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Weapons and ammunition · R.E.P.O. v0.4.0 · read from a local copy

Guns and how they fire

A gun is configured with its own firing numbers rather than one shared behaviour.

Guns in R.E.P.O. are configured rather than uniform: the game gives a gun its own build-up, spread, range, recoil and camera shake, and some of them cost battery.

What the game establishes

In play

A gun is configured, not fixed. The game gives each one its own firing numbers rather than one shared behaviour, which is why two guns can feel quite different.

Some of them wind up. A gun records whether it has a build-up and how long that takes, which is why some shots can be prepared and others cannot.

They fire a set number of rounds. The game keeps a count of bullets per gun, so what comes out is part of the weapon rather than of the moment.

They are not perfectly accurate. A gun carries its own random spread, which is why distance changes what a shot is good for.

They push you and the target. Recoil, camera shake and a torque multiplier are all settings on the gun, which is why firing moves the world as well as the shot.

Some of them run on battery. Guns carry a battery drain, and some record a full-bar drain, which is why ammunition is not the only thing that runs out.

A gun goes through states rather than simply firing. There are states for being idle, for building up, for shooting and for reloading, and each of them has a beginning, an update and a fixed update, which is where per-gun behaviour is attached.

A gun also carries where its parts are. The muzzle and its flash have places, and the gun records where it sits when it is grabbed and when it is aimed, which is why a gun can be held differently from how it is carried.

Not every shot is clean. A gun keeps a cooldown, a chance of misfiring and a width curve for the line it draws, along with a radius in which it investigates, which is why two guns differ in more than their damage.

The laser gun has parts of its own. Its build-up and its first crack have particles and a sound, it has a muzzle flash, a curve for the impulse of the build-up and one for the latch going back, two transforms for its energy and its overheat latch, and a transform for a back pling-plong, so it is built rather than borrowed.

They are not all the same shape. The game ships a laser gun alongside the rest, with its own surfaces, so the family is wider than one model.

What this entry does not tell you: how much damage any gun does, how far it reaches, or what one costs. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.