ammo box (null_reference_exception) 
        
    
            
        
| Vars | |
| ammo_type | type that the magazine will be searching for, rejects if not a subtype of | 
|---|---|
| base_cost | cost of the materials in the magazine/box itself | 
| bullet_cost | cost of all the bullets in the magazine/box | 
| caliber | String, used for checking if ammo of different types but still fits can fit inside it; generally used for magazines | 
| max_ammo | maximum amount of ammo in the magazine | 
| multiload | Allows multiple bullets to be loaded in from one click of another box/magazine | 
| multiple_sprites | Controls how sprites are updated for the ammo box; see defines in combat.dm: AMMO_BOX_ONE_SPRITE; AMMO_BOX_PER_BULLET; AMMO_BOX_FULL_EMPTY | 
| start_empty | Whether the magazine should start with nothing in it | 
| stored_ammo | list containing the actual ammo within the magazine | 
| Procs | |
| can_load | Whether or not the box can be loaded, used in overrides | 
| get_round | gets a round from the magazine, if keep is TRUE the round will stay in the gun | 
| give_round | puts a round into the magazine | 
| top_off | top_off is used to refill the magazine to max, in case you want to increase the size of a magazine with VV then refill it at once | 
Var Details
ammo_type
            
        
    
            
        
        type that the magazine will be searching for, rejects if not a subtype of
base_cost
            
        
    
            
        
        cost of the materials in the magazine/box itself
bullet_cost
            
        
    
            
        
        cost of all the bullets in the magazine/box
caliber
            
        
    
            
        
        String, used for checking if ammo of different types but still fits can fit inside it; generally used for magazines
max_ammo
            
        
    
            
        
        maximum amount of ammo in the magazine
multiload
            
        
    
            
        
        Allows multiple bullets to be loaded in from one click of another box/magazine
multiple_sprites
            
        
    
            
        
        Controls how sprites are updated for the ammo box; see defines in combat.dm: AMMO_BOX_ONE_SPRITE; AMMO_BOX_PER_BULLET; AMMO_BOX_FULL_EMPTY
start_empty
            
        
    
            
        
        Whether the magazine should start with nothing in it
stored_ammo
            
        
    
            
        
        list containing the actual ammo within the magazine
Proc Details
can_load
Whether or not the box can be loaded, used in overrides
get_round
gets a round from the magazine, if keep is TRUE the round will stay in the gun
give_round
puts a round into the magazine
top_off
top_off is used to refill the magazine to max, in case you want to increase the size of a magazine with VV then refill it at once
Arguments:
- load_type - if you want to specify a specific ammo casing type to load, enter the path here, otherwise it'll use the basic /obj/item/ammo_box/var/ammo_type. Must be a compatible round
- starting - Relevant for revolver cylinders, if FALSE then we mind the nulls that represent the empty cylinders (since those nulls don't exist yet if we haven't initialized when this is TRUE)