diff --git a/Templates/Full/game/art/datablocks/player.cs b/Templates/Full/game/art/datablocks/player.cs index a146a592d..aceadc610 100644 --- a/Templates/Full/game/art/datablocks/player.cs +++ b/Templates/Full/game/art/datablocks/player.cs @@ -649,7 +649,6 @@ datablock PlayerData(DefaultPlayerData) //exitingWater = ExitingWaterLightSound; observeParameters = "0.5 4.5 4.5"; - class = "armor"; cameraMinDist = "0"; DecalData = "PlayerFootprint"; diff --git a/Templates/Full/game/scripts/server/player.cs b/Templates/Full/game/scripts/server/player.cs index d06ae8c65..fbb2bbf9b 100644 --- a/Templates/Full/game/scripts/server/player.cs +++ b/Templates/Full/game/scripts/server/player.cs @@ -23,29 +23,12 @@ // Timeouts for corpse deletion. $CorpseTimeoutValue = 45 * 1000; -// // Damage Rate for entering Liquid -// $DamageLava = 0.01; -// $DamageHotLava = 0.01; -// $DamageCrustyLava = 0.01; - -// Death Animations -$PlayerDeathAnim::TorsoFrontFallForward = 1; -$PlayerDeathAnim::TorsoFrontFallBack = 2; -$PlayerDeathAnim::TorsoBackFallForward = 3; -$PlayerDeathAnim::TorsoLeftSpinDeath = 4; -$PlayerDeathAnim::TorsoRightSpinDeath = 5; -$PlayerDeathAnim::LegsLeftGimp = 6; -$PlayerDeathAnim::LegsRightGimp = 7; -$PlayerDeathAnim::TorsoBackFallForward = 8; -$PlayerDeathAnim::HeadFrontDirect = 9; -$PlayerDeathAnim::HeadBackFallForward = 10; -$PlayerDeathAnim::ExplosionBlowBack = 11; //---------------------------------------------------------------------------- -// Armor Datablock methods +// Player Datablock methods //---------------------------------------------------------------------------- -function Armor::onAdd(%this, %obj) +function PlayerData::onAdd(%this, %obj) { // Vehicle timeout %obj.mountVehicle = true; @@ -55,19 +38,19 @@ function Armor::onAdd(%this, %obj) %obj.setRepairRate(0); } -function Armor::onRemove(%this, %obj) +function PlayerData::onRemove(%this, %obj) { if (%obj.client.player == %obj) %obj.client.player = 0; } -function Armor::onNewDataBlock(%this, %obj) +function PlayerData::onNewDataBlock(%this, %obj) { } //---------------------------------------------------------------------------- -function Armor::onMount(%this, %obj, %vehicle, %node) +function PlayerData::onMount(%this, %obj, %vehicle, %node) { // Node 0 is the pilot's position, we need to dismount his weapon. if (%node == 0) @@ -92,7 +75,7 @@ function Armor::onMount(%this, %obj, %vehicle, %node) } } -function Armor::onUnmount(%this, %obj, %vehicle, %node) +function PlayerData::onUnmount(%this, %obj, %vehicle, %node) { if (%node == 0) { @@ -101,9 +84,9 @@ function Armor::onUnmount(%this, %obj, %vehicle, %node) } } -function Armor::doDismount(%this, %obj, %forced) +function PlayerData::doDismount(%this, %obj, %forced) { - //echo("\c4Armor::doDismount(" @ %this @", "@ %obj.client.nameBase @", "@ %forced @")"); + //echo("\c4PlayerData::doDismount(" @ %this @", "@ %obj.client.nameBase @", "@ %forced @")"); // This function is called by player.cc when the jump trigger // is true while mounted @@ -169,7 +152,7 @@ function Armor::doDismount(%this, %obj, %forced) //---------------------------------------------------------------------------- -function Armor::onCollision(%this, %obj, %col) +function PlayerData::onCollision(%this, %obj, %col) { if (!isObject(%col) || %obj.getState() $= "Dead") return; @@ -205,14 +188,14 @@ function Armor::onCollision(%this, %obj, %col) } } -function Armor::onImpact(%this, %obj, %collidedObject, %vec, %vecLen) +function PlayerData::onImpact(%this, %obj, %collidedObject, %vec, %vecLen) { %obj.damage(0, VectorAdd(%obj.getPosition(), %vec), %vecLen * %this.speedDamageScale, "Impact"); } //---------------------------------------------------------------------------- -function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageType) +function PlayerData::damage(%this, %obj, %sourceObject, %position, %damage, %damageType) { if (!isObject(%obj) || %obj.getState() $= "Dead" || !%damage) return; @@ -237,7 +220,7 @@ function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageTy } } -function Armor::onDamage(%this, %obj, %delta) +function PlayerData::onDamage(%this, %obj, %delta) { // This method is invoked by the ShapeBase code whenever the // object's damage level changes. @@ -259,7 +242,7 @@ function Armor::onDamage(%this, %obj, %delta) // If we want to deal with the damage information that actually caused this // death, then we would have to move this code into the script "damage" method. -function Armor::onDisabled(%this, %obj, %state) +function PlayerData::onDisabled(%this, %obj, %state) { // Release the main weapon trigger %obj.setImageTrigger(0, false); @@ -293,7 +276,7 @@ function Armor::onDisabled(%this, %obj, %state) //----------------------------------------------------------------------------- -function Armor::onLeaveMissionArea(%this, %obj) +function PlayerData::onLeaveMissionArea(%this, %obj) { //echo("\c4Leaving Mission Area at POS:"@ %obj.getPosition()); @@ -304,7 +287,7 @@ function Armor::onLeaveMissionArea(%this, %obj) //%obj.setDamageDt(0.2, "MissionAreaDamage"); } -function Armor::onEnterMissionArea(%this, %obj) +function PlayerData::onEnterMissionArea(%this, %obj) { //echo("\c4Entering Mission Area at POS:"@ %obj.getPosition()); @@ -317,19 +300,19 @@ function Armor::onEnterMissionArea(%this, %obj) //----------------------------------------------------------------------------- -function Armor::onEnterLiquid(%this, %obj, %coverage, %type) +function PlayerData::onEnterLiquid(%this, %obj, %coverage, %type) { //echo("\c4this:"@ %this @" object:"@ %obj @" just entered water of type:"@ %type @" for "@ %coverage @"coverage"); } -function Armor::onLeaveLiquid(%this, %obj, %type) +function PlayerData::onLeaveLiquid(%this, %obj, %type) { // } //----------------------------------------------------------------------------- -function Armor::onTrigger(%this, %obj, %triggerNum, %val) +function PlayerData::onTrigger(%this, %obj, %triggerNum, %val) { // This method is invoked when the player receives a trigger move event. // The player automatically triggers slot 0 and slot one off of triggers # @@ -338,7 +321,7 @@ function Armor::onTrigger(%this, %obj, %triggerNum, %val) //----------------------------------------------------------------------------- -function Armor::onPoseChange(%this, %obj, %oldPose, %newPose) +function PlayerData::onPoseChange(%this, %obj, %oldPose, %newPose) { // Set the script anim prefix to be that of the current pose %obj.setImageScriptAnimPrefix( $WeaponSlot, addTaggedString(%newPose) ); @@ -346,12 +329,12 @@ function Armor::onPoseChange(%this, %obj, %oldPose, %newPose) //----------------------------------------------------------------------------- -function Armor::onStartSprintMotion(%this, %obj) +function PlayerData::onStartSprintMotion(%this, %obj) { %obj.setImageGenericTrigger($WeaponSlot, 0, true); } -function Armor::onStopSprintMotion(%this, %obj) +function PlayerData::onStopSprintMotion(%this, %obj) { %obj.setImageGenericTrigger($WeaponSlot, 0, false); }