Krypton/Construction/scripts/weapons/grenadeLauncher.cs

897 lines
22 KiB
C#

//--------------------------------------
// Grenade launcher
//--------------------------------------
//--------------------------------------------------------------------------
// Force-Feedback Effects
//--------------------------------------
datablock EffectProfile(GrenadeSwitchEffect)
{
effectname = "weapons/generic_switch";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(GrenadeFireEffect)
{
effectname = "weapons/grenadelauncher_fire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(GrenadeDryFireEffect)
{
effectname = "weapons/grenadelauncher_dryfire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(GrenadeReloadEffect)
{
effectname = "weapons/generic_switch";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(GrenadeExplosionEffect)
{
effectname = "explosions/grenade_explode";
minDistance = 10;
maxDistance = 35;
};
//--------------------------------------------------------------------------
// Sounds
//--------------------------------------
datablock AudioProfile(GrenadeSwitchSound)
{
filename = "fx/weapons/generic_switch.wav";
description = AudioClosest3d;
preload = true;
effect = GrenadeSwitchEffect;
};
datablock AudioProfile(GrenadeFireSound)
{
filename = "fx/weapons/grenadelauncher_fire.wav";
description = AudioDefault3d;
preload = true;
effect = GrenadeFireEffect;
};
datablock AudioProfile(GrenadeProjectileSound)
{
filename = "fx/weapons/grenadelauncher_projectile.wav";
description = ProjectileLooping3d;
preload = true;
};
datablock AudioProfile(GrenadeReloadSound)
{
filename = "fx/weapons/generic_switch.wav";
description = AudioClosest3d;
preload = true;
effect = GrenadeReloadEffect;
};
datablock AudioProfile(GrenadeExplosionSound)
{
filename = "fx/weapons/grenade_explode.wav";
description = AudioExplosion3d;
preload = true;
effect = GrenadeExplosionEffect;
};
datablock AudioProfile(UnderwaterGrenadeExplosionSound)
{
filename = "fx/weapons/grenade_explode_UW.wav";
description = AudioExplosion3d;
preload = true;
effect = GrenadeExplosionEffect;
};
datablock AudioProfile(GrenadeDryFireSound)
{
filename = "fx/weapons/grenadelauncher_dryfire.wav";
description = AudioClose3d;
preload = true;
effect = GrenadeDryFireEffect;
};
//----------------------------------------------------------------------------
// Underwater fx
//----------------------------------------------------------------------------
datablock ParticleData(GrenadeExplosionBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.25;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1500;
lifetimeVarianceMS = 600;
useInvAlpha = false;
textureName = "special/bubbles";
spinRandomMin = -100.0;
spinRandomMax = 100.0;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 1.0;
sizes[1] = 1.0;
sizes[2] = 1.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeExplosionBubbleEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
ejectionOffset = 3.0;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "GrenadeExplosionBubbleParticle";
};
datablock ParticleData(UnderwaterGrenadeDust)
{
dragCoefficient = 1.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.0;
constantAcceleration = -1.1;
lifetimeMS = 1000;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.6 0.6 1.0 0.5";
colors[1] = "0.6 0.6 1.0 0.5";
colors[2] = "0.6 0.6 1.0 0.0";
sizes[0] = 3.0;
sizes[1] = 3.0;
sizes[2] = 3.0;
times[0] = 0.0;
times[1] = 0.7;
times[2] = 1.0;
};
datablock ParticleEmitterData(UnderwaterGrenadeDustEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 0;
ejectionVelocity = 15.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 70;
thetaMax = 70;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 250;
particles = "UnderwaterGrenadeDust";
};
datablock ParticleData(UnderwaterGrenadeExplosionSmoke)
{
dragCoeffiecient = 0.4;
gravityCoefficient = -0.25; // rises slowly
inheritedVelFactor = 0.025;
constantAcceleration = -1.1;
lifetimeMS = 1250;
lifetimeVarianceMS = 0;
textureName = "particleTest";
useInvAlpha = false;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
textureName = "special/Smoke/smoke_001";
colors[0] = "0.1 0.1 1.0 1.0";
colors[1] = "0.4 0.4 1.0 1.0";
colors[2] = "0.4 0.4 1.0 0.0";
sizes[0] = 2.0;
sizes[1] = 6.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(UnderwaterGExplosionSmokeEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 0;
ejectionVelocity = 6.25;
velocityVariance = 0.25;
thetaMin = 0.0;
thetaMax = 90.0;
lifetimeMS = 250;
particles = "UnderwaterGrenadeExplosionSmoke";
};
datablock ParticleData(UnderwaterGrenadeSparks)
{
dragCoefficient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 350;
textureName = "special/underwaterSpark";
colors[0] = "0.6 0.6 1.0 1.0";
colors[1] = "0.6 0.6 1.0 1.0";
colors[2] = "0.6 0.6 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.75;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(UnderwaterGrenadeSparksEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 12;
velocityVariance = 6.75;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "UnderwaterGrenadeSparks";
};
datablock ExplosionData(UnderwaterGrenadeExplosion)
{
soundProfile = UnderwaterGrenadeExplosionSound;
faceViewer = true;
explosionScale = "0.8 0.8 0.8";
emitter[0] = UnderwaterGrenadeDustEmitter;
emitter[1] = UnderwaterGExplosionSmokeEmitter;
emitter[2] = UnderwaterGrenadeSparksEmitter;
emitter[3] = GrenadeExplosionBubbleEmitter;
shakeCamera = true;
camShakeFreq = "10.0 6.0 9.0";
camShakeAmp = "20.0 20.0 20.0";
camShakeDuration = 0.5;
camShakeRadius = 20.0;
};
//----------------------------------------------------------------------------
// Bubbles
//----------------------------------------------------------------------------
datablock ParticleData(GrenadeBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.25;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1500;
lifetimeVarianceMS = 600;
useInvAlpha = false;
textureName = "special/bubbles";
spinRandomMin = -100.0;
spinRandomMax = 100.0;
colors[0] = "0.7 0.8 1.0 0.4";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeBubbleEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
ejectionOffset = 0.1;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "GrenadeBubbleParticle";
};
//----------------------------------------------------------------------------
// Debris
//----------------------------------------------------------------------------
datablock ParticleData( GDebrisSmokeParticle )
{
dragCoeffiecient = 1.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
lifetimeMS = 1000;
lifetimeVarianceMS = 100;
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -60.0;
spinRandomMax = 60.0;
colors[0] = "0.4 0.4 0.4 1.0";
colors[1] = "0.3 0.3 0.3 0.5";
colors[2] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.0;
sizes[1] = 1.0;
sizes[2] = 1.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( GDebrisSmokeEmitter )
{
ejectionPeriodMS = 7;
periodVarianceMS = 1;
ejectionVelocity = 1.0; // A little oomph at the back end
velocityVariance = 0.2;
thetaMin = 0.0;
thetaMax = 40.0;
particles = "GDebrisSmokeParticle";
};
datablock DebrisData( GrenadeDebris )
{
emitters[0] = GDebrisSmokeEmitter;
explodeOnMaxBounce = true;
elasticity = 0.4;
friction = 0.2;
lifetime = 0.3;
lifetimeVariance = 0.02;
numBounces = 1;
};
//--------------------------------------------------------------------------
// Splash
//--------------------------------------------------------------------------
datablock ParticleData( GrenadeSplashParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = -1.4;
lifetimeMS = 300;
lifetimeVarianceMS = 0;
textureName = "special/droplet";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.05;
sizes[1] = 0.2;
sizes[2] = 0.2;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( GrenadeSplashEmitter )
{
ejectionPeriodMS = 4;
periodVarianceMS = 0;
ejectionVelocity = 4;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 50;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "BlasterSplashParticle";
};
datablock SplashData(GrenadeSplash)
{
numSegments = 15;
ejectionFreq = 15;
ejectionAngle = 40;
ringLifetime = 0.35;
lifetimeMS = 300;
velocity = 3.0;
startRadius = 0.0;
acceleration = -3.0;
texWrap = 5.0;
texture = "special/water2";
emitter[0] = BlasterSplashEmitter;
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 1.0";
colors[2] = "0.7 0.8 1.0 1.0";
colors[3] = "0.7 0.8 1.0 1.0";
times[0] = 0.0;
times[1] = 0.4;
times[2] = 0.8;
times[3] = 1.0;
};
//--------------------------------------------------------------------------
// Particle effects
//--------------------------------------
datablock ParticleData(GrenadeSmokeParticle)
{
dragCoeffiecient = 0.0;
gravityCoefficient = -0.2; // rises slowly
inheritedVelFactor = 0.00;
lifetimeMS = 700; // lasts 2 second
lifetimeVarianceMS = 150; // ...more or less
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -30.0;
spinRandomMax = 30.0;
colors[0] = "0.9 0.9 0.9 1.0";
colors[1] = "0.6 0.6 0.6 1.0";
colors[2] = "0.4 0.4 0.4 0.0";
sizes[0] = 0.25;
sizes[1] = 1.0;
sizes[2] = 3.0;
times[0] = 0.0;
times[1] = 0.2;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeSmokeEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 5;
ejectionVelocity = 1.25;
velocityVariance = 0.50;
thetaMin = 0.0;
thetaMax = 90.0;
particles = "GrenadeSmokeParticle";
};
datablock ParticleData(GrenadeDust)
{
dragCoefficient = 1.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 100;
useInvAlpha = true;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.3 0.3 0.3 0.5";
colors[1] = "0.3 0.3 0.3 0.5";
colors[2] = "0.3 0.3 0.3 0.0";
sizes[0] = 3.2;
sizes[1] = 4.6;
sizes[2] = 5.0;
times[0] = 0.0;
times[1] = 0.7;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeDustEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 15.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 250;
particles = "GrenadeDust";
};
datablock ParticleData(GrenadeExplosionSmoke)
{
dragCoeffiecient = 0.4;
gravityCoefficient = -0.5; // rises slowly
inheritedVelFactor = 0.025;
lifetimeMS = 1250;
lifetimeVarianceMS = 0;
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
textureName = "special/Smoke/smoke_001";
colors[0] = "0.7 0.7 0.7 1.0";
colors[1] = "0.2 0.2 0.2 1.0";
colors[2] = "0.1 0.1 0.1 0.0";
sizes[0] = 2.0;
sizes[1] = 6.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GExplosionSmokeEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 6.25;
velocityVariance = 0.25;
thetaMin = 0.0;
thetaMax = 90.0;
lifetimeMS = 250;
particles = "GrenadeExplosionSmoke";
};
datablock ParticleData(GrenadeSparks)
{
dragCoefficient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 350;
textureName = "special/bigspark";
colors[0] = "0.56 0.36 0.26 1.0";
colors[1] = "0.56 0.36 0.26 1.0";
colors[2] = "1.0 0.36 0.26 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.75;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeSparksEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 12;
velocityVariance = 6.75;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "GrenadeSparks";
};
//----------------------------------------------------
// Explosion
//----------------------------------------------------
datablock ExplosionData(GrenadeExplosion)
{
soundProfile = GrenadeExplosionSound;
faceViewer = true;
explosionScale = "0.8 0.8 0.8";
debris = GrenadeDebris;
debrisThetaMin = 10;
debrisThetaMax = 50;
debrisNum = 8;
debrisVelocity = 26.0;
debrisVelocityVariance = 7.0;
emitter[0] = GrenadeDustEmitter;
emitter[1] = GExplosionSmokeEmitter;
emitter[2] = GrenadeSparksEmitter;
shakeCamera = true;
camShakeFreq = "10.0 6.0 9.0";
camShakeAmp = "20.0 20.0 20.0";
camShakeDuration = 0.5;
camShakeRadius = 20.0;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock GrenadeProjectileData(BasicGrenade)
{
projectileShapeName = "grenade_projectile.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.40;
damageRadius = 15.0;
radiusDamageType = $DamageType::Grenade;
kickBackStrength = 1500;
bubbleEmitTime = 1.0;
sound = GrenadeProjectileSound;
explosion = "GrenadeExplosion";
underwaterExplosion = "UnderwaterGrenadeExplosion";
velInheritFactor = 0.5;
splash = GrenadeSplash;
baseEmitter = GrenadeSmokeEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
grenadeElasticity = 0.35;
grenadeFriction = 0.2;
armingDelayMS = 1000;
muzzleVelocity = 47.00;
drag = 0.1;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(GrenadeLauncherAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_grenade.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some grenade launcher ammo";
computeCRC = true;
emap = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ItemData(GrenadeLauncher)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_grenade_launcher.dts";
image = GrenadeLauncherImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a grenade launcher";
computeCRC = true;
};
datablock ShapeBaseImageData(GrenadeLauncherImage)
{
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = GrenadeLauncher;
ammo = GrenadeLauncherAmmo;
offset = "0 0 0";
emap = true;
projectile = BasicGrenade;
projectileType = GrenadeProjectile;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = GrenadeSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = GrenadeFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = GrenadeReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = GrenadeDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
function GrenadeLauncherImage::onMount(%this,%obj,%slot)
{
%obj.multinademode =0;
displaywepstat(%obj.client,"Krypton Multiple Grenade Launcher","","","Also known as the \"Multi-Nade\"\nSet to fire standard grenades.");
Parent::onMount(%this,%obj,%slot);
}
function GrenadeLauncherImage::onFire(%data, %obj, %slot)
{
if (%obj.multinademode == 0)
%data.projectile = BasicGrenade;
if (%obj.multinademode == 1)
%data.projectile = BasicConcGrenade;
if (%obj.multinademode == 2) {
if (isObject(%obj.lastProjectile))
%obj.lastProjectile.delete();
%data.projectile = BasicSmokeGrenade;
}
%data.lightStart = getSimTime();
if( %obj.station $= "" && %obj.isCloaked() )
{
if( %obj.respawnCloakThread !$= "" )
{
Cancel(%obj.respawnCloakThread);
%obj.setCloaked( false );
%obj.respawnCloakThread = "";
}
else
{
if( %obj.getEnergyLevel() > 20 )
{
%obj.setCloaked( false );
%obj.reCloak = %obj.schedule( 500, "setCloaked", true );
}
}
}
if( %obj.client > 0 )
{
%obj.setInvincibleMode(0 ,0.00);
%obj.setInvincible( false ); // fire your weapon and your invincibility goes away.
// Extra safety
if (%obj.inpeacesphere !$= "") {
return;
}
}
%vehicle = 0;
// ---------------------------------------------------------------------
// Code streamlining - ToS. z0ddm0d
if(%data.projectileSpread)
{
%vec = %obj.getMuzzleVector(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector = MatrixMulVector(%mat, %vec);
}
else
{
%vector = %obj.getMuzzleVector(%slot);
}
%initialPos = %obj.getMuzzlePoint(%slot);
if (%data.muzzleSlots) {
%nrm = %vector;
%nrm2 = vectorNormalize(vectorCross("0 0 -1",%nrm));
%nrm3 = vectorNormalize(vectorCross(%nrm2,%nrm));
%offsetVec = %data.muzzleSlotOffset[%obj.currentMuzzleSlot];
%initialPos = vectorAdd(%initialPos,vectorScale(%nrm2,getWord(%offsetVec,0)));
%initialPos = vectorAdd(%initialPos,vectorScale(%nrm,getWord(%offsetVec,1)));
%initialPos = vectorAdd(%initialPos,vectorScale(%nrm3,getWord(%offsetVec,2)));
%obj.currentMuzzleSlot++;
if (%obj.currentMuzzleSlot > %data.muzzleSlots - 1)
%obj.currentMuzzleSlot = 0;
}
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %vector;
initialPosition = %initialPos;
sourceObject = %obj;
sourceSlot = %slot;
vehicleObject = %vehicle;
};
// End streamlining
// ---------------------------------------------------------------------
%obj.lastProjectile = %p;
%obj.deleteLastProjectile = %data.deleteLastProjectile;
MissionCleanup.add(%p);
// AI hook
if(%obj.client)
%obj.client.projectile = %p;
%obj.decInventory(%data.ammo,1);
return %p;
}