mirror of
https://github.com/haydenmc/Krypton.git
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197 lines
5 KiB
C#
197 lines
5 KiB
C#
//--------------------------------------
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// Plasma rifle
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//--------------------------------------
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//--------------------------------------------------------------------------
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// Sounds
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//--------------------------------------
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datablock AudioProfile(AssaultSwitchSound)
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{
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filename = "fx/weapons/plasma_rifle_activate.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(AssaultFireSound)
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{
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filename = "fx/weapons/cg_soft2.wav";
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description = AudioDefault3d;
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preload = true;
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};
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datablock AudioProfile(AssaultDryFireSound)
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{
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filename = "fx/weapons/plasma_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock DecalData(AssaultDecal0)
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{
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sizeX = 0.2;
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sizeY = 0.2;
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textureName = "skins/bullethole3";
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};
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datablock TracerProjectileData(AssaultBullet)
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{
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doDynamicClientHits = true;
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directDamage = 0.0225; ////v2 was .165
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directDamageType = $DamageType::Bullet;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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kickBackStrength = 0.0;
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sound = ChaingunProjectile;
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dryVelocity = 6000; //g=425.0;
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wetVelocity = 2000; //v2 100.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 1300;
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lifetimeMS = 1300;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 45.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 30.0;
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fizzleUnderwaterMS = 1000; //v2 3000;
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tracerLength = 300.0;
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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 = 0.055; //v2 0.10;
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crossSize = 0.1; //v2 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal0;
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};
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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData(AssaultAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_plasma.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 assault rifle ammo";
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computeCRC = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ShapeBaseImageData(AssaultSecondImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_targeting.dts";
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offset = "0.0 0.0 0.0";
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};
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datablock ItemData(Assault)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_plasma.dts";
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image = AssaultImage;
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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 = "an assault rifle";
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computeCRC = true;
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};
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datablock ShapeBaseImageData(AssaultImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_sniper.dts";
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item = Assault;
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ammo = AssaultAmmo;
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offset = "0 0 0";
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casing = MiniAAShellDebris;
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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 = 30.0;
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shellVelocity = 10.0;
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projectile = AssaultBullet;
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projectileType = TracerProjectile;
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firetime = 0.7; //v2
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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] = AssaultSwitchSound;
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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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stateEjectShell[3] = true;
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stateTimeoutValue[3] = 0.03;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = true;
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stateSequence[3] = "Fire";
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stateScript[3] = "onFire";
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stateEmitterTime[3] = 0.1;
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stateSound[3] = AssaultFireSound;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTriggerDown[4] = "Fire";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.03;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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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] = AssaultDryFireSound;
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stateTimeoutValue[6] = 1.5;
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stateTransitionOnTimeout[6] = "NoAmmo";
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};
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function AssaultImage::onMount(%this,%obj,%slot)
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{
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%obj.mountImage(AssaultSecondImage, 4);
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displaywepstat(%obj.client,"Krypton Assault Rifle",%mode1,%mode2,"Also known as \"KAR Rifle\"\nFires 30 light weight rounds per second.");
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Parent::onMount(%this,%obj,%slot);
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}
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function AssaultImage::onUnmount(%this, %obj, %slot)
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{
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%obj.unmountImage(4);
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Parent::onUnmount(%this,%obj,%slot);
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} |