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

246 lines
6.7 KiB
PHP

//--------------------------------------
// Light SMG
//--------------------------------------
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock TracerProjectileData(LSMGBullet)
{
doDynamicClientHits = true;
directDamage = 0.07;
directDamageType = $DamageType::MP5;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
specialCollisionStreamline = true;
HeadMultiplier = 1.25;
LegsMultiplier = 0.75;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
dryVelocity = 1750.0;
wetVelocity = 1500.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 12.0;
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 = 0.05;
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(LSMGAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some MP12 ammo";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(LSMGImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = LSMG;
ammo = LSMGAmmo;
clip = LSMGClip;
projectile = LSMGBullet;
projectileType = TracerProjectile;
emap = true;
offset = "0 0.5 0"; // L/R - F/B - T/B
rotation = "0 1 0 180";
mass = 11;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
decayingSpread = 1;
usesClips = 1;
projectileSpread = 1 / 1000.0;
maxSpread = 3 / 1000;
spreadIncreaseRate = 1.5 / 1000;
clipTimeout = 1500;
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = BasicSwitchSound;
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;
//
stateTimeoutValue[3] = 0.01;
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";
stateSpinThread[5] = SpinDown;
//
stateTimeoutValue[5] = 0.1;
stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[6] = "EmptySpindown";
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(LSMG)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = LSMGImage;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a MP12 SMG";
computeCRC = true;
emap = true;
};
datablock ItemData(LSMGClip)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some 6mm clips";
computeCRC = true;
};
datablock ShapeBaseImageData(LSMGmain)
{
ammo = LSMGAmmo;
shapeFile = "weapon_targeting.dts";
offset = "0.0 0.0 0.0";
emap = true;
};
datablock ShapeBaseImageData(LSMGClipImage)
{
shapeFile = "grenade.dts";
ammo = LSMGAmmo;
offset = "0.0 0.64 -0.2";
emap = true;
};
function LSMGImage::onMount(%this,%obj,%slot)
{
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(LSMGClipImage, 5);
%obj.mountImage(LSMGmain, 6);
%obj.clipReloading = false;
if (%obj.inv[LSMGAmmo] == 0)
%this.CheckForClip(%obj, %slot);
}
function LSMGImage::onUnmount(%this,%obj,%slot)
{
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
%obj.unmountImage(6);
%obj.clipReloading = false;
}
function LSMGImage::MountClipEffects(%data, %obj, %slot)
{
%obj.mountImage(LSMGClipImage, 5);
}
function LSMGImage::UnmountClipEffects(%data, %obj, %slot)
{
%obj.unmountImage(5);
}