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

236 lines
6.9 KiB
PHP

//--------------------------------------
// RPChaingun
//--------------------------------------
datablock AudioProfile(SniperFireSound)
{
filename = "fx/vehicles/tank_mortar_fire.wav";
description = AudioDefault3d;
preload = true;
effect = AssaultChaingunFireEffect;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock TracerProjectileData(snipergunBullet)
{
doDynamicClientHits = true;
directDamage = 0.6; // z0dd - ZOD, 9-27-02. Was 0.0825
directDamageType = $DamageType::Sniper;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
sniperrifleHeadMultiplier = 10.0;
closeRangeMultiplier = 0.5;
kickBackStrength = 50.0;
sound = ChaingunProjectile;
//dryVelocity = 425.0;
dryVelocity = 5000.0; // z0dd - ZOD, 8-12-02. Was 425.0
wetVelocity = 4500.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 30.0;
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 = 0.10;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(snipergunAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some sniperrifle ammo";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(snipergunImage)
{
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
item = snipergun;
ammo = snipergunAmmo;
projectile = snipergunBullet;
projectileType = TracerProjectile;
emap = true;
armThread = looksn;
mass = 10;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
maxSpread = 10.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = BasicSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = SniperFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 2.0;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(snipergun)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_chaingun.dts";
image = snipergunImage;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a snipergun";
computeCRC = true;
emap = true;
};
function snipergunBullet::onCollision(%data, %projectile, %targetObject, %modifier, %position, %normal)
{
// extra damage for head shot or less for close range shots
if(!(%targetObject.getType() & ($TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType)) &&
(%targetObject.getDataBlock().getClassName() $= "PlayerData"))
{
%damLoc = firstWord(%targetObject.getDamageLocation(%position));
%dist = vectorDist(%position, %projectile.sourceObject.getPosition());
if(%damLoc $= "head")
{
%targetObject.getOwnerClient().headShot = 1;
%modifier *= %data.sniperrifleHeadMultiplier;
}
else if(%damLoc $= "legs")
{
%modifier *= 0.2;
}
else if (%dist <= 125)
{
%modifier *= %data.closeRangeMultiplier;
}
else
{
%modifier = 1;
%targetObject.getOwnerClient().headShot = 0;
}
}
%targetObject.damage(%projectile.sourceObject, %position, %modifier * %data.directDamage, %data.directDamageType);
}
function snipergunImage::onFire(%data, %obj, %slot){
%data.lightStart = getSimTime();
%spd = vectorLen(%obj.getVelocity());
%spread = %data.maxSpread * (%spd / %obj.getDatablock().maxForwardSpeed);
if(%spread > %data.maxspread)
%spread = %data.maxspread;
%vec = %obj.getMuzzleVector(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%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;
};
%obj.lastProjectile = %p;
%obj.deleteLastProjectile = %data.deleteLastProjectile;
MissionCleanup.add(%p);
if(%obj.client)
%obj.client.projectile = %p;
%obj.decInventory(%data.ammo,1);
}