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Full Template for ticket #1
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118
Templates/Full/game/scripts/server/proximityMine.cs
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118
Templates/Full/game/scripts/server/proximityMine.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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function ProximityMineData::onThrow( %this, %user, %amount )
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{
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// Remove the object from the inventory
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%user.decInventory( %this, 1 );
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// Construct the actual object in the world, and add it to
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// the mission group so its cleaned up when the mission is
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// done. The object is given a random z rotation.
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%obj = new ProximityMine()
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{
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datablock = %this;
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sourceObject = %user;
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rotation = "0 0 1 "@ (getRandom() * 360);
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static = false;
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client = %user.client;
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};
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MissionCleanup.add(%obj);
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return %obj;
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}
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function ProximityMineData::onTriggered( %this, %obj, %target )
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{
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//echo(%this.name SPC "triggered by " @ %target.getClassName());
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}
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function ProximityMineData::onExplode( %this, %obj, %position )
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{
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// Damage objects within the mine's damage radius
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if ( %this.damageRadius > 0 )
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radiusDamage( %obj, %position, %this.damageRadius, %this.radiusDamage, %this.damageType, %this.areaImpulse );
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}
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function ProximityMineData::damage( %this, %obj, %position, %source, %amount, %damageType )
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{
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// Explode if any damage is applied to the mine
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%obj.schedule(50 + getRandom(50), explode);
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}
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// Customized kill message for deaths caused by proximity mines
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function sendMsgClientKilled_MineDamage( %msgType, %client, %sourceClient, %damLoc )
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{
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if ( %sourceClient $= "" ) // editor placed mine
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messageAll( %msgType, '%1 was blown up!', %client.playerName );
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else if ( %sourceClient == %client ) // own mine
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messageAll( %msgType, '%1 stepped on his own mine!', %client.playerName );
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else // enemy placed mine
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messageAll( %msgType, '%1 was blown up by %2!', %client.playerName, %sourceClient.playerName );
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}
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// ----------------------------------------------------------------------------
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// Player deployable proximity mine
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// ----------------------------------------------------------------------------
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// Cannot use the Weapon class for ProximityMineData datablocks as it is already tied
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// to ItemData.
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function ProxMine::onUse(%this, %obj)
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{
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// Act like a weapon on use
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Weapon::onUse( %this, %obj );
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}
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function ProxMine::onPickup( %this, %obj, %shape, %amount )
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{
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// Act like a weapon on pickup
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Weapon::onPickup( %this, %obj, %shape, %amount );
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}
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function ProxMine::onInventory( %this, %obj, %amount )
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{
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%obj.client.setAmmoAmountHud( 1, %amount );
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// Cycle weapons if we are out of ammo
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if ( !%amount && ( %slot = %obj.getMountSlot( %this.image ) ) != -1 )
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%obj.cycleWeapon( "prev" );
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}
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function ProxMineImage::onMount( %this, %obj, %slot )
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{
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// The mine doesn't use ammo from a player's perspective.
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%obj.setImageAmmo( %slot, true );
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%numMines = %obj.getInventory(%this.item);
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%obj.client.RefreshWeaponHud( 1, %this.item.previewImage, %this.item.reticle, %this.item.zoomReticle, %numMines );
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}
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function ProxMineImage::onUnmount( %this, %obj, %slot )
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{
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%obj.client.RefreshWeaponHud( 0, "", "" );
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}
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function ProxMineImage::onFire( %this, %obj, %slot )
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{
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// To fire a deployable mine is to throw it
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%obj.throw( %this.item );
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}
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