mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-21 11:54:44 +00:00
489 lines
13 KiB
PHP
489 lines
13 KiB
PHP
//--------------------------------------
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// Shotgun
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//--------------------------------------
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datablock EffectProfile(ShotGunFireEffect)
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{
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filename = "powered/turret_mortar_fire";
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minDistance = 2.5;
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maxDistance = 10.0;
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};
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datablock AudioProfile(ShotGunFireSound)
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{
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filename = "fx/powered/turret_mortar_fire.wav";
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description = AudioDefault3d;
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preload = true;
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effect = ShotGunFireEffect;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock TracerProjectileData(ShotgunPellet)
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{
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doDynamicClientHits = true;
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directDamage = 0.075;
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directDamageType = $DamageType::Shotgun;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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specialCollisionStreamline = true;
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HeadMultiplier = 2.0;
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LegsMultiplier = 0.75;
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longRangeMultiplier = 0.75;
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kickBackStrength = 0.0;
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sound = ChaingunProjectile;
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dryVelocity = 1500.0;
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wetVelocity = 1000.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 1000;
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lifetimeMS = 1000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 5.0;
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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 = 0.09;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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};
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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData(ShotgunAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.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 Shotgun rounds";
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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(ShotgunImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_plasma.dts";
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item = Shotgun;
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ammo = ShotgunAmmo;
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projectile = ShotgunPellet;
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projectileType = TracerProjectile;
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emap = true;
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mass = 20;
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casing = ShellDebris;
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shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
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shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
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shellExitVariance = 10.0;
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shellVelocity = 4.0;
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projectileSpread = 11.0 / 1000.0;
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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] = GenericSwitchSound;
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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] = "CheckWet";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.0001;
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stateFire[3] = true;
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stateEjectShell[3] = true;
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stateEmitter[3] = "GunFireEffectEmitter";
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stateEmitterNode[3] = "muzzlepoint1";
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stateEmitterTime[3] = 1;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateEmitterTime[3] = 0.2;
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stateSound[3] = ShotGunFireSound;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.5;
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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] = ChaingunDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateName[7] = "WetFire";
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stateSound[7] = ChaingunDryFireSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "Ready";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "Fire";
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};
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datablock ItemData(Shotgun)
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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 = ShotgunImage;
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mass = 1.0;
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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 = "a Shotgun";
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computeCRC = true;
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emap = true;
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};
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datablock ItemData(ShotgunClip)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.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 = "Shotgun Magazines";
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computeCRC = true;
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};
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function ShotgunImage::onMount(%this,%obj,%slot)
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{
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Parent::onMount(%this, %obj, %slot);
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if (%obj.inv[ShotgunAmmo] == 0)
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%obj.SGcheckclip = schedule(10, 0, "SGCheckforclip", %obj);
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}
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// Eolk - add this function to prevent people from switching to another weapon and shooting while reloading a clip.
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function ShotgunImage::onUnmount(%this, %obj, %slot)
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{
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if (%obj.clipReloading != false)
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{
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Cancel(%obj.SGClipAdd);
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%obj.clipReloading = false;
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}
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}
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function ShotgunImage::onFire(%data,%obj,%slot)
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{
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%obj.applyKick(-250);
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%obj.decInventory(%data.ammo,1);
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%vector = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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for (%i=0; %i < 12; %i++)
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{
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%newvector = MatrixMulVector(%mat, %vector);
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%p = new (%data.projectileType)()
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{
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dataBlock = %data.projectile;
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initialDirection = %newvector;
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initialPosition = %mp;
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sourceObject = %obj;
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damageFactor = 1;
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sourceSlot = %slot;
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};
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}
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if (%obj.inv[ShotgunAmmo] == 0)
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%obj.SGcheckclip = schedule(10, 0, "SGCheckforclip", %obj);
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}
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function SGCheckforclip(%obj)
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{
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if (%obj.inv[Shotgunclip] > 0)
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{
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%obj.unmountImage(0);
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%obj.decInventory(ShotgunClip, 1);
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%obj.SGClipAdd = schedule(2500, 0, "SGReloadClip", %obj);
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}
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}
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function SGReloadClip(%obj)
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{
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%obj.setInventory(ShotgunAmmo, 8);
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%obj.mountImage(ShotgunImage, 0);
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}
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//--------------------------------------
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// RotaryShotgun
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//--------------------------------------
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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData(RShotgunAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.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 Rotary Shotgun rounds";
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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(RShotgunImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_grenade_launcher.dts";
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item = RShotgun;
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ammo = RShotgunAmmo;
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projectile = ShotgunPellet;
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projectileType = TracerProjectile;
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emap = true;
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mass = 20;
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casing = ShellDebris;
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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 = 15.0;
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shellVelocity = 3.0;
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projectileSpread = 9.0 / 1000.0;
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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] = GenericSwitchSound;
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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] = "CheckWet";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.0001;
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stateFire[3] = true;
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stateEjectShell[3] = true;
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stateEmitter[3] = "GunFireEffectEmitter";
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stateEmitterNode[3] = "muzzlepoint1";
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stateEmitterTime[3] = 1;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateEmitterTime[3] = 0.2;
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stateSound[3] = ShotGunFireSound;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.25;
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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] = ChaingunDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateName[7] = "WetFire";
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stateSound[7] = ChaingunDryFireSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "Ready";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "Fire";
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};
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datablock ItemData(RShotgun)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_grenade_launcher.dts";
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image = RShotgunImage;
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mass = 1.0;
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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 = "a RotaryShotgun";
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computeCRC = true;
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emap = true;
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};
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datablock ItemData(RShotgunClip)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.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 = "Rotary Shotgun Magazines";
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computeCRC = true;
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};
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datablock ShapeBaseImageData(RSGImage1)
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{
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className = WeaponImage;
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ammo = RShotgunAmmo;
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shapeFile = "weapon_grenade_launcher.dts";
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rotation = "0 1 0 120";
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};
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datablock ShapeBaseImageData(RSGImage2)
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{
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className = WeaponImage;
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ammo = RShotgunAmmo;
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shapeFile = "weapon_grenade_launcher.dts";
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rotation = "0 1 0 -120";
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};
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datablock ShapeBaseImageData(RSGImageclip)
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{
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className = WeaponImage;
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ammo = RShotgunAmmo;
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shapeFile = "ammo_chaingun.dts";
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rotation = "0 1 0 180";
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offset = "0.0 0.45 -0.1"; // L/R - F/B - T/B
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item = RShotgun;
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};
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function RShotgunImage::onMount(%this,%obj,%slot)
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{
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Parent::onMount(%this, %obj, %slot);
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%obj.mountImage(RSGImageclip, 4);
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%obj.mountImage(RSGImage1, 5);
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%obj.mountImage(RSGImage2, 6);
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%obj.clipReloading = false;
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if (%obj.inv[RShotgunAmmo] == 0)
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%obj.RSGcheckclip = schedule(10, 0, "RSGCheckforclip", %obj);
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}
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function RShotgunImage::onUnmount(%this,%obj,%slot)
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{
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Parent::onUnmount(%this, %obj, %slot);
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%obj.unmountImage(4);
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%obj.unmountImage(5);
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%obj.unmountImage(6);
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if (%obj.clipReloading != false)
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{
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Cancel(%obj.RSGClipAdd);
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%obj.clipReloading = false;
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}
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}
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function RShotgunImage::onFire(%data,%obj,%slot)
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{
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%obj.applyKick(-250);
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%obj.decInventory(%data.ammo,1);
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%vector = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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for (%i=0; %i < 8; %i++)
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{
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%newvector = MatrixMulVector(%mat, %vector);
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%p = new (%data.projectileType)()
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{
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dataBlock = %data.projectile;
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initialDirection = %newvector;
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initialPosition = %mp;
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sourceObject = %obj;
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damageFactor = 1;
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sourceSlot = %slot;
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};
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}
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if (%obj.inv[RShotgunAmmo] == 0)
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%obj.RSGcheckclip = schedule(10, 0, "RSGCheckforclip", %obj);
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}
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function RSGCheckforclip(%obj)
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{
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if (%obj.inv[RShotgunclip] > 0)
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{
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%obj.unmountImage(4);
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%obj.clipReloading = true;
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%obj.RSGClipAdd = schedule(3000, 0, "RSGReloadClip", %obj);
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}
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}
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function RSGReloadClip(%obj)
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{
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%obj.clipReloading = false;
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%obj.decInventory(RShotgunClip, 1);
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%obj.mountImage(RSGImageclip, 4);
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%obj.setInventory(RShotgunAmmo, 25);
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}
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