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

293 lines
9.6 KiB
PHP

//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Super Chaingun - Modified by Blnukem.
// Modifications: Re-added pulses.
//------------------------------------------------------------------------------
// Projectile Data
//------------------------------------------------------------------------------
datablock TracerProjectileData(SuperChaingunBullet)
{
doDynamicClientHits = true;
directDamage = 0.5 * 10;
directDamageType = $DamageType::SuperChaingun;
explosion = ChaingunExplosion;
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 0.2 * 5;
damageRadius = 10.0;
radiusDamageType = $DamageType::SuperChaingun;
kickBackStrength = 1750;
sound = ChaingunProjectile;
dryVelocity = 800.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 15.0;
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 = 0.08;
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;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0.5 0.175";
};
datablock TracerProjectileData(SCG_Bullet_exp)
{
doDynamicClientHits = true;
directDamage = 0.5 * 10;
directDamageType = $DamageType::SuperChaingun;
explosion = PlasmaBoltExplosion;
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 0.2 * 5;
damageRadius = 10.0;
radiusDamageType = $DamageType::SuperChaingun;
kickBackStrength = 150;
sound = ChaingunProjectile;
dryVelocity = 0.0;
wetVelocity = 0.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 10;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 1;
tracerLength = 0.0;
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 = 0.35;
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;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0.5 0.175";
};
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Weapon Data
//------------------------------------------------------------------------------
datablock ShapeBaseImageData(SuperChaingunImage)
{
className = WeaponImage;
shapeFile = "weapon_chaingun.dts";
item = SuperChaingun;
projectile = SuperChaingunBullet;
projectileType = TracerProjectile;
emap = true;
casing = ShellDebris;
shellExitDir = "0.3 0.5 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 4.0;
usesEnergy = true;
fireEnergy = 0.0;
minEnergy = 5.0;
projectileSpread = 2.0 / 1000.0;
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
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] = "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] = ChaingunFireSound;
//stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateEjectShell[4] = true;
//
stateTimeoutValue[4] = 0.05;
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown";
//--------------------------------------
stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown;
//
stateTimeoutValue[5] = 1.0;
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] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
};
datablock ItemData(SuperChaingun)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_chaingun.dts";
image = SuperChaingunImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a super chaingun";
computeCRC = true;
emap = true;
};
function SuperChaingunImage::onFire(%data,%obj,%slot) {
if (%obj.superChaingunMode == 1) {
%pos = %obj.getMuzzlePoint(%slot);
%vec = %obj.getMuzzleVector(%slot);
%res = containerRayCast(%pos,vectorAdd(%pos,vectorScale(%vec,2000)), $TypeMasks::PlayerObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType,%obj);
if (%res)
%hitLoc = getWords(%res,1,3);
else
%hitLoc = vectorAdd(%pos,vectorScale(%vec,2000));
%p = discharge(%pos,%vec);
%p.setEnergyPercentage(1);
createLifeLight(%hitLoc,1,1000);
addToShock(%p);
%p.schedule(1000,"delete");
zap(0,25,%hitLoc);
}
else if (%obj.superChaingunMode > 1)
{
if (!(%obj.lasteffectpulse+2000 < getSimTime()))
return;
%obj.lasteffectpulse = GetSimTime();
%pos = %obj.getMuzzlePoint(%slot);
%vec = %obj.getMuzzleVector(%slot);
%res = containerRayCast(%pos,vectorAdd(%pos,vectorScale(%vec,2000)), $TypeMasks::PlayerObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType| $TypeMasks::ForceFieldObjectType ,%obj);
if (%res)
Aidpulse(getWords(%res,1,3),%obj.client,%obj.superChaingunMode-2);
}
else
%p = Parent::onFire(%data, %obj, %slot);
}
function SuperChaingunImage::onMount(%this,%obj,%slot) {
%obj.usingSuperChaingun = true;
if (!%obj.superChaingunMode)
%obj.superChaingunMode = 0;
if (!%obj.superChaingunMode2)
%obj.superChaingunMode2 = 0;
displaySCGStatus(%obj);
WeaponImage::onMount(%this,%obj,%slot);
}
function SuperChaingunImage::onUnmount(%data, %obj, %slot) {
%obj.usingSuperChaingun = false;
WeaponImage::onUnmount(%data, %obj, %slot);
}
function displaySCGStatus(%obj) {
if (%obj.superChaingunMode == 1)
bottomPrint(%obj.client,"SCG Ion Progression " @ ($Ion::StopIon ? "disabled" : "enabled"),2,1);
else if (%obj.superChaingunMode == 2)
bottomPrint(%obj.client,"SCG Repair Pulse",2,1);
else if (%obj.superChaingunMode == 3)
bottomPrint(%obj.client,"SCG Cloak Pulse",2,1);
else if (%obj.superChaingunMode == 4)
bottomPrint(%obj.client,"SCG Disasemble Pulse",2,1);
else if (%obj.superChaingunMode == 5)
bottomPrint(%obj.client,"SCG Electro Static Pulse",2,1);
else if (%obj.superChaingunMode == 6)
bottomPrint(%obj.client,"SCG Morphing Pulse",2,1);
else
bottomPrint(%obj.client,"SCG Normal",2,1);
}