mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-03 03:21:00 +00:00
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded. Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect. This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
366 lines
14 KiB
C#
366 lines
14 KiB
C#
//-----------------------------------------------------------------------------
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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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datablock SFXProfile(RyderFireSound)
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{
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filename = "data/FPSGameplay/sound/weapons/wpn_ryder_fire";
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description = AudioClose3D;
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preload = true;
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};
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datablock SFXProfile(RyderReloadSound)
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{
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filename = "data/FPSGameplay/sound/weapons/wpn_ryder_reload";
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description = AudioClose3D;
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preload = true;
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};
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datablock SFXProfile(RyderSwitchinSound)
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{
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filename = "data/FPSGameplay/sound/weapons/wpn_ryder_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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// Particles
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// ----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Explosion
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//-----------------------------------------------------------------------------
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//--------------------------------------------------------------------------
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// Shell ejected during reload.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Projectile Object
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Ammo Item
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//-----------------------------------------------------------------------------
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datablock ItemData(RyderClip)
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{
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// Mission editor category
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category = "AmmoClip";
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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 = "AmmoClip";
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/weapons/Ryder/TP_Ryder.DAE";
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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 = "Ryder clip";
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count = 1;
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maxInventory = 10;
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};
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datablock ItemData(RyderAmmo)
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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 = "data/FPSGameplay/art/shapes/weapons/Ryder/TP_Ryder.DAE";
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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 = "Ryder bullet";
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maxInventory = 8;
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clip = RyderClip;
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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 SoldierWeaponImage is used.
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//-----------------------------------------------------------------------------
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datablock ItemData(Ryder)
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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 = "data/FPSGameplay/art/shapes/weapons/Ryder/TP_Ryder.DAE";
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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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PreviewImage = 'ryder.png';
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// Dynamic properties defined by the scripts
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pickUpName = "Ryder pistol";
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description = "Ryder";
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image = RyderWeaponImage;
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reticle = "crossHair";
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};
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datablock ShapeBaseImageData(RyderWeaponImage)
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{
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/weapons/Ryder/TP_Ryder.DAE";
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shapeFileFP = "data/FPSGameplay/art/shapes/weapons/Ryder/FP_Ryder.DAE";
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emap = true;
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imageAnimPrefix = "Pistol";
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imageAnimPrefixFP = "Pistol";
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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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useEyeNode = true;
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animateOnServer = true;
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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 = Ryder;
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ammo = RyderAmmo;
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clip = RyderClip;
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projectile = BulletProjectile;
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projectileType = Projectile;
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projectileSpread = "0.0";
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altProjectile = GrenadeLauncherProjectile;
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altProjectileSpread = "0.02";
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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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// Weapon lights up while firing
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lightType = "WeaponFireLight";
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lightColor = "0.992126 0.968504 0.700787 1";
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lightRadius = "4";
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lightDuration = "100";
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lightBrightness = 2;
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// Shake camera while firing.
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shakeCamera = "1";
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camShakeFreq = "10 10 10";
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camShakeAmp = "5 5 5";
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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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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] = 1.5;
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stateSequence[1] = "switch_in";
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stateSound[1] = RyderSwitchinSound;
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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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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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// Ready to fire with player moving
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stateName[3] = "ReadyMotion";
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stateTransitionGeneric0In[3] = "SprintEnter";
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stateTransitionOnNoMotion[3] = "Ready";
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stateWaitForTimeout[3] = false;
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stateScaleAnimation[3] = false;
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stateScaleAnimationFP[3] = false;
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stateSequenceTransitionIn[3] = true;
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stateSequenceTransitionOut[3] = true;
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stateTransitionOnNoAmmo[3] = "NoAmmo";
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stateTransitionOnTriggerDown[3] = "Fire";
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stateSequence[3] = "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[4] = "Fire";
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stateTransitionGeneric0In[4] = "SprintEnter";
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stateTransitionOnTimeout[4] = "WaitForRelease";
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stateTimeoutValue[4] = 0.23;
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stateWaitForTimeout[4] = true;
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stateFire[4] = true;
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stateRecoil[4] = "";
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stateAllowImageChange[4] = false;
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stateSequence[4] = "fire";
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stateScaleAnimation[4] = true;
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stateSequenceNeverTransition[4] = true;
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stateSequenceRandomFlash[4] = true; // use muzzle flash sequence
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stateScript[4] = "onFire";
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stateEmitter[4] = GunFireSmokeEmitter;
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stateEmitterTime[4] = 0.025;
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stateEjectShell[4] = true;
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stateSound[4] = RyderFireSound;
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// Wait for the player to release the trigger
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stateName[5] = "WaitForRelease";
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stateTransitionGeneric0In[5] = "SprintEnter";
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stateTransitionOnTriggerUp[5] = "NewRound";
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stateTimeoutValue[5] = 0.05;
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stateWaitForTimeout[5] = true;
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stateAllowImageChange[5] = false;
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// Put another round in the chamber
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stateName[6] = "NewRound";
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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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// 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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stateTransitionOnMotion[7] = "NoAmmoMotion";
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stateTransitionOnAmmo[7] = "ReloadClip";
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stateTimeoutValue[7] = 0.1; // Slight pause to allow script to run when trigger is still held down from Fire state
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stateScript[7] = "onClipEmpty";
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stateTransitionOnTriggerDown[7] = "DryFire";
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stateSequence[7] = "idle";
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stateScaleAnimation[7] = false;
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stateScaleAnimationFP[7] = false;
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stateName[8] = "NoAmmoMotion";
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stateTransitionGeneric0In[8] = "SprintEnter";
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stateTransitionOnNoMotion[8] = "NoAmmo";
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stateWaitForTimeout[8] = false;
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stateScaleAnimation[8] = false;
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stateScaleAnimationFP[8] = false;
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stateSequenceTransitionIn[8] = true;
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stateSequenceTransitionOut[8] = true;
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stateTransitionOnAmmo[8] = "ReloadClip";
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stateTransitionOnTriggerDown[8] = "DryFire";
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stateSequence[8] = "run";
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// No ammo dry fire
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stateName[9] = "DryFire";
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stateTransitionGeneric0In[9] = "SprintEnter";
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stateTransitionOnAmmo[9] = "ReloadClip";
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stateWaitForTimeout[9] = "0";
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stateTimeoutValue[9] = 0.7;
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stateTransitionOnTimeout[9] = "NoAmmo";
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stateScript[9] = "onDryFire";
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// Play the reload clip animation
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stateName[10] = "ReloadClip";
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stateTransitionGeneric0In[10] = "SprintEnter";
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stateTransitionOnTimeout[10] = "Ready";
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stateWaitForTimeout[10] = true;
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stateTimeoutValue[10] = 2.0;
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stateReload[10] = true;
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stateSequence[10] = "reload";
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stateShapeSequence[10] = "Reload";
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stateScaleShapeSequence[10] = true;
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stateSound[10] = RyderReloadSound;
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// Start Sprinting
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stateName[11] = "SprintEnter";
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stateTransitionGeneric0Out[11] = "SprintExit";
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stateTransitionOnTimeout[11] = "Sprinting";
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stateWaitForTimeout[11] = false;
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stateTimeoutValue[11] = 0.5;
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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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// Sprinting
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stateName[12] = "Sprinting";
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stateTransitionGeneric0Out[12] = "SprintExit";
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stateWaitForTimeout[12] = false;
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stateScaleAnimation[12] = false;
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stateScaleAnimationFP[12] = false;
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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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// Stop Sprinting
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stateName[13] = "SprintExit";
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stateTransitionGeneric0In[13] = "SprintEnter";
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stateTransitionOnTimeout[13] = "Ready";
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stateWaitForTimeout[13] = false;
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stateTimeoutValue[13] = 0.5;
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stateSequenceTransitionIn[13] = true;
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stateSequenceTransitionOut[13] = true;
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stateAllowImageChange[13] = false;
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stateSequence[13] = "sprint";
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camShakeDuration = "0.2";
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};
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