mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
366 lines
14 KiB
C#
366 lines
14 KiB
C#
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//--------------------------------------------------------------------------
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// Sounds
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//--------------------------------------------------------------------------
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datablock SFXProfile(RyderFireSound)
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{
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filename = "data/FPSGameplay/sound/weapons/wpn_ryder_fire";
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description = AudioClose3D;
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preload = true;
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};
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datablock SFXProfile(RyderReloadSound)
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{
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filename = "data/FPSGameplay/sound/weapons/wpn_ryder_reload";
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description = AudioClose3D;
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preload = true;
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};
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datablock SFXProfile(RyderSwitchinSound)
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{
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filename = "data/FPSGameplay/sound/weapons/wpn_ryder_switchin";
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description = AudioClose3D;
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preload = true;
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};
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// ----------------------------------------------------------------------------
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// Particles
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// ----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Explosion
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//-----------------------------------------------------------------------------
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//--------------------------------------------------------------------------
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// Shell ejected during reload.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Projectile Object
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Ammo Item
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//-----------------------------------------------------------------------------
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datablock ItemData(RyderClip)
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{
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// Mission editor category
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category = "AmmoClip";
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// Add the Ammo namespace as a parent. The ammo namespace provides
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// common ammo related functions and hooks into the inventory system.
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className = "AmmoClip";
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/weapons/Ryder/TP_Ryder.DAE";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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// Dynamic properties defined by the scripts
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pickUpName = "Ryder clip";
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count = 1;
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maxInventory = 10;
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};
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datablock ItemData(RyderAmmo)
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{
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// Mission editor category
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category = "Ammo";
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// Add the Ammo namespace as a parent. The ammo namespace provides
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// common ammo related functions and hooks into the inventory system.
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className = "Ammo";
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/weapons/Ryder/TP_Ryder.DAE";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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// Dynamic properties defined by the scripts
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pickUpName = "Ryder bullet";
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maxInventory = 8;
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clip = RyderClip;
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};
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//--------------------------------------------------------------------------
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// Weapon Item. This is the item that exists in the world, i.e. when it's
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// been dropped, thrown or is acting as re-spawnable item. When the weapon
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// is mounted onto a shape, the SoldierWeaponImage is used.
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//-----------------------------------------------------------------------------
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datablock ItemData(Ryder)
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{
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// Mission editor category
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category = "Weapon";
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// Hook into Item Weapon class hierarchy. The weapon namespace
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// provides common weapon handling functions in addition to hooks
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// into the inventory system.
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className = "Weapon";
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/weapons/Ryder/TP_Ryder.DAE";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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emap = true;
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PreviewImage = 'ryder.png';
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// Dynamic properties defined by the scripts
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pickUpName = "Ryder pistol";
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description = "Ryder";
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image = RyderWeaponImage;
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reticle = "crossHair";
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};
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datablock ShapeBaseImageData(RyderWeaponImage)
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{
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/weapons/Ryder/TP_Ryder.DAE";
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shapeFileFP = "data/FPSGameplay/art/shapes/weapons/Ryder/FP_Ryder.DAE";
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emap = true;
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imageAnimPrefix = "Pistol";
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imageAnimPrefixFP = "Pistol";
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// Specify mount point & offset for 3rd person, and eye offset
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// for first person rendering.
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mountPoint = 0;
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firstPerson = true;
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useEyeNode = true;
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animateOnServer = true;
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// When firing from a point offset from the eye, muzzle correction
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// will adjust the muzzle vector to point to the eye LOS point.
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// Since this weapon doesn't actually fire from the muzzle point,
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// we need to turn this off.
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correctMuzzleVector = true;
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// Add the WeaponImage namespace as a parent, WeaponImage namespace
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// provides some hooks into the inventory system.
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class = "WeaponImage";
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className = "WeaponImage";
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// Projectiles and Ammo.
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item = Ryder;
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ammo = RyderAmmo;
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clip = RyderClip;
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projectile = BulletProjectile;
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projectileType = Projectile;
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projectileSpread = "0.0";
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altProjectile = GrenadeLauncherProjectile;
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altProjectileSpread = "0.02";
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casing = BulletShell;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 15.0;
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shellVelocity = 3.0;
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// Weapon lights up while firing
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lightType = "WeaponFireLight";
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lightColor = "0.992126 0.968504 0.700787 1";
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lightRadius = "4";
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lightDuration = "100";
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lightBrightness = 2;
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// Shake camera while firing.
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shakeCamera = "1";
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camShakeFreq = "10 10 10";
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camShakeAmp = "5 5 5";
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// Images have a state system which controls how the animations
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// are run, which sounds are played, script callbacks, etc. This
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// state system is downloaded to the client so that clients can
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// predict state changes and animate accordingly. The following
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// system supports basic ready->fire->reload transitions as
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// well as a no-ammo->dryfire idle state.
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useRemainderDT = true;
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// Initial start up state
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stateName[0] = "Preactivate";
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stateTransitionOnLoaded[0] = "Activate";
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stateTransitionOnNoAmmo[0] = "NoAmmo";
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// Activating the gun. Called when the weapon is first
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// mounted and there is ammo.
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stateName[1] = "Activate";
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stateTransitionGeneric0In[1] = "SprintEnter";
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stateTransitionOnTimeout[1] = "Ready";
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stateTimeoutValue[1] = 1.5;
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stateSequence[1] = "switch_in";
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stateSound[1] = RyderSwitchinSound;
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// Ready to fire, just waiting for the trigger
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stateName[2] = "Ready";
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stateTransitionGeneric0In[2] = "SprintEnter";
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stateTransitionOnMotion[2] = "ReadyMotion";
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stateScaleAnimation[2] = false;
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stateScaleAnimationFP[2] = false;
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateSequence[2] = "idle";
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// Ready to fire with player moving
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stateName[3] = "ReadyMotion";
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stateTransitionGeneric0In[3] = "SprintEnter";
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stateTransitionOnNoMotion[3] = "Ready";
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stateWaitForTimeout[3] = false;
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stateScaleAnimation[3] = false;
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stateScaleAnimationFP[3] = false;
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stateSequenceTransitionIn[3] = true;
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stateSequenceTransitionOut[3] = true;
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stateTransitionOnNoAmmo[3] = "NoAmmo";
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stateTransitionOnTriggerDown[3] = "Fire";
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stateSequence[3] = "run";
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// Fire the weapon. Calls the fire script which does
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// the actual work.
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stateName[4] = "Fire";
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stateTransitionGeneric0In[4] = "SprintEnter";
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stateTransitionOnTimeout[4] = "WaitForRelease";
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stateTimeoutValue[4] = 0.23;
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stateWaitForTimeout[4] = true;
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stateFire[4] = true;
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stateRecoil[4] = "";
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stateAllowImageChange[4] = false;
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stateSequence[4] = "fire";
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stateScaleAnimation[4] = true;
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stateSequenceNeverTransition[4] = true;
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stateSequenceRandomFlash[4] = true; // use muzzle flash sequence
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stateScript[4] = "onFire";
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stateEmitter[4] = GunFireSmokeEmitter;
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stateEmitterTime[4] = 0.025;
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stateEjectShell[4] = true;
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stateSound[4] = RyderFireSound;
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// Wait for the player to release the trigger
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stateName[5] = "WaitForRelease";
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stateTransitionGeneric0In[5] = "SprintEnter";
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stateTransitionOnTriggerUp[5] = "NewRound";
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stateTimeoutValue[5] = 0.05;
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stateWaitForTimeout[5] = true;
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stateAllowImageChange[5] = false;
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// Put another round in the chamber
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stateName[6] = "NewRound";
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stateTransitionGeneric0In[6] = "SprintEnter";
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stateTransitionOnNoAmmo[6] = "NoAmmo";
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stateTransitionOnTimeout[6] = "Ready";
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stateWaitForTimeout[6] = "0";
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stateTimeoutValue[6] = 0.05;
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stateAllowImageChange[6] = false;
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// No ammo in the weapon, just idle until something
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// shows up. Play the dry fire sound if the trigger is
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// pulled.
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stateName[7] = "NoAmmo";
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stateTransitionGeneric0In[7] = "SprintEnter";
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stateTransitionOnMotion[7] = "NoAmmoMotion";
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stateTransitionOnAmmo[7] = "ReloadClip";
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stateTimeoutValue[7] = 0.1; // Slight pause to allow script to run when trigger is still held down from Fire state
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stateScript[7] = "onClipEmpty";
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stateTransitionOnTriggerDown[7] = "DryFire";
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stateSequence[7] = "idle";
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stateScaleAnimation[7] = false;
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stateScaleAnimationFP[7] = false;
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stateName[8] = "NoAmmoMotion";
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stateTransitionGeneric0In[8] = "SprintEnter";
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stateTransitionOnNoMotion[8] = "NoAmmo";
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stateWaitForTimeout[8] = false;
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stateScaleAnimation[8] = false;
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stateScaleAnimationFP[8] = false;
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stateSequenceTransitionIn[8] = true;
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stateSequenceTransitionOut[8] = true;
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stateTransitionOnAmmo[8] = "ReloadClip";
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stateTransitionOnTriggerDown[8] = "DryFire";
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stateSequence[8] = "run";
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// No ammo dry fire
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stateName[9] = "DryFire";
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stateTransitionGeneric0In[9] = "SprintEnter";
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stateTransitionOnAmmo[9] = "ReloadClip";
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stateWaitForTimeout[9] = "0";
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stateTimeoutValue[9] = 0.7;
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stateTransitionOnTimeout[9] = "NoAmmo";
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stateScript[9] = "onDryFire";
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// Play the reload clip animation
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stateName[10] = "ReloadClip";
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stateTransitionGeneric0In[10] = "SprintEnter";
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stateTransitionOnTimeout[10] = "Ready";
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stateWaitForTimeout[10] = true;
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stateTimeoutValue[10] = 2.0;
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stateReload[10] = true;
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stateSequence[10] = "reload";
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stateShapeSequence[10] = "Reload";
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stateScaleShapeSequence[10] = true;
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stateSound[10] = RyderReloadSound;
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// Start Sprinting
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stateName[11] = "SprintEnter";
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stateTransitionGeneric0Out[11] = "SprintExit";
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stateTransitionOnTimeout[11] = "Sprinting";
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stateWaitForTimeout[11] = false;
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stateTimeoutValue[11] = 0.5;
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stateWaitForTimeout[11] = false;
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stateScaleAnimation[11] = false;
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stateScaleAnimationFP[11] = false;
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stateSequenceTransitionIn[11] = true;
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stateSequenceTransitionOut[11] = true;
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stateAllowImageChange[11] = false;
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stateSequence[11] = "sprint";
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// Sprinting
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stateName[12] = "Sprinting";
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stateTransitionGeneric0Out[12] = "SprintExit";
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stateWaitForTimeout[12] = false;
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stateScaleAnimation[12] = false;
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stateScaleAnimationFP[12] = false;
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stateSequenceTransitionIn[12] = true;
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stateSequenceTransitionOut[12] = true;
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stateAllowImageChange[12] = false;
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stateSequence[12] = "sprint";
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// Stop Sprinting
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stateName[13] = "SprintExit";
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stateTransitionGeneric0In[13] = "SprintEnter";
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stateTransitionOnTimeout[13] = "Ready";
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stateWaitForTimeout[13] = false;
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stateTimeoutValue[13] = 0.5;
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stateSequenceTransitionIn[13] = true;
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stateSequenceTransitionOut[13] = true;
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stateAllowImageChange[13] = false;
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stateSequence[13] = "sprint";
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camShakeDuration = "0.2";
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};
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