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Full Template for ticket #1
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402
Templates/Full/game/art/datablocks/weapons/NewWeaponTemplate.cs
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402
Templates/Full/game/art/datablocks/weapons/NewWeaponTemplate.cs
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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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// Added for Lesson 5 - Adding Weapons - 23 Sep 11
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datablock SFXProfile(WeaponTemplateFireSound)
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{
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filename = "art/sound/weapons/wpn_fire";
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description = AudioClose3D;
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preload = true;
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};
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datablock SFXProfile(WeaponTemplateReloadSound)
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{
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filename = "art/sound/weapons/wpn_reload";
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description = AudioClose3D;
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preload = true;
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};
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datablock SFXProfile(WeaponTemplateSwitchinSound)
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{
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filename = "art/sound/weapons/wpn_switchin";
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description = AudioClose3D;
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preload = true;
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};
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datablock SFXProfile(WeaponTemplateIdleSound)
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{
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filename = "art/sound/weapons/wpn_idle";
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description = AudioClose3D;
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preload = true;
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};
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datablock SFXProfile(WeaponTemplateGrenadeSound)
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{
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filename = "art/sound/weapons/wpn_grenadelaunch";
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description = AudioClose3D;
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preload = true;
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};
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datablock SFXProfile(WeaponTemplateMineSwitchinSound)
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{
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filename = "art/sound/weapons/wpn_mine_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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// Added 28 Sep 11
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datablock LightDescription( BulletProjectileLightDesc )
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{
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color = "0.0 0.5 0.7";
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range = 3.0;
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};
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datablock ProjectileData( BulletProjectile )
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{
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projectileShapeName = "";
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directDamage = 5;
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radiusDamage = 0;
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damageRadius = 0.5;
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areaImpulse = 0.5;
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impactForce = 1;
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explosion = BulletDirtExplosion;
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decal = BulletHoleDecal;
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muzzleVelocity = 120;
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velInheritFactor = 1;
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armingDelay = 0;
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lifetime = 992;
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fadeDelay = 1472;
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bounceElasticity = 0;
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bounceFriction = 0;
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isBallistic = false;
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gravityMod = 1;
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};
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function BulletProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
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{
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// Apply impact force from the projectile.
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// Apply damage to the object all shape base objects
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if ( %col.getType() & $TypeMasks::GameBaseObjectType )
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%col.damage(%obj,%pos,%this.directDamage,"BulletProjectile");
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}
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//-----------------------------------------------------------------------------
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datablock ProjectileData( WeaponTemplateProjectile )
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{
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projectileShapeName = "";
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directDamage = 5;
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radiusDamage = 0;
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damageRadius = 0.5;
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areaImpulse = 0.5;
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impactForce = 1;
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muzzleVelocity = 120;
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velInheritFactor = 1;
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armingDelay = 0;
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lifetime = 992;
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fadeDelay = 1472;
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bounceElasticity = 0;
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bounceFriction = 0;
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isBallistic = false;
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gravityMod = 1;
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};
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function WeaponTemplateProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
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{
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// Apply impact force from the projectile.
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// Apply damage to the object all shape base objects
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if ( %col.getType() & $TypeMasks::GameBaseObjectType )
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%col.damage(%obj,%pos,%this.directDamage,"WeaponTemplateProjectile");
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}
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//-----------------------------------------------------------------------------
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// Ammo Item
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//-----------------------------------------------------------------------------
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datablock ItemData(WeaponTemplateAmmo)
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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 = "";
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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 = "";
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maxInventory = 1000;
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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 NewWeaponTemplate is used.
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//-----------------------------------------------------------------------------
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datablock ItemData(WeaponTemplateItem)
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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 = "";
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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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// Dynamic properties defined by the scripts
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pickUpName = "A basic weapon";
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description = "Weapon";
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image = WeaponTemplateImage;
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reticle = "crossHair";
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};
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datablock ShapeBaseImageData(WeaponTemplateImage)
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{
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// FP refers to first person specific features
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// Defines what art file to use.
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shapeFile = "art/shapes/weapons/Lurker/TP_Lurker.DAE";
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shapeFileFP = "art/shapes/weapons/Lurker/FP_Lurker.DAE";
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// Whether or not to enable environment mapping
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//emap = true;
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//imageAnimPrefixFP = "";
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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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//eyeOffset = "0.001 -0.05 -0.065";
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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 = WeaponTemplateItem;
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ammo = WeaponTemplateAmmo;
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//projectile = BulletProjectile;
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//projectileType = Projectile;
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//projectileSpread = "0.005";
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// Properties associated with the shell casing that gets ejected during firing
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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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// Properties associated with a light that occurs when the weapon fires
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//lightType = "";
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//lightColor = "0.992126 0.968504 0.708661 1";
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//lightRadius = "4";
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//lightDuration = "100";
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//lightBrightness = 2;
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// Properties associated with shaking the camera during firing
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//shakeCamera = false;
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//camShakeFreq = "0 0 0";
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//camShakeAmp = "0 0 0";
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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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// If true, allow multiple timeout transitions to occur within a single tick
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// useful if states have a very small timeout
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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] = 0.5;
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stateSequence[1] = "switch_in";
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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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stateTransitionOnTimeout[2] = "ReadyFidget";
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stateTimeoutValue[2] = 10;
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stateWaitForTimeout[2] = false;
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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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// Same as Ready state but plays a fidget sequence
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stateName[3] = "ReadyFidget";
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stateTransitionGeneric0In[3] = "SprintEnter";
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stateTransitionOnMotion[3] = "ReadyMotion";
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stateTransitionOnTimeout[3] = "Ready";
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stateTimeoutValue[3] = 6;
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stateWaitForTimeout[3] = false;
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stateTransitionOnNoAmmo[3] = "NoAmmo";
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stateTransitionOnTriggerDown[3] = "Fire";
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stateSequence[3] = "idle_fidget1";
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// Ready to fire with player moving
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stateName[4] = "ReadyMotion";
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stateTransitionGeneric0In[4] = "SprintEnter";
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stateTransitionOnNoMotion[4] = "Ready";
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stateWaitForTimeout[4] = false;
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stateScaleAnimation[4] = false;
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stateScaleAnimationFP[4] = false;
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stateSequenceTransitionIn[4] = true;
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stateSequenceTransitionOut[4] = true;
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTriggerDown[4] = "Fire";
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stateSequence[4] = "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[5] = "Fire";
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stateTransitionGeneric0In[5] = "SprintEnter";
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stateTransitionOnTimeout[5] = "Reload";
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stateTimeoutValue[5] = 0.15;
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stateFire[5] = true;
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stateRecoil[5] = "";
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stateAllowImageChange[5] = false;
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stateSequence[5] = "fire";
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stateScaleAnimation[5] = false;
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stateSequenceNeverTransition[5] = true;
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stateSequenceRandomFlash[5] = true; // use muzzle flash sequence
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stateScript[5] = "onFire";
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stateSound[5] = WeaponTemplateFireSound;
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stateEmitter[5] = GunFireSmokeEmitter;
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stateEmitterTime[5] = 0.025;
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// Play the reload animation, and transition into
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stateName[6] = "Reload";
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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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//stateSequence[6] = "reload";
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stateEjectShell[6] = true;
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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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stateTransitionOnAmmo[7] = "ReloadClip";
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stateScript[7] = "onClipEmpty";
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// No ammo dry fire
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stateName[8] = "DryFire";
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stateTransitionGeneric0In[8] = "SprintEnter";
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stateTimeoutValue[8] = 1.0;
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stateTransitionOnTimeout[8] = "NoAmmo";
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stateScript[8] = "onDryFire";
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// Play the reload clip animation
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stateName[9] = "ReloadClip";
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stateTransitionGeneric0In[9] = "SprintEnter";
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stateTransitionOnTimeout[9] = "Ready";
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stateWaitForTimeout[9] = true;
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stateTimeoutValue[9] = 3.0;
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stateReload[9] = true;
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stateSequence[9] = "reload";
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stateShapeSequence[9] = "Reload";
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stateScaleShapeSequence[9] = true;
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// Start Sprinting
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stateName[10] = "SprintEnter";
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stateTransitionGeneric0Out[10] = "SprintExit";
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stateTransitionOnTimeout[10] = "Sprinting";
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stateWaitForTimeout[10] = false;
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stateTimeoutValue[10] = 0.5;
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stateWaitForTimeout[10] = false;
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stateScaleAnimation[10] = false;
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stateScaleAnimationFP[10] = false;
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stateSequenceTransitionIn[10] = true;
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stateSequenceTransitionOut[10] = true;
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stateAllowImageChange[10] = false;
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stateSequence[10] = "sprint";
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// Sprinting
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stateName[11] = "Sprinting";
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stateTransitionGeneric0Out[11] = "SprintExit";
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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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// Stop Sprinting
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stateName[12] = "SprintExit";
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stateTransitionGeneric0In[12] = "SprintEnter";
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stateTransitionOnTimeout[12] = "Ready";
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stateWaitForTimeout[12] = false;
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stateTimeoutValue[12] = 0.5;
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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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};
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