T2-ACCM/scripts/vehicles/vehicle_Helicopter.cs
2013-03-17 23:06:38 -04:00

1472 lines
48 KiB
PHP

//**************************************************************
// SHRIKE SCOUT FLIER
//**************************************************************
$helicopter::SeekRadius = 500;
$helicopter::SeekTime = 0.5;
$helicopter::minSeekHeat = 0.6;
$helicopter::minTargetingDistance = 15;
$helicopter::useTargetAudio = false;
datablock AudioProfile(HeliturretFireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = AssaultChaingunFireEffect;
};
datablock ParticleEmitterData(WhiteHorseHeatSeekerFireEffectEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionOffset = 1.2;
ejectionVelocity = 10.0;
velocityVariance = 0.0;
thetaMin = 179.0;
thetaMax = 180.0;
lifetimeMS = 20;
particles = "BazookaFireEffectSmoke";
};
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock FlyingVehicleData(helicopter) : ShrikeDamageProfile
{
spawnOffset = "0 0 2";
canControl = false;
catagory = "Vehicles";
shapeFile = "vehicle_air_scout.dts";
multipassenger = false;
computeCRC = true;
debrisShapeName = "vehicle_air_scout.dts";
debris = MeShapeDebris;
renderWhenDestroyed = false;
drag = 0.15;
density = 1.0;
mountPose[0] = sitting;
mountPose[1] = sitting;
numMountPoints = 2;
isProtectedMountPoint[0] = false;
isProtectedMountPoint[1] = false;
cameraMaxDist = 15;
cameraOffset = 2.5;
cameraLag = 0.9;
explosion = MeVehicleExplosion;
explosionDamage = 1.0;
explosionRadius = 10.0;
maxDamage = 2.0;
destroyedLevel = 2.0;
HDAddMassLevel = 1.6; //if damage is above this Heavy Damage effects kick in
HDMassImage = LflyerHDMassImage; //this is the mass image that mounts when heavy damage kicks in
isShielded = false;
energyPerDamagePoint = 0;
maxEnergy = 150; // Afterburner and any energy weapon pool
rechargeRate = 1.0;
minDrag = 10; // Linear Drag (eventually slows you down when not thrusting...constant drag)
rotationalDrag = 700; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
maxAutoSpeed = 15; // Autostabilizer kicks in when less than this speed. (meters/second)
autoAngularForce = 400; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
autoLinearForce = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
autoInputDamping = 0.95; // Dampen control input so you don't` whack out at very slow speeds
// Maneuvering
maxSteeringAngle = 7; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
horizontalSurfaceForce = 4; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 2; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
maneuveringForce = 10; // Horizontal jets (W,S,D,A key thrust)
steeringForce = 620; // Steering jets (force applied when you move the mouse)
steeringRollForce = 35; // Steering jets (how much you heel over when you turn)
rollForce = 20; // was 20 Auto-roll (self-correction to right you after you roll/invert)
hoverHeight = 1; // Height off the ground at rest
createHoverHeight = 3; // Height off the ground when created
maxForwardSpeed = 50; // speed in which forward thrust force is no longer applied (meters/second)
// Turbo Jet
jetForce = 1250; // Afterburner thrust (this is in addition to normal thrust)
minJetEnergy = 1; // Afterburner can't be used if below this threshhold.
jetEnergyDrain = 0.1; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
vertThrustMultiple = 3.5;
// Rigid body
mass = 125; // Mass of the vehicle
bodyFriction = 0; // Don't mess with this.
bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
minRollSpeed = 0; // Don't mess with this.
softImpactSpeed = 14; // Sound hooks. This is the soft hit.
hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 10; // If hit ground at speed above this then it's an impact. Meters/second
speedDamageScale = 0.07;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
//
minTrailSpeed = 45; // The speed your contrail shows up at.
trailEmitter = ContrailEmitter;
forwardJetEmitter = FlyerJetEmitter;
downJetEmitter = FlyerJetEmitter;
//
jetSound = ScoutFlyerThrustSound;
engineSound = ScoutFlyerEngineSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
//wheelImpactSound = WheelImpactSound;
//
softSplashSoundVelocity = 10.0;
mediumSplashSoundVelocity = 15.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
dustEmitter = VehicleLiftoffDustEmitter;
triggerDustHeight = 4.0;
dustHeight = 1.0;
damageEmitter[0] = MeLightDamageSmoke;
damageEmitter[1] = MeHeavyDamageSmoke;
damageEmitter[2] = MeDamageBubbles;
damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
damageLevelTolerance[0] = 0.4;
damageLevelTolerance[1] = 0.8;
numDmgEmitterAreas = 1;
minMountDist = 4;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingScoutIcon;
cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
targetNameTag = 'WhiteHorse';
targetTypeTag = 'Assault Chopper';
sensorData = combatSensor;
sensorRadius = combatSensor.detectRadius;
sensorColor = "9 9 255";
checkRadius = 5.5;
observeParameters = "1 10 10";
runningLight[0] = ShrikeLight1;
// runningLight[1] = ShrikeLight2;
shieldEffectScale = "0.937 1.125 0.60";
max[chaingunAmmo] = 24;
max[MissileLauncherAmmo] = 8;
max[PlasmaAmmo] = 12;
numWeapons = 2;
replaceTime = 120;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock TargetProjectileData(GunshipTlProj)
{
directDamage = 0.0;
hasDamageRadius = false;
indirectDamage = 0.0;
damageRadius = 0.0;
velInheritFactor = 1.0;
maxRifleRange = 1500;
beamColor = "0.0 0.0 0.0";
startBeamWidth = 0; //0.02
pulseBeamWidth = 0; //0.025
beamFlareAngle = 3.0;
minFlareSize = 0.0;
maxFlareSize = 0.0;
pulseSpeed = 6.0;
pulseLength = 0.150;
textureName[0] = "special/nonlingradient";
textureName[1] = "special/flare";
textureName[2] = "special/pulse";
textureName[3] = "special/expFlare";
beacon = true;
};
datablock SeekerProjectileData(HelicopterMissile)
{
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 0.6;
damageRadius = 9.0;
radiusDamageType = $DamageType::MissileTurret;
kickBackStrength = 1000;
flareDistance = 200;
flareAngle = 30;
minSeekHeat = 0.0;
explosion = "MissileExplosion";
velInheritFactor = 0.0;
splash = MissileSplash;
baseEmitter = TankArtillerySmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
lifetimeMS = 5000;
gravityMod = 0.4;
muzzleVelocity = 250.0;
turningSpeed = 0.0;
proximityRadius = 4;
terrainAvoidanceSpeed = 220;
terrainScanAhead = 50;
terrainHeightFail = 50;
terrainAvoidanceRadius = 50;
useFlechette = true;
flechetteDelayMs = 100;
casingDeb = FlechetteDebris;
};
datablock SeekerProjectileData(HammerATMissile)
{
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 2.8;
damageRadius = 17.5;
radiusDamageType = $DamageType::Missile;
kickBackStrength = 500;
explosion = "MissileExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
lifetimeMS = 15000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 10.0;
maxVelocity = 200.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 40.0;
acceleration = 100.0;
proximityRadius = 5;
terrainAvoidanceSpeed = 90;
terrainScanAhead = 25;
terrainHeightFail = 12;
terrainAvoidanceRadius = 100;
flareDistance = 200;
flareAngle = 30;
minSeekHeat = 0.0;
sound = MissileProjectileSound;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
useFlechette = true;
flechetteDelayMs = 750;
casingDeb = FlechetteDebris;
explodeOnWaterImpact = true;
};
//**************************************************************
// WEAPONS
//**************************************************************
datablock ShapeBaseImageData(HelicopterMissilePairImage)
{
className = WeaponImage;
shapeFile = "turret_missile_large.dts";
item = Chaingun;
ammo = ChaingunAmmo;
projectile = HelicopterMissile;
projectileType = SeekerProjectile;
mountPoint = 10;
offset = "1.0 1 0.5";
projectileSpread = 1.0 / 1000.0;
usesEnergy = false;
useMountEnergy = true;
minEnergy = 1;
fireEnergy = 1;
fireTimeout = 125;
emap = true;
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateAllowImageChange[0] = false;
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "AmmoLoading";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateTimeoutValue[3] = 0.01;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[4] = "Fire";
stateSpinThread[4] = FullSpeed;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateSound[4] = ShrikeBlasterFire;
stateTimeoutValue[4] = 0.15;
stateTransitionOnTimeout[4] = "checkState";
//--------------------------------------
stateName[5] = "Spindown";
stateSpinThread[5] = SpinDown;
stateTimeoutValue[5] = 0.01;
stateWaitForTimeout[5] = false;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[6] = "EmptySpindown";
// stateSound[6] = ChaingunSpindownSound;
stateSpinThread[6] = SpinDown;
stateTransitionOnAmmo[6] = "Ready";
stateTimeoutValue[6] = 0.01;
stateTransitionOnTimeout[6] = "NoAmmo";
//--------------------------------------
stateName[7] = "DryFire";
stateSound[7] = ShrikeBlasterDryFireSound;
stateTransitionOnTriggerUp[7] = "NoAmmo";
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "NoAmmo";
stateName[8] = "checkState";
stateTransitionOnTriggerUp[8] = "Spindown";
stateTransitionOnNoAmmo[8] = "EmptySpindown";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "ready";
stateName[9] = "AmmoLoading";
stateSound[9] = MissileReloadSound;
stateTimeoutValue[9] = 0.1;
stateAllowImageChange[9] = false;
stateTransitionOnTimeout[9] = "Ready";
};
datablock ShapeBaseImageData(HelicopterMissileImage) : HelicopterMissilePairImage
{
//**original** offset = "-.73 0 0";
offset = "-1.0 1 0.5";
stateScript[3] = "onTriggerDown";
stateTimeoutValue[3] = 0.08;
stateScript[5] = "onTriggerUp";
stateScript[6] = "onTriggerUp";
};
datablock SeekerProjectileData(Heli_heavy)
{
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 0.75;
damageRadius = 10.0;
radiusDamageType = $DamageType::MissileTurret;
kickBackStrength = 900;
flareDistance = 200;
flareAngle = 30;
minSeekHeat = 0.6;
explosion = "MissileExplosion";
velInheritFactor = 1.0;
splash = MissileSplash;
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
lifetimeMS = 10000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 70.0;
maxVelocity = 250.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 45.0;
acceleration = 80.0;
proximityRadius = 7;
terrainAvoidanceSpeed = 100;
terrainScanAhead = 1;
terrainHeightFail = 1;
terrainAvoidanceRadius = 20;
useFlechette = true;
flechetteDelayMs = 225;
casingDeb = FlechetteDebris;
};
datablock ShapeBaseImageData(HelicopterATMissileImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = MissileLauncher;
ammo = MissileLauncherAmmo;
projectile = Heli_heavy;
projectileType = SeekerProjectile;
mountPoint = 10;
offset = "1.1 -4.5 2.5"; // L/R - F/B - T/B
usesEnergy = false;
useMountEnergy = true;
fireEnergy = 0.0;
minEnergy = 0.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "WaitFire1";
stateTimeoutValue[0] = 1;
stateSequence[0] = "Activate";
stateName[1] = "WaitFire1";
stateTransitionOnTriggerDown[1] = "Fire1";
stateTransitionOnNoAmmo[1] = "NoAmmo1";
stateName[2] = "Fire1";
stateTransitionOnTimeout[2] = "Reload1";
stateTimeoutValue[2] = 0.1;
stateFire[2] = true;
stateEmitter[2] = "WhiteHorseHeatSeekerFireEffectEmitter";
stateEmitterNode[2] = "muzzlepoint1";
stateEmitterTime[2] = 1;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateSound[2] = MissileFireSound;
stateName[3] = "Reload1";
stateSequence[3] = "Reload";
stateTimeoutValue[3] = 0.3;
stateAllowImageChange[3] = false;
stateTransitionOnTimeout[3] = "WaitFire2";
stateTransitionOnNoAmmo[3] = "NoAmmo1";
stateName[4] = "NoAmmo1";
stateTransitionOnAmmo[4] = "AmmoLoading1";
stateSequence[4] = "NoAmmo1";
stateTransitionOnTriggerDown[4] = "DryFire1";
stateName[5] = "DryFire1";
stateSound[5] = BomberTurretDryFireSound;
stateTimeoutValue[5] = 0.75;
stateTransitionOnTimeout[5] = "NoAmmo1";
stateName[6] = "WaitFire2";
stateTransitionOnTriggerDown[6] = "Fire2";
stateTransitionOnNoAmmo[6] = "NoAmmo2";
stateName[7] = "Fire2";
stateTransitionOnTimeout[7] = "Reload2";
stateTimeoutValue[7] = 0.1;
stateScript[7] = "FirePair";
stateName[8] = "Reload2";
stateSequence[8] = "Reload";
stateTimeoutValue[8] = 0.3;
stateAllowImageChange[8] = false;
stateTransitionOnTimeout[8] = "WaitFire1";
stateTransitionOnNoAmmo[8] = "NoAmmo2";
stateName[9] = "NoAmmo2";
stateTransitionOnAmmo[9] = "AmmoLoading2";
stateSequence[9] = "NoAmmo2";
stateTransitionOnTriggerDown[9] = "DryFire2";
stateName[10] = "DryFire2";
stateSound[10] = BomberTurretDryFireSound;
stateTimeoutValue[10] = 0.75;
stateTransitionOnTimeout[10] = "NoAmmo2";
stateName[11] = "AmmoLoading1";
stateSound[11] = MissileReloadSound;
stateTimeoutValue[11] = 0.1;
stateAllowImageChange[11] = false;
stateTransitionOnTimeout[11] = "Reload1";
stateName[12] = "AmmoLoading2";
stateSound[12] = MissileReloadSound;
stateTimeoutValue[12] = 0.1;
stateAllowImageChange[12] = false;
stateTransitionOnTimeout[12] = "Reload2";
};
datablock ShapeBaseImageData(HelicopterATMissileImage2)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = MissileLauncher;
ammo = MissileLauncherAmmo;
projectile = Heli_heavy;
projectileType = SeekerProjectile;
mountPoint = 10;
offset = "-1.1 -4.5 2.5";
usesEnergy = false;
useMountEnergy = true;
fireEnergy = 0.0;
minEnergy = 0.0;
stateName[0] = "WaitFire";
stateTransitionOnTriggerDown[0] = "Fire";
stateName[1] = "Fire";
stateTransitionOnTimeout[1] = "StopFire";
stateTimeoutValue[1] = 0.1;
stateFire[1] = true;
stateEmitter[1] = "WhiteHorseHeatSeekerFireEffectEmitter";
stateEmitterNode[1] = "muzzlepoint1";
stateEmitterTime[1] = 1;
stateAllowImageChange[1] = false;
stateSequence[1] = "Fire";
stateScript[1] = "onFire";
stateSound[1] = BomberTurretFireSound;
stateName[2] = "StopFire";
stateTimeoutValue[2] = 0.1;
stateTransitionOnTimeout[2] = "WaitFire";
stateScript[2] = "stopFire";
};
datablock ShapeBaseImageData(HelicopterMissileParam)
{
mountPoint = 2;
shapeFile = "turret_missile_large.dts";
projectile = Heli_heavy;
projectileType = SeekerProjectile;
isSeeker = true;
seekRadius = $Bomber::SeekRadius;
maxSeekAngle = 45;
seekTime = 0.5;
minSeekHeat = 0.6;
minTargetingDistance = 50;
useTargetAudio = true;
};
datablock ShapeBaseImageData(HATDummy)
{
shapeFile = "stackable2m.dts";
mountPoint = 10;
offset = "1.1 -5 2.5";
rotation = "1 0 0 90";
mass = 20;
emap = true;
};
datablock ShapeBaseImageData(HATDummy2)
{
shapeFile = "stackable2m.dts";
mountPoint = 10;
offset = "-1.1 -5 2.5";
rotation = "1 0 0 90";
mass = 20;
emap = true;
};
function HelicopterATMissileImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
MissileSet.add(%p);
if (%obj.getControllingClient())
%target = %obj.getLockedTarget();
else
%target = %obj.getTargetObject();
%homein = missileCheckAirTarget(%target);
if(%target && %homein)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget();
}
function HelicopterATMissileImage2::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
MissileSet.add(%p);
if (%obj.getControllingClient())
%target = %obj.getLockedTarget();
else
%target = %obj.getTargetObject();
%homein = missileCheckAirTarget(%target);
if(%target && %homein)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget();
}
function HelicopterATMissileImage::firePair(%this, %obj, %slot){
%obj.setImageTrigger( 5, true);
}
function HelicopterATMissileImage2::stopFire(%this, %obj, %slot){
%obj.setImageTrigger( 5, false);
}
function Helicopter::onDestroyed(%data, %obj, %prevState)
{
if(%obj.lastPilot.lastVehicle == %obj)
if(%obj.getMountNodeObject(0) == %obj.lastPilot)
schedule(200, %obj.lastPilot, "scKillPilot", %obj.lastPilot, %obj.lastDamagedBy);
if(%obj.lastBomber.lastVehicle == %obj)
if(%obj.getMountNodeObject(1) == %obj.lastBomber)
schedule(200, %obj.lastBomber, "scKillPilot", %obj.lastBomber, %obj.lastDamagedBy);
Parent::onDestroyed(%data, %obj, %prevState);
}
//-------------------------------------
// CHOPPER BELLY TURRET CHARACTERISTICS
//-------------------------------------
datablock TurretData(HeliTurret) : TurretDamageProfile
{
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "turret_belly_base.dts";
preload = true;
canControl = false;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingBomberIcon;
cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
mass = 1.0; // Not really relevant
repairRate = 0;
maxDamage = helicopter.maxDamage;
destroyedLevel = helicopter.destroyedLevel;
thetaMin = 90;
thetaMax = 180;
heatSignature = 0.0;
// capacitor
maxCapacitorEnergy = 500;
capacitorRechargeRate = 5.0;
inheritEnergyFromMount = true;
firstPersonOnly = true;
useEyePoint = true;
numWeapons = 2;
targetNameTag = 'Chopper Chaingun';
targetTypeTag = 'Turret';
max[ChaingunAmmo] = 400;
max[MortarAmmo] = 8;
};
datablock TracerProjectileData(Heli_CG_Bullet)
{
doDynamicClientHits = true;
directDamage = 0.1;
directDamageType = $DamageType::ACCG;
explosion = ACCGExplosion;
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 0.3;
damageRadius = 2.0;
radiusDamageType = $DamageType::ACCG;
kickBackStrength = 5;
sound = ChaingunProjectile;
dryVelocity = 2500.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 6000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 40.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.25;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = MG42Decal1;
decalData[1] = MG42Decal2;
decalData[2] = MG42Decal3;
decalData[3] = MG42Decal4;
decalData[4] = MG42Decal5;
decalData[5] = MG42Decal6;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0.5 0.175";
};
datablock ShapeBaseImageData(HeliChaingunImage)
{
className = WeaponImage;
shapeFile = "turret_tank_barrelchain.dts";
item = Chaingun;
ammo = ChaingunAmmo;
projectile = Heli_CG_Bullet;
projectileType = TracerProjectile;
projectileSpread = 1.0 / 1000.0;
emap = true;
offset = "0.07 -0.4 -0.5";
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 5.0;
shellVelocity = 0.0;
velpredict = 0;
mountPoint = 1;
usesEnergy = false;
// useCapacitor = true;
// useMountEnergy = true;
// minEnergy = 1;
// fireEnergy = 0.1;
stateName[0] = "Activate";
stateSequence[0] = "Activate";
// stateSound[0] = GravChaingunIdleSound;
stateAllowImageChange[0] = false;
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound;
stateTimeoutValue[3] = 0.5;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
stateName[4] = "Fire";
stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed;
stateSound[4] = HeliturretFireSound;
//stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateEjectShell[4] = true;
stateTimeoutValue[4] = 0.07;
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown";
stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown;
stateTimeoutValue[5] = 0.5;
stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
stateName[6] = "EmptySpindown";
//stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown;
stateTimeoutValue[6] = 0.5;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "DryFire";
stateSound[7] = ShrikeBlasterDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
};
datablock ShapeBaseImageData(HelicopterTATMissileImage)
{
className = WeaponImage;
shapeFile = "stackable2m.dts";
item = MissileLauncher;
ammo = MortarAmmo;
projectile = HammerATMissile;
projectileType = SeekerProjectile;
mountPoint = 1;
offset = "-0.9 -0.1 -0.3";
rotation = "1 0 0 90";
usesEnergy = false;
useMountEnergy = true;
fireEnergy = 0.0;
minEnergy = 0.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "WaitFire1";
stateTimeoutValue[0] = 1;
stateSequence[0] = "Activate";
stateName[1] = "WaitFire1";
stateTransitionOnTriggerDown[1] = "Fire1";
stateTransitionOnNoAmmo[1] = "NoAmmo1";
stateName[2] = "Fire1";
stateTransitionOnTimeout[2] = "Reload1";
stateTimeoutValue[2] = 0.5;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateSound[2] = MissileFireSound;
stateName[3] = "Reload1";
stateSequence[3] = "Reload";
stateTimeoutValue[3] = 2.0;
stateAllowImageChange[3] = false;
stateTransitionOnTimeout[3] = "WaitFire2";
stateTransitionOnNoAmmo[3] = "NoAmmo1";
stateName[4] = "NoAmmo1";
stateTransitionOnAmmo[4] = "AmmoLoading1";
stateSequence[4] = "NoAmmo1";
stateTransitionOnTriggerDown[4] = "DryFire1";
stateName[5] = "DryFire1";
stateSound[5] = BomberTurretDryFireSound;
stateTimeoutValue[5] = 0.75;
stateTransitionOnTimeout[5] = "NoAmmo1";
stateName[6] = "WaitFire2";
stateTransitionOnTriggerDown[6] = "Fire2";
stateTransitionOnNoAmmo[6] = "NoAmmo2";
stateName[7] = "Fire2";
stateTransitionOnTimeout[7] = "Reload2";
stateTimeoutValue[7] = 0.5;
stateScript[7] = "FirePair";
stateName[8] = "Reload2";
stateSequence[8] = "Reload";
stateTimeoutValue[8] = 4.5;
stateAllowImageChange[8] = false;
stateTransitionOnTimeout[8] = "WaitFire1";
stateTransitionOnNoAmmo[8] = "NoAmmo2";
stateName[9] = "NoAmmo2";
stateTransitionOnAmmo[9] = "AmmoLoading2";
stateSequence[9] = "NoAmmo2";
stateTransitionOnTriggerDown[9] = "DryFire2";
stateName[10] = "DryFire2";
stateSound[10] = BomberTurretDryFireSound;
stateTimeoutValue[10] = 0.75;
stateTransitionOnTimeout[10] = "NoAmmo2";
stateName[11] = "AmmoLoading1";
stateSound[11] = MissileReloadSound;
stateTimeoutValue[11] = 0.1;
stateAllowImageChange[11] = false;
stateTransitionOnTimeout[11] = "Reload1";
stateName[12] = "AmmoLoading2";
stateSound[12] = MissileReloadSound;
stateTimeoutValue[12] = 0.1;
stateAllowImageChange[12] = false;
stateTransitionOnTimeout[12] = "Reload2";
};
datablock ShapeBaseImageData(HelicopterTATMissileImage2)
{
className = WeaponImage;
shapeFile = "stackable2m.dts";
item = MissileLauncher;
ammo = MortarAmmo;
projectile = HammerATMissile;
projectileType = SeekerProjectile;
mountPoint = 1;
offset = "0.9 -0.1 -0.3";
rotation = "1 0 0 90";
usesEnergy = false;
useMountEnergy = true;
fireEnergy = 0.0;
minEnergy = 0.0;
stateName[0] = "WaitFire";
stateTransitionOnTriggerDown[0] = "Fire";
stateName[1] = "Fire";
stateTransitionOnTimeout[1] = "StopFire";
stateTimeoutValue[1] = 0.1;
stateFire[1] = true;
stateAllowImageChange[1] = false;
stateSequence[1] = "Fire";
stateScript[1] = "onFire";
stateSound[1] = BomberTurretFireSound;
stateName[2] = "StopFire";
stateTimeoutValue[2] = 2.0;
stateTransitionOnTimeout[2] = "WaitFire";
stateScript[2] = "stopFire";
};
datablock TurretImageData(HeliTurretParam)
{
mountPoint = 1;
shapeFile = "turret_muzzlepoint.dts";
Projectile = Shrike_special_gun;
ProjectileType = TracerProjectile;
};
datablock TurretImageData(GunshipTL)
{
className = WeaponImage;
shapeFile = "turret_muzzlepoint.dts";
mountPoint = 1;
offset = "0 0 0";
projectile = GunshipTlProj;
projectileType = TargetProjectile;
deleteLastProjectile = false;
usesEnergy = true;
useMountEnergy = true;
useCapacitor = false;
minEnergy = 0;
fireEnergy = 1.0;
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateName[2] = "Fire";
stateEnergyDrain[2] = 0;
stateFire[2] = true;
stateScript[2] = "onFire";
stateTransitionOnTriggerUp[2] = "Deconstruct";
stateName[3] = "Deconstruct";
stateScript[3] = "onDecon";
stateTimeoutValue[3] = 0.1;
stateTransitionOnTimeout[3] = "Ready";
};
function HelicopterTATMissileImage::firePair(%this, %obj, %slot){
%obj.setImageTrigger( 4, true);
}
function HelicopterTATMissileImage2::stopFire(%this, %obj, %slot){
%obj.setImageTrigger( 4, false);
}
function HelicopterTATMissileImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
if(isObject(%obj.TL))
%p.setObjectTarget(%obj.TL.beacon);
%p.HATlockon = schedule(500, 0, "HammerATlockon", %p);
// %p.CGMing = schedule(500, 0, "startCGM", %p);
}
function HelicopterTATMissileImage2::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
if(isObject(%obj.TL))
%p.setObjectTarget(%obj.TL.beacon);
%p.HATlockon = schedule(500, 0, "HammerATlockon", %p);
// %p.CGMing = schedule(500, 0, "startCGM", %p);
}
//******************************************************
// vehicle.cs and weapturretcode.cs functions
//******************************************************
//----------------------------
// Helicopter FLIER
//----------------------------
function helicopter::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
%obj.mountImage(HelicopterMissileParam, 0);
%obj.mountImage(HelicopterMissileImage, 2);
%obj.mountImage(HelicopterMissilePairImage, 3);
%obj.mountImage(HelicopterATMissileImage, 4);
%obj.mountImage(HelicopterATMissileImage2, 5);
%obj.mountImage(HATDummy, 6);
%obj.mountImage(HATDummy2, 7);
%obj.selectedWeapon = 1;
%obj.nextWeaponFire = 2;
%obj.setInventory(chaingunammo, 24);
%obj.setInventory(MissileLauncherAmmo, 8);
%obj.setInventory(PlasmaAmmo, 12);
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
%turret = TurretData::create(HeliTurret);
MissionCleanup.add(%turret);
%turret.team = %obj.teamBought;
%turret.selectedWeapon = 1;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.mountImage(AIAimingTurretBarrel, 0);
%turret.mountImage(helichaingunimage, 2);
%turret.mountImage(HelicopterTATMissileImage, 3);
%turret.mountImage(HelicopterTATMissileImage2, 4);
%turret.mountImage(gunshipTL,5);
%turret.setInventory(MortarAmmo, 8);
%turret.setInventory(ChaingunAmmo, 400);
%obj.turretObject = %turret;
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
%turret.vehicleMounted = %obj;
%turret.setAutoFire(false);
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
}
function helicopter::deleteAllMounted(%data, %obj)
{
%turret = %obj.getMountNodeObject(10);
if (!%turret)
return;
%turret.altTrigger = 0;
%turret.fireTrigger = 0;
if (%client = %turret.getControllingClient())
{
%client.player.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
%client.player.bomber = false;
%client.player.isBomber = false;
}
%turret.schedule(2000, delete);
if(isObject(%turret.TL))
%turret.TL.delete();
}
function helicopter::playerMounted(%data, %obj, %player, %node)
{
bottomPrint(%player.client, "Helicopter: WEPS 1.mini anti ground dumbfire rockets 2.Seeking Missiles turreter.EXP Shell chaingun ***flare grenade on grenade key thanks to cracktrooper***", 5, 2 );
$numVWeapons = 2;
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
if (%node == 0)
{
%player.setPilot(true);
commandToClient(%player.client, 'setHudMode', 'Pilot', "apache", %node);
commandToClient(%player.client, 'SetWeaponryVehicleKeys', true);
%obj.selectedWeapon = 1;
%ammoAmt = %player.inv[MissileLauncherAmmo];
if(%ammoAmt)
%obj.setInventory(MissileLauncherAmmo, 8);
%ammoAmt = %player.inv[chaingunAmmo];
if(%ammoAmt)
%obj.incInventory(chaingunAmmo, %ammoAmt);
%ammoAmt = %player.inv[chaingunAmmo];
if(%ammoAmt)
%obj.incInventory(PlasmaAmmo, 12);
}
else if (%node == 1)
{
%turret = %obj.getMountNodeObject(10);
%player.vehicleTurret = %turret;
%player.setTransform("0 0 0 0 0 1 0");
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
%player.unmountImage($WeaponSlot);
if (!%player.client.isAIControlled())
{
%player.setControlObject(%turret);
%player.client.setObjectActiveImage(%turret, 2);
}
%turret.bomber = %player;
$bWeaponActive = 0;
%obj.getMountNodeObject(10).selectedWeapon = 1;
commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
commandToClient(%player.client, 'setHudMode', 'Pilot', "bomber", %node);
%player.isBomber = true;
%ammoAmt = %player.inv[MortarAmmo];
if(%ammoAmt)
%obj.turretobject.setInventory(MortarAmmo, 8);
%ammoAmt = %player.inv[chaingunAmmo];
if(%ammoAmt)
%obj.turretobject.setInventory(chaingunAmmo, 400);
setTargetSensorGroup(%turret.getTarget(), %player.team);
}
// build a space-separated string representing passengers
// 0 = no passenger; 1 = passenger (e.g. "1 0 0 ")
%passString = buildPassengerString(%obj);
// send the string of passengers to all mounted players
for(%i = 0; %i < %data.numMountPoints; %i++)
if (%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
// update observers who are following this guy...
if ( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, false );
}
function helicopter::onTrigger(%data, %obj, %trigger, %state)
{
if(%trigger == 0)
{
switch (%state) {
case 0:
%obj.fireWeapon = false;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, false);
case 1:
%obj.fireWeapon = true;
if(%obj.selectedWeapon == 1)
{
if(%obj.nextWeaponFire == 2)
{
%obj.setImageTrigger(2, true);
%obj.setImageTrigger(3, true);
}
}
else
{
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, true);
}
}
}
else if (%trigger ==4) // Throw flare
{
switch (%state)
{
case 0:
%obj.fireWeapon = false;
case 1:
if (%obj.inv[PlasmaAmmo] > 0)
{
%obj.fireWeapon = true;
%obj.decInventory(PlasmaAmmo, 2);
%vec = vectornormalize(vectorcross(%obj.getForwardvector(),%obj.getUpVector()));
%p = new FlareProjectile()
{
dataBlock = VFlareGrenadeProj;
initialDirection = %vec;
initialPosition = getBoxCenter(%obj.getWorldBox());
sourceObject = %obj;
sourceSlot = 0;
};
FlareSet.add(%p);
MissionCleanup.add(%p);
%p.schedule(6000, "delete");
%p = new FlareProjectile()
{
dataBlock = VFlareGrenadeProj;
initialDirection = vectorscale(%vec,-1);
initialPosition = getBoxCenter(%obj.getWorldBox());
sourceObject = %obj;
sourceSlot = 0;
};
FlareSet.add(%p);
MissionCleanup.add(%p);
%p.schedule(6000, "delete");
serverPlay3D(GrenadeThrowSound, getBoxCenter(%obj.getWorldBox()));
%obj.lastThrowTime[%data] = getSimTime();
%obj.throwStrength = 0;
}
}
}
}
function helicopter::playerDismounted(%data, %obj, %player)
{
%player.setInventory(ChaingunAmmo, 0);
%player.setInventory(MissileLauncherAmmo, 0);
%obj.fireWeapon = false;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, false);
%obj.setImageTrigger(5, false);
setTargetSensorGroup(%obj.getTarget(), %obj.team);
if( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, true );
}
function HelicopterMissileImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
MissileSet.add(%p);
}
function HelicopterMissilePairImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
MissileSet.add(%p);
}
function heliTurret::onDamage(%data, %obj)
{
%newDamageVal = %obj.getDamageLevel();
if(%obj.lastDamageVal !$= "")
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
%obj.getObjectMount().setDamageLevel(%newDamageVal);
%obj.lastDamageVal = %newDamageVal;
}
function heliTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
{
//If vehicle turret is hit then apply damage to the vehicle
%vehicle = %targetObject.getObjectMount();
if(%vehicle)
%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
}
function heliTurret::onTrigger(%data, %obj, %trigger, %state)
{
//error("onTrigger: trigger = " @ %trigger @ ", state = " @ %state);
//error("obj = " @ %obj @ ", class " @ %obj.getClassName());
switch (%trigger)
{
case 0:
%obj.fireTrigger = %state;
if(%obj.selectedWeapon == 1)
{
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, false);
if(%state)
%obj.setImageTrigger(2, true);
else
%obj.setImageTrigger(2, false);
}
else
{
%obj.setImageTrigger(2, false);
if(%state)
%obj.setImageTrigger(3, true);
else
%obj.setImageTrigger(3, false);
}
case 2:
if(%state)
{
%obj.getDataBlock().playerDismount(%obj);
}
}
if(%trigger == 4)
{
switch (%state) {
case 0:
if(isObject(%obj.TL))
%obj.setImageTrigger(5, false);
else
%obj.setImageTrigger(5, true);
}
}
}
function heliTurret::playerDismount(%data, %obj)
{
//Passenger Exiting
%player.setInventory(ChaingunAmmo, 0);
%player.setInventory(MortarAmmo, 0);
%obj.fireTrigger = 0;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, false);
%obj.setImageTrigger(5, false);
%client = %obj.getControllingClient();
%client.player.isBomber = false;
%client.player.mountVehicle = false;
if(%client.player.getState() !$= "Dead")
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
setTargetSensorGroup(%obj.getTarget(), 0);
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
}
function HeliChaingunImage::onFire(%data,%obj,%slot)
{
%data.lightStart = getSimTime();
%vec = %obj.getMuzzleVector(%slot);
if(%data.velpredict == 1){
%target = %obj.getLockedTarget();
if(%target){
%Tpos = %target.getWorldBoxCenter();
%Opos = %obj.getMuzzlepoint(%slot);
%dist = vectorDist(%Tpos,%Opos);
%pos = vectorAdd(%Tpos, vectorScale(%target.getVelocity(),(%dist / 2500) ));
%dist = vectorDist(%pos,%Opos);
%pos = vectorAdd(%Tpos, vectorScale(%target.getVelocity(),(%dist / 2500) ));
%Tvec = vectorNormalize(vectorSub(%pos,%Opos));
%Fvec = %obj.getMuzzleVector(%slot);
if(vectorDist(%Tvec,%Fvec) <= 0.1)
%vec = vectorNormalize(vectorSub(%Tpos,%obj.getMuzzlePoint(%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);
%initialPos = %obj.getMuzzlePoint(%slot);
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %vector;
initialPosition = %initialPos;
sourceObject = %obj;
sourceSlot = %slot;
vehicleObject = %vehicle;
};
MissionCleanup.add(%p);
if(%obj.client)
%obj.client.projectile = %p;
%obj.decInventory(%data.ammo,1);
return %p;
}
function helicopter::onEnterLiquid(%data, %obj, %coverage, %type)
{
switch(%type)
{
case 0:
//Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 1:
//Ocean Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 2:
//River Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 3:
//Stagnant Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 4:
//Lava
%obj.liquidDamage(%data, $VehicleDamageLava, $DamageType::Lava);
case 5:
//Hot Lava
%obj.liquidDamage(%data, $VehicleDamageHotLava, $DamageType::Lava);
case 6:
//Crusty Lava
%obj.liquidDamage(%data, $VehicleDamageCrustyLava, $DamageType::Lava);
case 7:
//Quick Sand
}
}