
Weapons and ammunition · R.E.P.O. v0.4.0 · read from a local copy
Running a gun dry
The game fires a bullet object of its own rather than only playing an effect.
Shots in R.E.P.O. are not only a number going down: the game fires a bullet object of its own, keeps a state for being out of shots, and gives the click of an empty gun a sound of its own.
What the game establishes
- The game fires a bullet object of its own rather than only playing an effect. (checked against the game's own files)
- Being out of shots is a state with its own beginning, update and fixed update. (checked against the game's own files)
- An empty gun has a click of its own. (checked against the game's own files)
- A gun can build up before it fires, with a time for the build-up and a time for the shot. (checked against the game's own files)
- How many shots a gun puts out at once, its spread and its range are configured per gun. (checked against the game's own files)
- One gun overheats rather than only reloading, with overheat particles, a heat curve and two reload sounds. (checked against the game's own files)
- Some guns run on charge, with a drain rate and a full bar of drain. (checked against the game's own files)
In play
A gun in R.E.P.O. does not simply subtract a number as it fires. The game has a bullet object of its own, so a shot is something that exists in the level rather than only a flash at the muzzle.
Being empty is a state rather than a message on screen. The game keeps an out-of-ammo state with its own beginning, its own update and its own fixed update, which is why a gun can behave differently the moment it runs dry instead of only refusing to fire.
An empty gun has a sound of its own. There is a click for having nothing to fire, so the game tells you through your ears and not only through a counter.
Some guns build up before they fire. A gun carries a build-up time beside its shot time, so it can be charged and then released rather than firing the instant it is pressed.
How many shots leave the gun at once is a property of that gun. Some fire a single shot and some fire several, with a spread and a range configured per gun, which is why two guns behave differently at the same distance.
Others have to cool down instead of reloading. One of the game's guns has overheat particles, a heat curve and two reload sounds, so pushing it too hard has a consequence the gun itself shows you.
There is a charge side as well. Some guns run on battery rather than shots, with a drain rate and a full bar of drain of their own, which is why a gun that has run dry is not always a gun with an empty battery.
What this entry does not tell you: how many shots any gun holds, how long a build-up lasts, or how quickly a battery drains. We have not verified those numbers, so we do not print them.
Related
Weapons and ammunitionGuns and how they fireA gun is configured with its own firing numbers rather than one shared behaviour.
Gear and itemsBatteries and chargingBatteries are carried items in the game.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.