mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-21 03:44:44 +00:00
236 lines
6.9 KiB
PHP
236 lines
6.9 KiB
PHP
//--------------------------------------
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// RPChaingun
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//--------------------------------------
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datablock AudioProfile(SniperFireSound)
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{
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filename = "fx/vehicles/tank_mortar_fire.wav";
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description = AudioDefault3d;
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preload = true;
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effect = AssaultChaingunFireEffect;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock TracerProjectileData(snipergunBullet)
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{
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doDynamicClientHits = true;
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directDamage = 0.6; // z0dd - ZOD, 9-27-02. Was 0.0825
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directDamageType = $DamageType::Sniper;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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sniperrifleHeadMultiplier = 10.0;
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closeRangeMultiplier = 0.5;
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kickBackStrength = 50.0;
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sound = ChaingunProjectile;
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//dryVelocity = 425.0;
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dryVelocity = 5000.0; // z0dd - ZOD, 8-12-02. Was 425.0
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wetVelocity = 4500.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 3000;
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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 = 30.0;
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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 = 0.10;
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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(snipergunAmmo)
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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 sniperrifle ammo";
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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(snipergunImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_sniper.dts";
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item = snipergun;
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ammo = snipergunAmmo;
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projectile = snipergunBullet;
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projectileType = TracerProjectile;
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emap = true;
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armThread = looksn;
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mass = 10;
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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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maxSpread = 10.0 / 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] = BasicSwitchSound;
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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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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] = SniperFireSound;
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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] = 2.0;
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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(snipergun)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_chaingun.dts";
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image = snipergunImage;
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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 snipergun";
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computeCRC = true;
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emap = true;
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};
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function snipergunBullet::onCollision(%data, %projectile, %targetObject, %modifier, %position, %normal)
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{
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// extra damage for head shot or less for close range shots
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if(!(%targetObject.getType() & ($TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType)) &&
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(%targetObject.getDataBlock().getClassName() $= "PlayerData"))
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{
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%damLoc = firstWord(%targetObject.getDamageLocation(%position));
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%dist = vectorDist(%position, %projectile.sourceObject.getPosition());
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if(%damLoc $= "head")
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{
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%targetObject.getOwnerClient().headShot = 1;
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%modifier *= %data.sniperrifleHeadMultiplier;
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}
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else if(%damLoc $= "legs")
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{
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%modifier *= 0.2;
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}
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else if (%dist <= 125)
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{
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%modifier *= %data.closeRangeMultiplier;
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}
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else
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{
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%modifier = 1;
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%targetObject.getOwnerClient().headShot = 0;
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}
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}
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%targetObject.damage(%projectile.sourceObject, %position, %modifier * %data.directDamage, %data.directDamageType);
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}
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function snipergunImage::onFire(%data, %obj, %slot){
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%data.lightStart = getSimTime();
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%spd = vectorLen(%obj.getVelocity());
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%spread = %data.maxSpread * (%spd / %obj.getDatablock().maxForwardSpeed);
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if(%spread > %data.maxspread)
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%spread = %data.maxspread;
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%vec = %obj.getMuzzleVector(%slot);
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%vector = MatrixMulVector(%mat, %vec);
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%initialPos = %obj.getMuzzlePoint(%slot);
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%p = new (%data.projectileType)() {
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dataBlock = %data.projectile;
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initialDirection = %vector;
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initialPosition = %initialPos;
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sourceObject = %obj;
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sourceSlot = %slot;
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};
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%obj.lastProjectile = %p;
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%obj.deleteLastProjectile = %data.deleteLastProjectile;
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MissionCleanup.add(%p);
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if(%obj.client)
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%obj.client.projectile = %p;
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%obj.decInventory(%data.ammo,1);
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}
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