datablock ParticleData(ZAcidBallParticle) { dragCoeffiecient = 0.0; gravityCoefficient = 0.5; inheritedVelFactor = 0.5; lifetimeMS = 2000; lifetimeVarianceMS = 200; spinRandomMin = -200.0; spinRandomMax = 200.0; textureName = "special/bubbles"; colors[0] = "0.0 1.0 0.5 0.3"; colors[1] = "0.0 1.0 0.4 0.2"; colors[2] = "0.0 1.0 0.3 0.1"; sizes[0] = 0.6; sizes[1] = 0.3; sizes[2] = 0.1; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData(ZAcidBallExplosionEmitter) { lifetimeMS = 200; ejectionPeriodMS = 1; periodVarianceMS = 0; ejectionVelocity = 3.0; velocityVariance = 0.5; thetaMin = 0.0; thetaMax = 90.0; orientParticles = false; orientOnVelocity = false; particles = "ZAcidBallParticle"; }; datablock ExplosionData(ZAcidBallExplosion) { emitter[0] = ZAcidBallExplosionEmitter; soundProfile = ZlordAcidBoomSound; }; datablock TracerProjectileData(LZombieAcidBall) { doDynamicClientHits = true; projectileShapeName = ""; directDamage = 0.0; directDamageType = $DamageType::ZAcid; hasDamageRadius = true; indirectDamage = 0.24; damageRadius = 4.0; kickBackStrength = 0.0; radiusDamageType = $DamageType::ZAcid; sound = BlasterProjectileSound; explosion = ZAcidBallExplosion; dryVelocity = 100.0; wetVelocity = 100.0; velInheritFactor = 1.0; fizzleTimeMS = 4000; lifetimeMS = 1000; explodeOnDeath = false; reflectOnWaterImpactAngle = 0.0; explodeOnWaterImpact = true; deflectionOnWaterImpact = 0.0; fizzleUnderwaterMS = -1; activateDelayMS = 100; tracerLength = 5; tracerAlpha = false; tracerMinPixels = 3; tracerColor = "0 1 0 1"; tracerTex[0] = "special/landSpikeBolt"; tracerTex[1] = "special/landSpikeBoltCross"; tracerWidth = 0.5; crossSize = 0.79; crossViewAng = 0.990; renderCross = true; emap = true; }; datablock ShapeBaseImageData(LordAcidGunImage) { className = WeaponImage; shapeFile = "turret_muzzlepoint.dts"; item = LordAcidGun; projectile = LZombieAcidBall; projectileType = TracerProjectile; usesEnergy = true; fireEnergy = 55; minEnergy = 55; stateName[0] = "Activate"; stateTransitionOnTimeout[0] = "ActivateReady"; stateTimeoutValue[0] = 0.5; stateSequence[0] = "Activate"; stateSound[0] = ZlordAcidBoomSound; 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(LordAcidGun) { className = Weapon; catagory = "Spawn Items"; shapeFile = "weapon_energy.dts"; image = LordAcidGunImage; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "a zombie lord acid ability"; };