energy gun.
firing_effect_type
The visual effect that appears when the ammo is fired.
harmful
Used for pacifism checks. Set to FALSE if the bullet is non-lethal and pacifists should be able to fire.
heavy_metal
Enables casing spinning and sizzling after being ejected from a gun.
projectile_type
The projectile type to create in Initialize(), populating the BB variable with a projectile.