mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-19 19:04:46 +00:00
264 lines
7.5 KiB
C#
264 lines
7.5 KiB
C#
//--------------------------------------
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// ACCM Gauss Cannon - Made by: Blnukem
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//--------------------------------------
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//--------------------------------------
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// RailGun Sounds
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//--------------------------------------
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datablock EffectProfile(RailGunFireEffect)
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{
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filename = "fx/misc/launcher.wav";
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minDistance = 2.5;
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maxDistance = 10.0;
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};
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datablock EffectProfile(RailGunLoadEffect)
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{
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filename = "fx/misc/cannonstart.wav";
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minDistance = 2.5;
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maxDistance = 5.0;
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};
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datablock AudioProfile(RailGunFireSound)
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{
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filename = "fx/misc/launcher.wav";
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description = AudioDefault3d;
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preload = true;
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effect = RailGunFireEffect;
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};
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datablock AudioProfile(RailGunLoadSound)
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{
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filename = "fx/misc/cannonstart.wav";
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description = AudioDefault3d;
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preload = true;
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effect = RailGunLoadEffect;
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};
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//--------------------------------------
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// RailGun Projectile
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//--------------------------------------
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datablock TracerProjectileData(RailGunProjectile)
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{
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doDynamicClientHits = true;
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directDamage = 10.0 * 10;
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directDamageType = $DamageType::Laser;
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explosion = MissileExplosion;
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splash = ChaingunSplash;
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hasDamageRadius = true;
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indirectDamage = 5.0;
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damageradius = 8;
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radiusDamageType = $DamageType::Laser;
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kickBackStrength = 1000;
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sound = ChaingunProjectile;
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dryVelocity = 1500.0;
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wetVelocity = 500.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 2000;
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lifetimeMS = 2000;
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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 = 1000;
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tracerLength = 40.0;
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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 = 0.5;
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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] = RailGunDecal;
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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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// RailGun Ammo
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//--------------------------------------
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datablock ItemData(RailGunAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_missile.dts";
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mass = 3;
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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 pair of 250mm Gauss shells";
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computeCRC = true;
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};
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//--------------------------------------
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// RailGun Data
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//--------------------------------------
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datablock ShapeBaseImageData(RailGunImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_grenade_launcher.dts";
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rotation = "0 1 0 180";
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offset = "0.1 0.0 0.18";
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item = RailGun;
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ammo = RailGunAmmo;
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projectile = RailGunProjectile;
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projectileType = TracerProjectile;
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emap = true;
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minRankPoints = 4800;
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//--------------------------------------
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stateName[0] = "Activate";
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stateSound[0] = BasicSwitchSound;
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stateAllowImageChange[0] = false;
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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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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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stateScript[3] = "onSpinup";
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stateSpinThread[3] = SpinUp;
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stateSound[3] = RailGunLoadSound;
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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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stateFire[4] = true;
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stateScript[4] = "onFire";
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stateSound[4] = RailGunFireSound;
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stateRecoil[4] = LightRecoil;
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stateEmitter[4] = "GunFireEffectEmitter";
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stateEmitterNode[4] = "muzzlepoint1";
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stateEmitterTime[4] = 0.8;
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stateTimeoutValue[4] = 1.0;
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stateTransitionOnTimeout[4] = "Reload";
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stateAllowImageChange[4] = false;
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//--------------------------------------
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stateName[5] = "Reload";
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stateTransitionOnNoAmmo[5] = "NoAmmo";
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stateTransitionOnTimeout[5] = "Ready";
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stateTimeoutValue[5] = 1.0;
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stateAllowImageChange[5] = false;
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stateSound[5] = MissileReloadSound;
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//--------------------------------------
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stateName[6] = "Spindown";
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stateScript[6] = "onSpindown";
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stateSound[6] = MissileReloadSound;
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stateSpinThread[6] = SpinDown;
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stateTimeoutValue[6] = 3.0;
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stateWaitForTimeout[6] = true;
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stateTransitionOnTimeout[6] = "Ready";
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stateTransitionOnTriggerDown[6] = "Spinup";
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stateEmitter[6] = "GunFireEffectEmitter";
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stateEmitterNode[6] = "muzzlepoint1";
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stateEmitterTime[6] = 0.5;
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//--------------------------------------
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stateName[7] = "EmptySpindown";
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stateSound[7] = MissileDryFireSound;
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stateSpinThread[7] = SpinDown;
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stateScript[7] = "onSpindown";
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stateTimeoutValue[7] = 0.5;
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stateTransitionOnTimeout[7] = "NoAmmo";
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stateEmitter[7] = "GunFireEffectEmitter";
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stateEmitterNode[7] = "muzzlepoint1";
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stateEmitterTime[7] = 0.5;
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//--------------------------------------
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stateName[8] = "DryFire";
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stateSound[8] = MortarDryFireSound;
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stateTimeoutValue[8] = 0.5;
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stateTransitionOnTimeout[8] = "NoAmmo";
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};
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//--------------------------------------
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// RailGun Attachments
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//--------------------------------------
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datablock ShapeBaseImageData(RailGunPrimaryImage) : RailGunImage
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{
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offset = "0.01 0.04 0.0";
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rotation = "0 0 1 180";
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shapeFile = "weapon_missile.dts";
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};
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datablock ShapeBaseImageData(RailGunSecondaryImage) : RailGunImage
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{
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offset = "-0.06 -0.23 0.25";
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rotation = "0 0 1 90";
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shapeFile = "ammo_mortar.dts";
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};
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datablock ShapeBaseImageData(RailGunTertiaryImage) : RailGunImage
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{
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offset = "0.08 0.45 0.05";
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rotation = "0 1 0 0";
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shapeFile = "weapon_ELF.dts";
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};
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//--------------------------------------
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// RailGun Item Data
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//--------------------------------------
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datablock ItemData(RailGun)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_missile.dts";
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image = RailGunImage;
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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 Heavy Gauss Cannon";
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emap = true;
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};
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//--------------------------------------
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// RailGun Functions
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//--------------------------------------
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function RailGunImage::onMount(%this,%obj,%slot)
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{
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Parent::onMount(%this, %obj, %slot);
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%obj.mountImage(RailGunPrimaryImage, 4);
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%obj.mountImage(RailGunSecondaryImage, 5);
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%obj.mountImage(RailGunTertiaryImage, 6);
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}
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function RailGunImage::onUnmount(%this,%obj,%slot)
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{
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Parent::onUnmount(%this, %obj, %slot);
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%obj.unmountImage(4);
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%obj.unmountImage(5);
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%obj.unmountImage(6);
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}
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