Firearm_Action
  Firearm_Action:
    Type: <FirearmType>
    Firearm_Action_Frequency: <use every x amount of shots>
    Open:
      Time: <ticks>
      Mechanics: <Mechanics>
    Close:
      Time: <ticks>
      Mechanics: <Mechanics>Type
Defines how weapon's firearm actions will behave. There are 4 different firearm types. These firearm actions can add a layer of depth, especially if you have custom sounds for the firearm actions.
For most magazine-fed weapons, if a magazine is not empty, the magazine can simply be replaced without additional firearm actions.
- When Shooting: - Weapon Fires 
 
- When Reloading - If empty - Weapon Opens (Pull the slide back, specifically for H&K weapons, AUG and others) 
- Weapon Reloads (Take out the magazine, insert new magazine) 
- Weapon Closes (Slide returns, a bullet is chambered) 
 
- If not empty - Weapon Reloads (Take out the magazine, insert new magazine) 
 
 
For revolvers, the cylinder has to be pulled out so ammo can be loaded.
- When Shooting: - Weapon Fires 
 
- When Reloading: - Weapon Opens (The rotating section pops out). 
- The reload-timer starts (Bullets are loaded into each slot). 
- Weapon Closes (The rotating section pops back in). 
 
For pump-action weapons, a pump has to be cocked back and forth to eject and load a shell.
- When Shooting: - Weapon Fires 
- Weapon Opens (Ejecting a shell) 
- Weapon Closes (Loading a shell) 
 
- When Reloading: - If empty - Weapon Reloads 
- Weapon Opens (If not already open, ejecting a shell) 
- Weapon Closes (Loading a shell) 
 
- If not empty - Weapon Reloads 
 
 
For lever/bolt action weapons, a lever must be pulled then pushed to eject and load a round. Different from PUMP because the weapon MUST be opened before reloading.
- When Shooting: - Weapon Fires 
- Weapon Opens (Ejecting a round) 
- Weapon Closes (Loading a round) 
 
- When Reloading: - If empty - Weapon Opens (Ejecting a round, and unlocking the mag) 
- Weapon Reloads 
- Weapon Closes (Loading a round, and blocking the mag) 
 
- If not empty - Weapon Reloads 
 
 
Firearm_Action_Frequency: <Integer>
Defines how often firearm actions are used.
If the current ammo amount after shooting is divisible by Firearm_Action_Frequency then firearm actions are triggered. For example, when Firearm_Action_Frequency: 2, firearm actions will be triggered if the weapon is shot and ammo left in its magazine is 18. If ammo left were 9, firearm actions wouldn't be triggered.
Open
- Time- The time, in ticks, it takes to open the weapon. 
 
- Mechanics- Delayed sound plays will be cancelled if firearm actions are cancelled. 
- Use the Mechanics wiki. 
 
Close
- Time- The time, in ticks, it takes to close the weapon. 
 
- Mechanics- Delayed sound plays will be cancelled if firearm actions are cancelled 
- Use the Mechanics wiki. 
 
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