mirror of
https://github.com/haydenmc/Krypton.git
synced 2026-02-26 18:13:44 +00:00
418 lines
11 KiB
C#
418 lines
11 KiB
C#
//--------------------------------------------------------------------------
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// Double Barrel Shotgun
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// Built by Defender
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// onFire code by Team hammer
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//--------------------------------------------------------------------------
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//--------------------------------------------------------------------------
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// Sounds
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//--------------------------------------
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datablock AudioProfile(ShotgunSwitchSound)
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{
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filename = "fx/weapons/chaingun_activate.wav";
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description = AudioClosest3d;
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preload = true;
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effect = TargetingLaserSwitchEffect;
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};
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//datablock AudioProfile(ShotgunProjectile)
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//{
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// filename = "fx/weapons/chaingun_projectile.wav";
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// description = ProjectileLooping3d;
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// preload = true;
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//};
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//datablock AudioProfile(ShotgunImpactSound)
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//{
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// filename = "fx/weapons/cg_metal3.wav";
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// description = AudioClosest3d;
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// preload = true;
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//};
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datablock AudioProfile(ShotgunDryFireSound)
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{
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filename = "fx/weapons/chaingun_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(ShotGunFireSound1)
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{
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filename = "fx/weapons/cg_metal1.wav";
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description = AudioDefault3d;
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preload = true;
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effect = TargetingLaserPaintEffect;
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};
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datablock AudioProfile(ShotGunFireSound2)
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{
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filename = "fx/weapons/cg_metal2.wav";
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description = AudioDefault3d;
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preload = true;
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effect = TargetingLaserPaintEffect;
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};
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datablock AudioProfile(ShotGunFireSound3)
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{
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filename = "fx/weapons/cg_metal3.wav";
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description = AudioDefault3d;
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preload = true;
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effect = TargetingLaserPaintEffect;
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};
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datablock AudioProfile(ShotGunFireSound4)
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{
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filename = "fx/weapons/cg_metal4.wav";
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description = AudioDefault3d;
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preload = true;
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effect = TargetingLaserPaintEffect;
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};
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//--------------------------------------
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datablock TracerProjectileData(ShotgunBullet)
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{
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doDynamicClientHits = true;
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directDamage = 0.085;
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directDamageType = $DamageType::Bullet;
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//directDamageType = $DamageType::Shotgun;
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//Add a shotgun damage type for this gun, thin remove the base type..
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closeRangeMultiplier = 1.5;
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rifleHeadMultiplier = 1.5;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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kickBackStrength = 0.0;
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// sound = ShotgunImpactSound;
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dryVelocity = 625.0; // was 425.0
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wetVelocity = 525.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 4000;
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lifetimeMS = 4000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 4000;
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tracerLength = 15.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.10;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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};
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//--------------------------------------------------------------------------
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datablock ItemData(ShotgunAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "some Shotgun ammo";
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computeCRC = true;
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emap = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------------------------------------------
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datablock DebrisData(ShotgunShellDebris)
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{
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//shapeName = "weapon_chaingun_ammocasing.dts";
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shapeName = "weapon_missile_casement.dts";
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scale = "2.5 2.5 3.5";
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lifetime = 4.0;
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minSpinSpeed = 100.0;
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maxSpinSpeed = 200.0;
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elasticity = 0.5;
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friction = 0.2;
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numBounces = 3;
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fade = true;
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staticOnMaxBounce = true;
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snapOnMaxBounce = true;
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};
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//--------------------------------------
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// Shotgun
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//--------------------------------------
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datablock ItemData(Shotgun)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_targeting.dts";
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image = ShotgunImage;
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ammo = ShotgunAmmo;
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a Shotgun";
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computeCRC = true;
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emap = true;
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};
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datablock ShapeBaseImageData(ShotgunImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_targeting.dts";
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item = Shotgun;
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ammo = ShotgunAmmo;
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offset = "0.08 0 0.0"; // offsets to the right
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emap = true;
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projectile = ShotgunBullet;
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projectileType = TracerProjectile;
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casing = ShotgunShellDebris;
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shellExitDir = "0.3 1.0 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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projectileSpread = 14.0 / 1000.0;
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// State Data
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = ChaingunSwitchSound;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.085;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateScript[3] = "onFire";
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stateSound[3] = ShotgunFireSound;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 1.25;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateScript[4] = "onReload";
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stateEjectShell[4] = true;
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateSound[6] = GrenadeDryFireSound;
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stateTimeoutValue[6] = 1.5;
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stateTransitionOnTimeout[6] = "NoAmmo";
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};
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datablock ShapeBaseImageData(Shotgun2Image) : ShotgunImage
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{
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offset = "0 0 0";
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stateScript[3] = "onFire";
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};
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datablock ShapeBaseImageData(Shotgun3Image)
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{
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emap = true;
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shapeFile = "ammo_disc.dts";
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offset = "0.02 0.28 -0.09";
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rotation = "1 0 0 90";
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};
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function ShotgunImage::onReload(%data, %obj, %slot)
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{
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%obj.setImageTrigger(4, false);
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}
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function ShotgunImage::onMount(%this,%obj,%slot)
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{
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Parent::onMount(%this, %obj, %slot);
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%obj.mountImage(Shotgun2Image, 4);
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%obj.mountImage(Shotgun3Image, 5);
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displaywepstat(%obj.client,"Krypton Shotgun",%mode1,%mode2,"Also known as \"Shotfun\"\nFires a large quantity of chaingun rounds at once.\nCreated by Dark Order of Chaos clan.");
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// %obj.client.setWeaponsHudActive("Chaingun");
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// %obj.client.setWeaponsHudHighLightBmp("Chaingun");
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// %obj.client.setWeaponsHudBackGroundBmp("Chaingun");
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}
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function ShotgunImage::onUnmount(%this,%obj,%slot)
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{
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Parent::onUnmount(%this, %obj, %slot);
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%obj.unmountImage(4);
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%obj.unmountImage(5);
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}
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function ShotgunImage::onFire(%data, %obj, %slot)
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{
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if (%obj.inpeacesphere !$= "") //No firing in peace spheres.
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return;
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// cloaking
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if( %obj.station $= "" && %obj.isCloaked() )
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{
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if( %obj.respawnCloakThread !$= "" )
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{
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cancel(%obj.respawnCloakThread);
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%obj.setCloaked( false );
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%obj.respawnCloakThread = "";
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}
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else
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{
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if( %obj.getEnergyLevel() > 20 )
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{
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%obj.setCloaked( false );
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%obj.reCloak = %obj.schedule( 500, "setCloaked", true );
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}
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}
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}
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// ammo
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//%obj.applyKick(-400);
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%obj.decInventory(%data.ammo,1);
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%obj.setImageTrigger(4, true);
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%vec = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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for (%i=0; %i < 12; %i++)
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{
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%vector = MatrixMulVector(%mat, %vec);
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%p = new (%data.projectileType)() {
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dataBlock = %data.projectile;
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initialDirection = %vector;
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initialPosition = %mp;
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sourceObject = %obj;
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damageFactor = 1;
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sourceSlot = %slot;
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};
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}
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%which = getRandom(0,3);
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if (%which == 0)
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serverPlay3D(ShotGunFireSound1, %obj.getTransform());
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if (%which == 1)
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serverPlay3D(ShotGunFireSound2, %obj.getTransform());
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if (%which == 2)
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serverPlay3D(ShotGunFireSound3, %obj.getTransform());
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if (%which == 3)
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serverPlay3D(ShotGunFireSound4, %obj.getTransform());
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if (isObject(%obj.lastProjectile) && %obj.deleteLastProjectile)
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%obj.lastProjectile.killit();
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%obj.lastProjectile = %p;
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%obj.deleteLastProjectile = %data.deleteLastProjectile;
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MissionCleanup.add(%p);
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// AI hook
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if(%obj.client)
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%obj.client.projectile = %p;
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if (isObject(%p))
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%p.schedule(%p.getDataBlock().lifetimeMS + 500, "killit");
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return %p;
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}
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function Shotgun2Image::onFire(%data, %obj, %slot)
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{
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if (%obj.inpeacesphere !$= "") //No firing in peace spheres.
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return;
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// cloaking
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if( %obj.station $= "" && %obj.isCloaked() )
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{
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if( %obj.respawnCloakThread !$= "" )
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{
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cancel(%obj.respawnCloakThread);
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%obj.setCloaked( false );
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%obj.respawnCloakThread = "";
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}
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else
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{
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if( %obj.getEnergyLevel() > 20 )
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{
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%obj.setCloaked( false );
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%obj.reCloak = %obj.schedule( 500, "setCloaked", true );
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}
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}
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}
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// ammo
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//%obj.applyKick(-400);
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%obj.decInventory(%data.ammo,1);
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%mp = %obj.getMuzzlePoint(%slot);
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%vec = %obj.getMuzzleVector(%slot);
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for (%i=0; %i < 12; %i++)
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{
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%vector = MatrixMulVector(%mat, %vec);
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%p = new (%data.projectileType)() {
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dataBlock = %data.projectile;
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initialDirection = %vector;
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initialPosition = %mp;
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sourceObject = %obj;
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damageFactor = 1;
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sourceSlot = %slot;
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};
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}
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if (isObject(%obj.lastProjectile) && %obj.deleteLastProjectile)
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%obj.lastProjectile.killit();
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%obj.lastProjectile = %p;
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%obj.deleteLastProjectile = %data.deleteLastProjectile;
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MissionCleanup.add(%p);
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// AI hook
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if(%obj.client)
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%obj.client.projectile = %p;
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if (isObject(%p))
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%p.schedule(%p.getDataBlock().lifetimeMS + 500, "killit");
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return %p;
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}
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