saints row iv · weapons firing
How Saints Row IV Weapons Fire
How a shot becomes a hit and damage.
Weapons Firing8 rows
| Step | What happens | Function |
|---|---|---|
| 1 | Each in-game frame, step #100 updates all bullets and projectiles. | projectiles_update 00a87270 |
| 2 | Pending shots are processed and their raycasts resolved into hits. | projectiles_process_pending 00a868d0 -> bullet_resolve_hits 00a844c0 |
| 3 | Each hit is applied to what it struck (person, vehicle, prop, debris): impact effect, physics push, damage type (bullet, melee, explosion, laser, sonic...). | bullet_hit_object 00a7dee0 |
| 4 | Rockets and thrown objects hit through the projectile object instead. | projectile_apply_hit 00a82610 |
| 5 | Explosions damage everything in range. | explosion_create 005fad50 -> explosion_apply 005f8d30 |
| 6 | For people, all of these end in one place, which lowers health and handles death. | human_take_damage 00adeb60 |
| Data | Ammo (clip size, reserve, upgrade levels), aim drift (burst, recoil recovery), tracers, impact effects per material. | xtbl_load_ammo 00d5be00, aim_drift.xtbl, weapon_tracers.xtbl |
| Not traced | The input side that creates the shot when you pull the trigger. |
Built from SR4_Game_Explained.xlsx (650 KB), if you'd rather filter it in Excel. SaintsRowIV.exe v1.0.6.1 (Steam). Names are ours unless they're Volition's own Lua or C++ class names.

