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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #328 from thecelloman/removeunusedwpnscripts
Remove unused weapon scripts in Full Template
This commit is contained in:
commit
ab228f0faa
4 changed files with 1 additions and 252 deletions
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@ -1,117 +0,0 @@
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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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function enableManualDetonation(%obj)
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{
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%obj.detonadeEnabled = true;
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}
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function doManualDetonation(%obj)
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{
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%nade = new Item()
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{
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dataBlock = Detonade;
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};
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MissionCleanup.add(%nade);
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%nade.setTransform(%obj.getTransform());
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%nade.sourceObject = %obj.sourceObject;
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%nade.schedule(50, "setDamageState", "Destroyed"); // Why must we schedule?!
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//%nade.setDamageState(Destroyed);
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%obj.delete();
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}
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function Detonade::onDestroyed(%this, %object, %lastState)
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{
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radiusDamage(%object, %object.getPosition(), 10, 25, "DetonadeDamage", 2000);
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}
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function GrenadeLauncherImage::onMount(%this, %obj, %slot)
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{
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// Make it ready
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%obj.detonadeEnabled = true;
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Parent::onMount(%this, %obj, %slot);
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}
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function GrenadeLauncherImage::onAltFire(%this, %obj, %slot)
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{
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/*
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//echo("\c4GrenadeLauncherImage::onFire("@ %this.getName() @", "@ %obj.client.nameBase @", "@ %slot@")");
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// It's not ready yet
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if(!%obj.detonadeEnabled)
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return;
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// If we already have one of these... blow it up!!!
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if(isObject(%obj.lastProj))
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{
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doManualDetonation(%obj.lastProj);
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if(%obj.lastNade)
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{
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// We remove the ammo of the last projectile fired only after it has
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// been triggered, otherwise we wouldn't be able to set it off.
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%obj.lastNade = "";
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%obj.decInventory(%this.ammo, 1);
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}
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return;
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}
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// We fire our weapon using the straight ahead aiming point of the gun.
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%muzzleVector = %obj.getMuzzleVector(%slot);
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// Get the player's velocity, we'll then add it to that of the projectile
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%objectVelocity = %obj.getVelocity();
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%muzzleVelocity = VectorAdd(
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VectorScale(%muzzleVector, %this.projectile.muzzleVelocity),
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VectorScale(%objectVelocity, %this.projectile.velInheritFactor));
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%p = new (%this.projectileType)()
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{
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dataBlock = %this.projectile;
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initialVelocity = %muzzleVelocity;
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initialPosition = %obj.getMuzzlePoint(%slot);
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sourceObject = %obj;
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sourceSlot = %slot;
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client = %obj.client;
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};
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%obj.lastProj = %p;
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MissionCleanup.add(%p);
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// Decrement inventory ammo.
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//%obj.decInventory(%this.ammo, 1);
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// Must do some trickiness with reducing the ammo count to account for the
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// very last shot. If we don't you wouldn't be able to trigger it.
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%currentAmmo = %obj.getInventory(%this.ammo);
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if(%currentAmmo == 1)
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%obj.lastNade = 1;
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else
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%obj.decInventory(%this.ammo, 1);
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// We don't want to detonate it in our face now do we? Give it a little time.
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%obj.detonadeEnabled = false;
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schedule(250, 0, "enableManualDetonation", %obj);
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*/
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}
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@ -1,99 +0,0 @@
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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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// Support methods used to track our number of ready shells for a charged shot.
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// ----------------------------------------------------------------------------
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function RocketLauncherImage::readyLoad(%this)
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{
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//echo("\c4RocketLauncherImage::readyLoad("@ %this.getName()@")");
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%this.loadCount = 1;
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//echo("\c4 loadCount = "@ %this.loadCount);
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}
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function RocketLauncherImage::incLoad(%this)
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{
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//echo("\c4RocketLauncherImage::incLoad("@ %this.getName()@")");
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%this.loadCount++;
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//echo("\c4 loadCount = "@ %this.loadCount);
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}
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// ----------------------------------------------------------------------------
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// The fire method that does all of the work
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// ----------------------------------------------------------------------------
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function RocketLauncherImage::onAltFire(%this, %obj, %slot)
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{
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//echo("\c4RocketLauncherImage::onFire("@ %this.getName() @", "@ %obj.client.nameBase @", "@ %slot@")");
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//echo("\c4 #in the pipe = "@ %this.loadCount);
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//echo("");
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// Let's check amount of ammo, if it's less than the loadCount then only
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// fire the number of shots equal to the ammount of remaining ammo.
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%currentAmmo = %obj.getInventory(%this.ammo);
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if(%currentAmmo < %this.loadCount)
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%this.loadCount = %currentAmmo;
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for(%shotCount = 0; %shotCount < %this.loadCount; %shotCount++)
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{
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// Decrement inventory ammo. The image's ammo state is updated
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// automatically by the ammo inventory hooks.
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%obj.decInventory(%this.ammo, 1);
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// We fire our weapon using the straight ahead aiming point of the gun
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//%muzzleVector = %obj.getMuzzleVector(%slot);
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// We'll need to "skew" the projectile a little bit. We start by getting
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// the straight ahead aiming point of the gun
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%vec = %obj.getMuzzleVector(%slot);
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// Then we'll create a spread matrix by randomly generating x, y, and z
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// points in a circle
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%matrix = "";
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for(%i = 0; %i < 3; %i++)
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%matrix = %matrix @ (getRandom() - 0.5) * 2 * 3.1415926 * 0.008 @ " ";
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%mat = MatrixCreateFromEuler(%matrix);
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// Which we'll use to alter the projectile's initial vector with
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%muzzleVector = MatrixMulVector(%mat, %vec);
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// Get the player's velocity, we'll then add it to that of the projectile
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%objectVelocity = %obj.getVelocity();
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%muzzleVelocity = VectorAdd(
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VectorScale(%muzzleVector, %this.projectile.muzzleVelocity),
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VectorScale(%objectVelocity, %this.projectile.velInheritFactor));
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// Create the projectile object
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%p = new (%this.projectileType)()
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{
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dataBlock = %this.projectile;
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initialVelocity = %muzzleVelocity;
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initialPosition = %obj.getMuzzlePoint(%slot);
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sourceObject = %obj;
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sourceSlot = %slot;
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client = %obj.client;
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};
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MissionCleanup.add(%p);
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}
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return %p;
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}
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@ -37,10 +37,7 @@ exec("./weapon.cs");
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// Load our weapon scripts
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// Load our weapon scripts
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// We only need weapon scripts for those weapons that work differently from the
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// We only need weapon scripts for those weapons that work differently from the
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// "generic" methods defined in weapon.cs
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// class methods defined in weapon.cs
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exec("./rocketLauncher.cs");
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exec("./soldierGun.cs");
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exec("./grenadeLauncher.cs");
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exec("./proximityMine.cs");
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exec("./proximityMine.cs");
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// Load our default player script
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// Load our default player script
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@ -1,32 +0,0 @@
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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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function Soldier_gunImage::onMount(%this, %obj, %slot)
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{
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// Make it ready
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Parent::onMount(%this, %obj, %slot);
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}
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function Soldier_gunImage::onAltFire(%this, %obj, %slot)
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{
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echo("Fire Grenade!");
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}
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