From 48942d8dd0c7e745f4499a5a7902e7687fb35267 Mon Sep 17 00:00:00 2001 From: thecelloman Date: Thu, 11 Apr 2013 11:53:18 -0400 Subject: [PATCH] Remove unused weapon scripts in Full Template soldiergun.cs grenadeLauncher.cs rocketLauncher.cs These scripts defined functionality that is not implemented for any of the current weapons. --- .../game/scripts/server/grenadeLauncher.cs | 117 ------------------ .../game/scripts/server/rocketLauncher.cs | 99 --------------- .../Full/game/scripts/server/scriptExec.cs | 5 +- .../Full/game/scripts/server/soldierGun.cs | 32 ----- 4 files changed, 1 insertion(+), 252 deletions(-) delete mode 100644 Templates/Full/game/scripts/server/grenadeLauncher.cs delete mode 100644 Templates/Full/game/scripts/server/rocketLauncher.cs delete mode 100644 Templates/Full/game/scripts/server/soldierGun.cs diff --git a/Templates/Full/game/scripts/server/grenadeLauncher.cs b/Templates/Full/game/scripts/server/grenadeLauncher.cs deleted file mode 100644 index 3f7249d2c..000000000 --- a/Templates/Full/game/scripts/server/grenadeLauncher.cs +++ /dev/null @@ -1,117 +0,0 @@ -//----------------------------------------------------------------------------- -// Copyright (c) 2012 GarageGames, LLC -// -// Permission is hereby granted, free of charge, to any person obtaining a copy -// of this software and associated documentation files (the "Software"), to -// deal in the Software without restriction, including without limitation the -// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or -// sell copies of the Software, and to permit persons to whom the Software is -// furnished to do so, subject to the following conditions: -// -// The above copyright notice and this permission notice shall be included in -// all copies or substantial portions of the Software. -// -// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING -// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS -// IN THE SOFTWARE. -//----------------------------------------------------------------------------- - -function enableManualDetonation(%obj) -{ - %obj.detonadeEnabled = true; -} - -function doManualDetonation(%obj) -{ - %nade = new Item() - { - dataBlock = Detonade; - }; - MissionCleanup.add(%nade); - - %nade.setTransform(%obj.getTransform()); - %nade.sourceObject = %obj.sourceObject; - %nade.schedule(50, "setDamageState", "Destroyed"); // Why must we schedule?! - //%nade.setDamageState(Destroyed); - - %obj.delete(); -} - -function Detonade::onDestroyed(%this, %object, %lastState) -{ - radiusDamage(%object, %object.getPosition(), 10, 25, "DetonadeDamage", 2000); -} - -function GrenadeLauncherImage::onMount(%this, %obj, %slot) -{ - // Make it ready - %obj.detonadeEnabled = true; - Parent::onMount(%this, %obj, %slot); -} - -function GrenadeLauncherImage::onAltFire(%this, %obj, %slot) -{ - /* - //echo("\c4GrenadeLauncherImage::onFire("@ %this.getName() @", "@ %obj.client.nameBase @", "@ %slot@")"); - - // It's not ready yet - if(!%obj.detonadeEnabled) - return; - - // If we already have one of these... blow it up!!! - if(isObject(%obj.lastProj)) - { - doManualDetonation(%obj.lastProj); - if(%obj.lastNade) - { - // We remove the ammo of the last projectile fired only after it has - // been triggered, otherwise we wouldn't be able to set it off. - %obj.lastNade = ""; - %obj.decInventory(%this.ammo, 1); - } - return; - } - - // We fire our weapon using the straight ahead aiming point of the gun. - %muzzleVector = %obj.getMuzzleVector(%slot); - - // Get the player's velocity, we'll then add it to that of the projectile - %objectVelocity = %obj.getVelocity(); - %muzzleVelocity = VectorAdd( - VectorScale(%muzzleVector, %this.projectile.muzzleVelocity), - VectorScale(%objectVelocity, %this.projectile.velInheritFactor)); - - %p = new (%this.projectileType)() - { - dataBlock = %this.projectile; - initialVelocity = %muzzleVelocity; - initialPosition = %obj.getMuzzlePoint(%slot); - sourceObject = %obj; - sourceSlot = %slot; - client = %obj.client; - }; - - %obj.lastProj = %p; - MissionCleanup.add(%p); - - // Decrement inventory ammo. - //%obj.decInventory(%this.ammo, 1); - - // Must do some trickiness with reducing the ammo count to account for the - // very last shot. If we don't you wouldn't be able to trigger it. - %currentAmmo = %obj.getInventory(%this.ammo); - if(%currentAmmo == 1) - %obj.lastNade = 1; - else - %obj.decInventory(%this.ammo, 1); - - // We don't want to detonate it in our face now do we? Give it a little time. - %obj.detonadeEnabled = false; - schedule(250, 0, "enableManualDetonation", %obj); - - */ -} diff --git a/Templates/Full/game/scripts/server/rocketLauncher.cs b/Templates/Full/game/scripts/server/rocketLauncher.cs deleted file mode 100644 index 45bfae9da..000000000 --- a/Templates/Full/game/scripts/server/rocketLauncher.cs +++ /dev/null @@ -1,99 +0,0 @@ -//----------------------------------------------------------------------------- -// Copyright (c) 2012 GarageGames, LLC -// -// Permission is hereby granted, free of charge, to any person obtaining a copy -// of this software and associated documentation files (the "Software"), to -// deal in the Software without restriction, including without limitation the -// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or -// sell copies of the Software, and to permit persons to whom the Software is -// furnished to do so, subject to the following conditions: -// -// The above copyright notice and this permission notice shall be included in -// all copies or substantial portions of the Software. -// -// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING -// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS -// IN THE SOFTWARE. -//----------------------------------------------------------------------------- - -// ---------------------------------------------------------------------------- -// Support methods used to track our number of ready shells for a charged shot. -// ---------------------------------------------------------------------------- -function RocketLauncherImage::readyLoad(%this) -{ - //echo("\c4RocketLauncherImage::readyLoad("@ %this.getName()@")"); - %this.loadCount = 1; - //echo("\c4 loadCount = "@ %this.loadCount); -} - -function RocketLauncherImage::incLoad(%this) -{ - //echo("\c4RocketLauncherImage::incLoad("@ %this.getName()@")"); - %this.loadCount++; - //echo("\c4 loadCount = "@ %this.loadCount); -} - -// ---------------------------------------------------------------------------- -// The fire method that does all of the work -// ---------------------------------------------------------------------------- - -function RocketLauncherImage::onAltFire(%this, %obj, %slot) -{ - //echo("\c4RocketLauncherImage::onFire("@ %this.getName() @", "@ %obj.client.nameBase @", "@ %slot@")"); - - //echo("\c4 #in the pipe = "@ %this.loadCount); - //echo(""); - - // Let's check amount of ammo, if it's less than the loadCount then only - // fire the number of shots equal to the ammount of remaining ammo. - %currentAmmo = %obj.getInventory(%this.ammo); - if(%currentAmmo < %this.loadCount) - %this.loadCount = %currentAmmo; - - for(%shotCount = 0; %shotCount < %this.loadCount; %shotCount++) - { - // Decrement inventory ammo. The image's ammo state is updated - // automatically by the ammo inventory hooks. - %obj.decInventory(%this.ammo, 1); - - // We fire our weapon using the straight ahead aiming point of the gun - //%muzzleVector = %obj.getMuzzleVector(%slot); - - // We'll need to "skew" the projectile a little bit. We start by getting - // the straight ahead aiming point of the gun - %vec = %obj.getMuzzleVector(%slot); - - // Then we'll create a spread matrix by randomly generating x, y, and z - // points in a circle - %matrix = ""; - for(%i = 0; %i < 3; %i++) - %matrix = %matrix @ (getRandom() - 0.5) * 2 * 3.1415926 * 0.008 @ " "; - %mat = MatrixCreateFromEuler(%matrix); - - // Which we'll use to alter the projectile's initial vector with - %muzzleVector = MatrixMulVector(%mat, %vec); - - // Get the player's velocity, we'll then add it to that of the projectile - %objectVelocity = %obj.getVelocity(); - %muzzleVelocity = VectorAdd( - VectorScale(%muzzleVector, %this.projectile.muzzleVelocity), - VectorScale(%objectVelocity, %this.projectile.velInheritFactor)); - - // Create the projectile object - %p = new (%this.projectileType)() - { - dataBlock = %this.projectile; - initialVelocity = %muzzleVelocity; - initialPosition = %obj.getMuzzlePoint(%slot); - sourceObject = %obj; - sourceSlot = %slot; - client = %obj.client; - }; - MissionCleanup.add(%p); - } - return %p; -} diff --git a/Templates/Full/game/scripts/server/scriptExec.cs b/Templates/Full/game/scripts/server/scriptExec.cs index 79dd6b3e4..64d4adc06 100644 --- a/Templates/Full/game/scripts/server/scriptExec.cs +++ b/Templates/Full/game/scripts/server/scriptExec.cs @@ -37,10 +37,7 @@ exec("./weapon.cs"); // Load our weapon scripts // We only need weapon scripts for those weapons that work differently from the -// "generic" methods defined in weapon.cs -exec("./rocketLauncher.cs"); -exec("./soldierGun.cs"); -exec("./grenadeLauncher.cs"); +// class methods defined in weapon.cs exec("./proximityMine.cs"); // Load our default player script diff --git a/Templates/Full/game/scripts/server/soldierGun.cs b/Templates/Full/game/scripts/server/soldierGun.cs deleted file mode 100644 index 83988f373..000000000 --- a/Templates/Full/game/scripts/server/soldierGun.cs +++ /dev/null @@ -1,32 +0,0 @@ -//----------------------------------------------------------------------------- -// Copyright (c) 2012 GarageGames, LLC -// -// Permission is hereby granted, free of charge, to any person obtaining a copy -// of this software and associated documentation files (the "Software"), to -// deal in the Software without restriction, including without limitation the -// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or -// sell copies of the Software, and to permit persons to whom the Software is -// furnished to do so, subject to the following conditions: -// -// The above copyright notice and this permission notice shall be included in -// all copies or substantial portions of the Software. -// -// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING -// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS -// IN THE SOFTWARE. -//----------------------------------------------------------------------------- - -function Soldier_gunImage::onMount(%this, %obj, %slot) -{ - // Make it ready - Parent::onMount(%this, %obj, %slot); -} - -function Soldier_gunImage::onAltFire(%this, %obj, %slot) -{ - echo("Fire Grenade!"); -} \ No newline at end of file