T2-ACCM/scripts/weapons/M4GrenadeLauncher.cs
2013-03-17 23:06:38 -04:00

219 lines
6 KiB
C#

//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// M79 Grenade Launcher - Made by Blnukem
// NOTICE: I realized shortly after making this gun that the M4 is a rifle...
// And I was too lazy to change the datablock names...
//------------------------------------------------------------------------------
// Projectile Data
//------------------------------------------------------------------------------
datablock GrenadeProjectileData(M4_RPGrenade)
{
projectileShapeName = "grenade_projectile.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 1.8;
damageRadius = 10.0;
radiusDamageType = $DamageType::RPG;
kickBackStrength = 3500;
explosion = "GrenadeExplosion";
underwaterExplosion = "GrenadeExplosion";
velInheritFactor = 0.5;
splash = MissileSplash;
depthTolerance = 0.01;
baseEmitter = GrenadeSmokeEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
grenadeElasticity = 0.0;
grenadeFriction = 0.0;
armingDelayMS = -1;
gravityMod = 1.3;
muzzleVelocity = 100.0;
drag = 0.2;
sound = MissileProjectileSound;
hasLight = true;
lightRadius = 4;
lightColor = "0.05 0.2 0.05";
hasLightUnderwaterColor = true;
underWaterLightColor = "0.05 0.075 0.2";
};
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Ammo
//------------------------------------------------------------------------------
datablock ItemData(M4Ammo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_grenade.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some M79 RPG ammo";
computeCRC = true;
emap = true;
};
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Weapon Data
//------------------------------------------------------------------------------
datablock ItemData(M4)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_grenade_launcher.dts";
image = M4Image;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a M79 RPG Launcher";
computeCRC = true;
};
datablock ShapeBaseImageData(M4Image)
{
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = M4;
ammo = M4Ammo;
offset = "0 0 0";
emap = true;
minRankPoints = 1250;
projectile = M4_RPGrenade;
projectileType = GrenadeProjectile;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = BasicSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = GrenadeFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = GenericSwitchSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = GrenadeDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ShapeBaseImageData(M4Revolver) : M4Image
{
offset = "0.0 0.5 -0.1";
rotation = "1 0 0 90";
shapeFile = "ammo_disc.dts";
};
function M4Image::onMount(%this,%obj,%slot)
{
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(M4Revolver, 1);
if (%obj.inv[M4Ammo] == 0)
%obj.M4checkclip = schedule(10, 0, "M4Checkforclip", %obj);
}
function M4Image::onUnmount(%this,%obj,%slot)
{
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(1);
if (%obj.clipReloading != false)
{
Cancel(%obj.RifleClippAdd);
%obj.clipReloading = false;
}
}
function M4Image::onFire(%data,%obj,%slot)
{
%obj.decInventory(%data.ammo,1);
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %obj.spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %obj.spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %obj.spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)()
{
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%obj.applyKick(-75);
if (%obj.inv[M4Ammo] == 0)
%obj.M4checkclip = schedule(10, 0, "M4Checkforclip", %obj);
}
function M4Checkforclip(%obj)
{
if (%obj.inv[RifleClip] > 0)
{
%obj.clipReloading = true;
%obj.unmountImage(1);
%obj.RifleClipAdd = schedule(2500, 0, "M4ReloadClip", %obj);
}
}
function M4ReloadClip(%obj)
{
%obj.clipReloading = false;
%obj.decInventory(RifleClip, 1);
%obj.mountImage(M4Revolver, 1);
%obj.setInventory(M4Ammo, 4);
}