datablock ParticleData(DemonFBSmokeParticle) { dragCoeffiecient = 0.0; gravityCoefficient = 0.0; inheritedVelFactor = 0.0; lifetimeMS = 2500; lifetimeVarianceMS = 500; textureName = "particleTest"; useInvAlpha = true; spinRandomMin = -60.0; spinRandomMax = 60.0; colors[0] = "0.5 0.5 0.5 0.5"; colors[1] = "0.4 0.4 0.4 0.2"; colors[2] = "0.3 0.3 0.3 0.0"; sizes[0] = 0.5; sizes[1] = 1.75; sizes[2] = 3.0; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData(DemonFBSmokeEmitter) { ejectionPeriodMS = 7; periodVarianceMS = 0; ejectionVelocity = 0.75; // A little oomph at the back end velocityVariance = 0.2; thetaMin = 0.0; thetaMax = 180.0; particles = "DemonFBSmokeParticle"; }; datablock GrenadeProjectileData(DemonFireball) { projectileShapeName = "plasmabolt.dts"; emitterDelay = -1; directDamage = 0.0; hasDamageRadius = true; indirectDamage = 0.4; damageRadius = 5.0; // z0dd - ZOD, 8/13/02. Was 20.0 radiusDamageType = $DamageType::zombie; kickBackStrength = 1500; explosion = "PlasmaBoltExplosion"; underwaterExplosion = "PlasmaBoltExplosion"; velInheritFactor = 0; splash = PlasmaSplash; depthTolerance = 100.0; baseEmitter = DemonFBSmokeEmitter; bubbleEmitter = DemonFBSmokeEmitter; grenadeElasticity = 0; grenadeFriction = 0.4; armingDelayMS = -1; // z0dd - ZOD, 4/14/02. Was 2000 gravityMod = 0.4; // z0dd - ZOD, 5/18/02. Make mortar projectile heavier, less floaty muzzleVelocity = 50.0; // z0dd - ZOD, 8/13/02. More velocity to compensate for higher gravity. Was 63.7 drag = 0; sound = PlasmaProjectileSound; hasLight = true; lightRadius = 10; lightColor = "1 0.75 0.25"; hasLightUnderwaterColor = true; underWaterLightColor = "1 0.75 0.25"; }; datablock ShapeBaseImageData(DZShotImage) { className = WeaponImage; shapeFile = "turret_muzzlepoint.dts"; item = DZShot; projectile = DemonFireball; projectileType = GrenadeProjectile; usesEnergy = true; fireEnergy = 40; minEnergy = 40; stateName[0] = "Activate"; stateTransitionOnTimeout[0] = "ActivateReady"; stateTimeoutValue[0] = 0.5; stateSequence[0] = "Activate"; stateSound[0] = ChaingunSwitchSound; 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] = 0.1; stateFire[3] = true; stateRecoil[3] = NoRecoil; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateSound[3] = PlasmaProjectileSound; stateScript[3] = "onFire"; stateName[4] = "Reload"; stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnTimeout[4] = "Ready"; stateAllowImageChange[4] = false; stateSequence[4] = "Reload"; stateName[5] = "NoAmmo"; stateTransitionOnAmmo[5] = "Reload"; stateSequence[5] = "NoAmmo"; stateTransitionOnTriggerDown[5] = "DryFire"; stateName[6] = "DryFire"; stateTimeoutValue[6] = 0.1; stateTransitionOnTimeout[6] = "Ready"; }; datablock ItemData(DZShot) { className = Weapon; catagory = "Spawn Items"; shapeFile = "weapon_energy.dts"; image = DZShotImage; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "a Demon Zombie Fireball Ability"; };