mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-20 19:34:45 +00:00
246 lines
6.7 KiB
PHP
246 lines
6.7 KiB
PHP
//--------------------------------------
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// Light SMG
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//--------------------------------------
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock TracerProjectileData(LSMGBullet)
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{
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doDynamicClientHits = true;
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directDamage = 0.07;
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directDamageType = $DamageType::MP5;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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specialCollisionStreamline = true;
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HeadMultiplier = 1.25;
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LegsMultiplier = 0.75;
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kickBackStrength = 15.0;
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sound = ChaingunProjectile;
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dryVelocity = 1750.0;
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wetVelocity = 1500.0;
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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 = 12.0;
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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 = 0.05;
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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(LSMGAmmo)
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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 MP12 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(LSMGImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_energy_vehicle.dts";
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item = LSMG;
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ammo = LSMGAmmo;
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clip = LSMGClip;
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projectile = LSMGBullet;
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projectileType = TracerProjectile;
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emap = true;
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offset = "0 0.5 0"; // L/R - F/B - T/B
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rotation = "0 1 0 180";
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mass = 11;
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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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decayingSpread = 1;
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usesClips = 1;
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projectileSpread = 1 / 1000.0;
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maxSpread = 3 / 1000;
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spreadIncreaseRate = 1.5 / 1000;
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clipTimeout = 1500;
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//--------------------------------------
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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stateSound[0] = BasicSwitchSound;
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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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//
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stateTimeoutValue[3] = 0.01;
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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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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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stateSpinThread[5] = SpinDown;
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//
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stateTimeoutValue[5] = 0.1;
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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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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(LSMG)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_energy_vehicle.dts";
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image = LSMGImage;
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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 MP12 SMG";
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computeCRC = true;
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emap = true;
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};
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datablock ItemData(LSMGClip)
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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 6mm clips";
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computeCRC = true;
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};
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datablock ShapeBaseImageData(LSMGmain)
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{
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ammo = LSMGAmmo;
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shapeFile = "weapon_targeting.dts";
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offset = "0.0 0.0 0.0";
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emap = true;
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};
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datablock ShapeBaseImageData(LSMGClipImage)
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{
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shapeFile = "grenade.dts";
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ammo = LSMGAmmo;
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offset = "0.0 0.64 -0.2";
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emap = true;
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};
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function LSMGImage::onMount(%this,%obj,%slot)
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{
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Parent::onMount(%this, %obj, %slot);
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%obj.mountImage(LSMGClipImage, 5);
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%obj.mountImage(LSMGmain, 6);
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%obj.clipReloading = false;
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if (%obj.inv[LSMGAmmo] == 0)
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%this.CheckForClip(%obj, %slot);
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}
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function LSMGImage::onUnmount(%this,%obj,%slot)
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{
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Parent::onUnmount(%this, %obj, %slot);
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%obj.unmountImage(5);
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%obj.unmountImage(6);
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%obj.clipReloading = false;
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}
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function LSMGImage::MountClipEffects(%data, %obj, %slot)
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{
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%obj.mountImage(LSMGClipImage, 5);
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}
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function LSMGImage::UnmountClipEffects(%data, %obj, %slot)
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{
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%obj.unmountImage(5);
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}
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