mirror of
https://github.com/Ragora/T2-ACCM.git
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219 lines
6 KiB
C#
219 lines
6 KiB
C#
//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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// M79 Grenade Launcher - Made by Blnukem
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// NOTICE: I realized shortly after making this gun that the M4 is a rifle...
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// And I was too lazy to change the datablock names...
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//------------------------------------------------------------------------------
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// Projectile Data
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//------------------------------------------------------------------------------
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datablock GrenadeProjectileData(M4_RPGrenade)
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{
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projectileShapeName = "grenade_projectile.dts";
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emitterDelay = -1;
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directDamage = 0.0;
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hasDamageRadius = true;
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indirectDamage = 1.8;
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damageRadius = 10.0;
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radiusDamageType = $DamageType::RPG;
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kickBackStrength = 3500;
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explosion = "GrenadeExplosion";
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underwaterExplosion = "GrenadeExplosion";
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velInheritFactor = 0.5;
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splash = MissileSplash;
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depthTolerance = 0.01;
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baseEmitter = GrenadeSmokeEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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grenadeElasticity = 0.0;
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grenadeFriction = 0.0;
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armingDelayMS = -1;
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gravityMod = 1.3;
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muzzleVelocity = 100.0;
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drag = 0.2;
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sound = MissileProjectileSound;
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hasLight = true;
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lightRadius = 4;
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lightColor = "0.05 0.2 0.05";
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hasLightUnderwaterColor = true;
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underWaterLightColor = "0.05 0.075 0.2";
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};
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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// Ammo
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//------------------------------------------------------------------------------
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datablock ItemData(M4Ammo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_grenade.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 M79 RPG ammo";
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computeCRC = true;
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emap = true;
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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 ItemData(M4)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_grenade_launcher.dts";
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image = M4Image;
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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 M79 RPG Launcher";
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computeCRC = true;
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};
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datablock ShapeBaseImageData(M4Image)
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{
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className = WeaponImage;
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shapeFile = "weapon_grenade_launcher.dts";
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item = M4;
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ammo = M4Ammo;
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offset = "0 0 0";
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emap = true;
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minRankPoints = 1250;
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projectile = M4_RPGrenade;
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projectileType = GrenadeProjectile;
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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] = "Fire";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.4;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateScript[3] = "onFire";
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stateSound[3] = GrenadeFireSound;
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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] = 0.5;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateSound[4] = GenericSwitchSound;
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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] = GrenadeDryFireSound;
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stateTimeoutValue[6] = 1.5;
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stateTransitionOnTimeout[6] = "NoAmmo";
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};
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datablock ShapeBaseImageData(M4Revolver) : M4Image
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{
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offset = "0.0 0.5 -0.1";
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rotation = "1 0 0 90";
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shapeFile = "ammo_disc.dts";
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};
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function M4Image::onMount(%this,%obj,%slot)
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{
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Parent::onMount(%this, %obj, %slot);
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%obj.mountImage(M4Revolver, 1);
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if (%obj.inv[M4Ammo] == 0)
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%obj.M4checkclip = schedule(10, 0, "M4Checkforclip", %obj);
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}
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function M4Image::onUnmount(%this,%obj,%slot)
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{
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Parent::onUnmount(%this, %obj, %slot);
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%obj.unmountImage(1);
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if (%obj.clipReloading != false)
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{
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Cancel(%obj.RifleClippAdd);
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%obj.clipReloading = false;
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}
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}
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function M4Image::onFire(%data,%obj,%slot)
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{
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%obj.decInventory(%data.ammo,1);
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%vector = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %obj.spread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %obj.spread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %obj.spread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%newvector = MatrixMulVector(%mat, %vector);
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%p = new (%data.projectileType)()
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{
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dataBlock = %data.projectile;
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initialDirection = %newvector;
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initialPosition = %mp;
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sourceObject = %obj;
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damageFactor = 1;
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sourceSlot = %slot;
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};
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%obj.applyKick(-75);
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if (%obj.inv[M4Ammo] == 0)
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%obj.M4checkclip = schedule(10, 0, "M4Checkforclip", %obj);
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}
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function M4Checkforclip(%obj)
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{
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if (%obj.inv[RifleClip] > 0)
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{
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%obj.clipReloading = true;
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%obj.unmountImage(1);
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%obj.RifleClipAdd = schedule(2500, 0, "M4ReloadClip", %obj);
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}
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}
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function M4ReloadClip(%obj)
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{
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%obj.clipReloading = false;
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%obj.decInventory(RifleClip, 1);
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%obj.mountImage(M4Revolver, 1);
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%obj.setInventory(M4Ammo, 4);
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}
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