mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-21 03:44:44 +00:00
293 lines
9.6 KiB
PHP
293 lines
9.6 KiB
PHP
//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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// Super Chaingun - Modified by Blnukem.
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// Modifications: Re-added pulses.
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//------------------------------------------------------------------------------
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// Projectile Data
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//------------------------------------------------------------------------------
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datablock TracerProjectileData(SuperChaingunBullet)
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{
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doDynamicClientHits = true;
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directDamage = 0.5 * 10;
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directDamageType = $DamageType::SuperChaingun;
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explosion = ChaingunExplosion;
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splash = ChaingunSplash;
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hasDamageRadius = true;
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indirectDamage = 0.2 * 5;
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damageRadius = 10.0;
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radiusDamageType = $DamageType::SuperChaingun;
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kickBackStrength = 1750;
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sound = ChaingunProjectile;
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dryVelocity = 800.0;
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wetVelocity = 100.0;
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velInheritFactor = 1.0;
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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 = 15.0;
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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 = 0.08;
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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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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.5 0.5 0.175";
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};
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datablock TracerProjectileData(SCG_Bullet_exp)
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{
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doDynamicClientHits = true;
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directDamage = 0.5 * 10;
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directDamageType = $DamageType::SuperChaingun;
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explosion = PlasmaBoltExplosion;
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splash = ChaingunSplash;
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hasDamageRadius = true;
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indirectDamage = 0.2 * 5;
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damageRadius = 10.0;
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radiusDamageType = $DamageType::SuperChaingun;
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kickBackStrength = 150;
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sound = ChaingunProjectile;
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dryVelocity = 0.0;
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wetVelocity = 0.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 10;
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explodeOnDeath = true;
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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 = 1;
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tracerLength = 0.0;
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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 = 0.35;
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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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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.5 0.5 0.175";
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};
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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// Weapon Data
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//------------------------------------------------------------------------------
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datablock ShapeBaseImageData(SuperChaingunImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_chaingun.dts";
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item = SuperChaingun;
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projectile = SuperChaingunBullet;
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projectileType = TracerProjectile;
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emap = true;
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casing = ShellDebris;
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shellExitDir = "0.3 0.5 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 = 4.0;
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usesEnergy = true;
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fireEnergy = 0.0;
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minEnergy = 5.0;
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projectileSpread = 2.0 / 1000.0;
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//--------------------------------------
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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stateSound[0] = ChaingunSwitchSound;
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stateAllowImageChange[0] = false;
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//
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stateTimeoutValue[0] = 0.5;
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stateTransitionOnTimeout[0] = "Ready";
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stateTransitionOnNoAmmo[0] = "NoAmmo";
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//--------------------------------------
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stateName[1] = "Ready";
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stateSpinThread[1] = Stop;
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//
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stateTransitionOnTriggerDown[1] = "Spinup";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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//--------------------------------------
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stateName[2] = "NoAmmo";
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stateTransitionOnAmmo[2] = "Ready";
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stateSpinThread[2] = Stop;
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stateTransitionOnTriggerDown[2] = "DryFire";
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//--------------------------------------
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stateName[3] = "Spinup";
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stateSpinThread[3] = SpinUp;
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stateSound[3] = ChaingunSpinUpSound;
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//
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stateTimeoutValue[3] = 0.5;
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stateWaitForTimeout[3] = false;
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stateTransitionOnTimeout[3] = "Fire";
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stateTransitionOnTriggerUp[3] = "Spindown";
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//--------------------------------------
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stateName[4] = "Fire";
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stateSequence[4] = "Fire";
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stateSequenceRandomFlash[4] = true;
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stateSpinThread[4] = FullSpeed;
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stateSound[4] = ChaingunFireSound;
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//stateRecoil[4] = LightRecoil;
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stateAllowImageChange[4] = false;
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stateScript[4] = "onFire";
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stateFire[4] = true;
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stateEjectShell[4] = true;
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//
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stateTimeoutValue[4] = 0.05;
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stateTransitionOnTimeout[4] = "Fire";
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stateTransitionOnTriggerUp[4] = "Spindown";
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stateTransitionOnNoAmmo[4] = "EmptySpindown";
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//--------------------------------------
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stateName[5] = "Spindown";
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stateSound[5] = ChaingunSpinDownSound;
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stateSpinThread[5] = SpinDown;
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//
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stateTimeoutValue[5] = 1.0;
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stateWaitForTimeout[5] = true;
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stateTransitionOnTimeout[5] = "Ready";
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stateTransitionOnTriggerDown[5] = "Spinup";
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//--------------------------------------
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stateName[6] = "EmptySpindown";
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stateSound[6] = ChaingunSpinDownSound;
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stateSpinThread[6] = SpinDown;
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//
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stateTimeoutValue[6] = 0.5;
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stateTransitionOnTimeout[6] = "NoAmmo";
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//--------------------------------------
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stateName[7] = "DryFire";
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stateSound[7] = ChaingunDryFireSound;
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stateTimeoutValue[7] = 0.5;
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stateTransitionOnTimeout[7] = "NoAmmo";
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};
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datablock ItemData(SuperChaingun)
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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 = SuperChaingunImage;
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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 = "a super chaingun";
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computeCRC = true;
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emap = true;
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};
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function SuperChaingunImage::onFire(%data,%obj,%slot) {
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if (%obj.superChaingunMode == 1) {
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%pos = %obj.getMuzzlePoint(%slot);
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%vec = %obj.getMuzzleVector(%slot);
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%res = containerRayCast(%pos,vectorAdd(%pos,vectorScale(%vec,2000)), $TypeMasks::PlayerObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType,%obj);
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if (%res)
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%hitLoc = getWords(%res,1,3);
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else
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%hitLoc = vectorAdd(%pos,vectorScale(%vec,2000));
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%p = discharge(%pos,%vec);
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%p.setEnergyPercentage(1);
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createLifeLight(%hitLoc,1,1000);
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addToShock(%p);
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%p.schedule(1000,"delete");
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zap(0,25,%hitLoc);
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}
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else if (%obj.superChaingunMode > 1)
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{
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if (!(%obj.lasteffectpulse+2000 < getSimTime()))
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return;
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%obj.lasteffectpulse = GetSimTime();
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%pos = %obj.getMuzzlePoint(%slot);
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%vec = %obj.getMuzzleVector(%slot);
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%res = containerRayCast(%pos,vectorAdd(%pos,vectorScale(%vec,2000)), $TypeMasks::PlayerObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType| $TypeMasks::ForceFieldObjectType ,%obj);
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if (%res)
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Aidpulse(getWords(%res,1,3),%obj.client,%obj.superChaingunMode-2);
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}
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else
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%p = Parent::onFire(%data, %obj, %slot);
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}
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function SuperChaingunImage::onMount(%this,%obj,%slot) {
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%obj.usingSuperChaingun = true;
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if (!%obj.superChaingunMode)
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%obj.superChaingunMode = 0;
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if (!%obj.superChaingunMode2)
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%obj.superChaingunMode2 = 0;
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displaySCGStatus(%obj);
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WeaponImage::onMount(%this,%obj,%slot);
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}
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function SuperChaingunImage::onUnmount(%data, %obj, %slot) {
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%obj.usingSuperChaingun = false;
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WeaponImage::onUnmount(%data, %obj, %slot);
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}
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function displaySCGStatus(%obj) {
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if (%obj.superChaingunMode == 1)
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bottomPrint(%obj.client,"SCG Ion Progression " @ ($Ion::StopIon ? "disabled" : "enabled"),2,1);
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else if (%obj.superChaingunMode == 2)
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bottomPrint(%obj.client,"SCG Repair Pulse",2,1);
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else if (%obj.superChaingunMode == 3)
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bottomPrint(%obj.client,"SCG Cloak Pulse",2,1);
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else if (%obj.superChaingunMode == 4)
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bottomPrint(%obj.client,"SCG Disasemble Pulse",2,1);
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else if (%obj.superChaingunMode == 5)
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bottomPrint(%obj.client,"SCG Electro Static Pulse",2,1);
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else if (%obj.superChaingunMode == 6)
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bottomPrint(%obj.client,"SCG Morphing Pulse",2,1);
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else
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bottomPrint(%obj.client,"SCG Normal",2,1);
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}
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