T2-ACCM/Scripts/Vehicles/vehicle_SuperiorityFighter.cs
2013-02-01 15:45:22 -05:00

744 lines
23 KiB
C#

//**************************************************************
// AIR SUPERIORITY FIGHTER
//**************************************************************
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock FlyingVehicleData(SuperiorityFighter) : ShrikeDamageProfile
{
spawnOffset = "0 0 2";
canControl = false;
catagory = "Vehicles";
shapeFile = "vehicle_air_scout.dts";
multipassenger = false;
computeCRC = true;
debrisShapeName = "vehicle_air_scout.dts";
debris = MeShapeDebris;
renderWhenDestroyed = false;
drag = 0.15;
density = 1.0;
mountPose[0] = sitting;
numMountPoints = 1;
isProtectedMountPoint[0] = false;
cameraMaxDist = 15;
cameraOffset = 2.5;
cameraLag = 0.9;
explosion = MeVehicleExplosion;
explosionDamage = 1.0;
explosionRadius = 10.0;
maxDamage = 2.5;
destroyedLevel = 2.5;
HDAddMassLevel = 1.9;
HDMassImage = LflyerHDMassImage;
isShielded = false;
energyPerDamagePoint = 0;
maxEnergy = 2000; // Afterburner and any energy weapon pool
rechargeRate = 6;
minDrag = 22; // Linear Drag (eventually slows you down when not thrusting...constant drag)
rotationalDrag = 900; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
maxAutoSpeed = 66; // Autostabilizer kicks in when less than this speed. (meters/second)
autoAngularForce = 400; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
autoLinearForce = 1; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
autoInputDamping = 0.8; // Dampen control input so you don't` whack out at very slow speeds
// Maneuvering
maxSteeringAngle = 4.5; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
horizontalSurfaceForce = 6; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 4; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
maneuveringForce = 6250; // Horizontal jets (W,S,D,A key thrust)
steeringForce = 750; // Steering jets (force applied when you move the mouse)
steeringRollForce = 3000; // Steering jets (how much you heel over when you turn)
rollForce = 1; // Auto-roll (self-correction to right you after you roll/invert)
hoverHeight = 2.5; // Height off the ground at rest
createHoverHeight = 1; // Height off the ground when created
maxForwardSpeed = 250; // speed in which forward thrust force is no longer applied (meters/second)
// Turbo Jet
jetForce = 3250; // Afterburner thrust (this is in addition to normal thrust)
minJetEnergy = 40; // Afterburner can't be used if below this threshhold.
jetEnergyDrain = 18; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
vertThrustMultiple = 0;
// Rigid body
mass = 150; // Mass of the vehicle
bodyFriction = 0; // Don't mess with this.
bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
minRollSpeed = 0; // Don't mess with this.
softImpactSpeed = 14; // Sound hooks. This is the soft hit.
hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 20; // If hit ground at speed above this then it's an impact. Meters/second
speedDamageScale = 0.06;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
//
minTrailSpeed = 150; // The speed your contrail shows up at.
trailEmitter = ContrailEmitter;
forwardJetEmitter = FlyerJetEmitter;
downJetEmitter = FlyerJetEmitter;
//
jetSound = ScoutFlyerThrustSound;
engineSound = ScoutFlyerEngineSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
//wheelImpactSound = WheelImpactSound;
//
softSplashSoundVelocity = 10.0;
mediumSplashSoundVelocity = 15.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
dustEmitter = VehicleLiftoffDustEmitter;
triggerDustHeight = 4.0;
dustHeight = 1.0;
damageEmitter[0] = MeLightDamageSmoke;
damageEmitter[1] = MeHeavyDamageSmoke;
damageEmitter[2] = MeDamageBubbles;
damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
damageLevelTolerance[0] = 0.4;
damageLevelTolerance[1] = 0.75;
numDmgEmitterAreas = 1;
//
max[chaingunAmmo] = 750;
max[MissileLauncherAmmo] = 4;
max[MortarAmmo] = 3;
minMountDist = 7;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingScoutIcon;
cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
targetNameTag = 'F54 Tornado';
targetTypeTag = 'Superiority Fighter';
sensorData = combatSensor;
sensorRadius = combatSensor.detectRadius;
sensorColor = "9 9 255";
checkRadius = 5.5;
observeParameters = "1 10 10";
runningLight[0] = ShrikeLight1;
// runningLight[1] = ShrikeLight2;
shieldEffectScale = "0.937 1.125 0.60";
numWeapons = 3;
replaceTime = 130;
max[plasmaammo] = 20;
flaretime = 200;
flarelife = 850;
flarechance = 0.5;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock TracerProjectileData(Superiority_bullet)
{
doDynamicClientHits = true;
directDamage = 0.25;
directDamageType = $DamageType::Bullet;
explosion = ChaingunExplosion;
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 0.0225;
damageRadius = 0.5;
radiusDamageType = $DamageType::Bullet;
kickBackStrength = 5;
sound = ChaingunProjectile;
dryVelocity = 2250.0;
wetVelocity = 2000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 6000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 40.0;
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 = 0.20;
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;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0.5 0.175";
};
datablock SeekerProjectileData(LRAAM)
{
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 2.1;
damageRadius = 10.0;
radiusDamageType = $DamageType::MissileTurret;
kickBackStrength = 500;
flareDistance = 200;
flareAngle = 30;
minSeekHeat = 0.0;
explosion = "MissileExplosion";
velInheritFactor = 1.0;
splash = MissileSplash;
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
lifetimeMS = 10000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 25.0;
maxVelocity = 400.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 50.0;
acceleration = 150.0;
proximityRadius = 6;
terrainAvoidanceSpeed = 100;
terrainScanAhead = 50;
terrainHeightFail = 50;
terrainAvoidanceRadius = 150;
useFlechette = true;
flechetteDelayMs = 225;
casingDeb = FlechetteDebris;
};
//**************************************************************
// WEAPONS
//**************************************************************
datablock ShapeBaseImageData(SuperiorityChaingunImage)
{
className = WeaponImage;
shapeFile = "turret_missile_large.dts"; //was turret_tank_barrelchain.dts
item = Chaingun;
ammo = ChaingunAmmo;
projectile = Superiority_bullet;
projectileType = TracerProjectile;
mountPoint = 10;
offset = "0 2.1 -0.2"; // L/R - F/B - T/B was "0 3.25 0.75"
rotation = "0 1 0 180";
projectileSpread = 1.0 / 1000.0;
velpredict = 0;
usesEnergy = false;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.1;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateFire[3] = true;
stateScript[3] = "onFire";
stateSound[3] = ShrikeBlasterFire;
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateAllowImageChange[3] = false;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.01;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ShrikeBlasterDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ShapeBaseImageData(SuperiorityMissileImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = MissileLauncher;
ammo = MissileLauncherAmmo;
projectile = sidewinder;
projectileType = SeekerProjectile;
mountPoint = 10;
offset = "0 -0 -0.15"; // L/R - F/B - T/B
usesEnergy = false;
useMountEnergy = true;
minEnergy = 100;
fireEnergy = 100;
fireTimeout = 125;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
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] = 0.1;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = MissileFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.0;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ShrikeBlasterDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ShapeBaseImageData(LRAAMImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = Mortar;
ammo = MortarAmmo;
projectile = LRAAM;
projectileType = SeekerProjectile;
mountPoint = 10;
offset = "0 -0 -0.15"; // L/R - F/B - T/B
usesEnergy = false;
useMountEnergy = true;
minEnergy = 100;
fireEnergy = 100;
fireTimeout = 125;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
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] = 0.1;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = BomberBombFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = BomberBombDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
function SuperiorityFighter::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
%obj.mountImage(ScoutChaingunParam, 0);
%obj.mountImage(SuperiorityChaingunImage, 2);
%obj.mountImage(superiorityMissileImage, 4);
%obj.mountImage(LRAAMImage, 5);
%obj.selectedWeapon = 1;
%obj.nextWeaponFire = 2;
%obj.setInventory(MissileLauncherAmmo, 4);
%obj.setInventory(MortarAmmo, 3);
%obj.setInventory(chaingunammo, 750);
%obj.setInventory(plasmaAmmo,25);
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
schedule(2500, 0, "supersonicloop", %obj);
}
function SuperiorityFighter::playerMounted(%data, %obj, %player, %node)
{
%ammoAmt = %player.inv[MissileLauncherAmmo];
if(%ammoAmt)
%obj.incInventory(MissileLauncherAmmo, %ammoAmt);
%ammoAmt = %player.inv[MortarAmmo];
if(%ammoAmt)
%obj.incInventory(MortarAmmo, %ammoAmt);
%ammoAmt = %player.inv[chaingunAmmo];
if(%ammoAmt)
%obj.incInventory(chaingunAmmo, %ammoAmt);
bottomPrint(%player.client, "Tornado: wep1 CG, wep2 sidewinders, wep3 LRAAMS", 5, 2 );
commandToClient(%player.client, 'setHudMode', 'Pilot', "Shrike2", %node);
%obj.selectedWeapon = 1;
$numVWeapons = 3;
commandToClient(%player.client, 'SetWeaponryVehicleKeys', true);
if( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, false );
}
function SuperiorityFighter::onTrigger(%data, %obj, %trigger, %state)
{
%player = %obj.getMountNodeObject(0);
if(%trigger == 0)
{
switch (%state)
{
case 0:
%obj.fireWeapon = false;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(4, false);
%obj.setImageTrigger(5, false);
case 1:
%obj.fireWeapon = true;
if(%obj.selectedWeapon == 1){
%obj.setImageTrigger(2, true);
%obj.setImageTrigger(4, false);
%obj.setImageTrigger(5, false);
}
else if(%obj.selectedWeapon == 2) {
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(4, true);
%obj.setImageTrigger(5, false);
}
else {
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(4, false);
%obj.setImageTrigger(5, true);
}
}
}
else if (%trigger ==4){
switch (%state)
{
case 0:
%obj.flaring = 0;
case 1:
%obj.flaring = 1;
schedule(%data.flaretime, 0, "fighterdropflares",%obj,%data.flaretime,%data.flarelife,%data.flarechance);
}
}
}
function SuperiorityChaingunImage::onFire(%data,%obj,%slot){
%data.lightStart = getSimTime();
%vec = %obj.getMuzzleVector(%slot);
if(%data.velpredict == 1){
%target = %obj.getLockedTarget();
if(%target){
%Tpos = %target.getWorldBoxCenter();
%Opos = %obj.getMuzzlepoint(%slot);
%dist = vectorDist(%Tpos,%Opos);
%pos = vectorAdd(%Tpos, vectorScale(%target.getVelocity(),(%dist / 1750) ));
%dist = vectorDist(%pos,%Opos);
%pos = vectorAdd(%Tpos, vectorScale(%target.getVelocity(),(%dist / 1750) ));
%Tvec = vectorNormalize(vectorSub(%pos,%Opos));
%Fvec = %obj.getMuzzleVector(%slot);
if(vectorDist(%Tvec,%Fvec) <= 0.1)
%vec = vectorNormalize(vectorSub(%Tpos,%obj.getMuzzlePoint(%slot)));
}
}
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector = MatrixMulVector(%mat, %vec);
%initialPos = %obj.getMuzzlePoint(%slot);
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %vector;
initialPosition = %initialPos;
sourceObject = %obj;
sourceSlot = %slot;
vehicleObject = %vehicle;
};
MissionCleanup.add(%p);
if(%obj.client)
%obj.client.projectile = %p;
%obj.decInventory(%data.ammo,1);
return %p;
}
function superiorityMissileImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
if (%obj.getControllingClient())
%target = %obj.getLockedTarget();
else
%target = %obj.getTargetObject();
%homein = missileCheckAirTarget(%target);
if(%target && %homein)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget();
}
function LRAAMImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
if (%obj.getControllingClient())
%target = %obj.getLockedTarget();
else
%target = %obj.getTargetObject();
if(isobject(%target))
%homein = missileCheckAirTarget(%target);
if(%target && %homein)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else {
%p.dir = %obj.getForwardVector();
schedule(500, 0, "LRAAMFindTarget", %p);
}
}
function LRAAMFindTarget(%p){
if(!isObject(%p))
return;
%vec = vectorScale(vectorNormalize(%p.dir),600);
%pos = %p.getPosition();
%tpos = vectorAdd(%vec,%pos);
InitContainerRadiusSearch(%tpos, 500, $TypeMasks::VehicleObjectType);
while ((%searchResult = containerSearchNext()) != 0){
echo(%searchresult);
if(%searchResult.getClassName() $= "Flyingvehicle"){
%p.setObjectTarget(%searchResult);
return;
}
}
schedule(250, 0, "LRAAMFindTarget",%p);
}
function superiorityfighter::onDestroyed(%data, %obj, %prevState)
{
if(%obj.lastPilot.lastVehicle == %obj)
if(%obj.getMountNodeObject(0) == %obj.lastPilot)
schedule(200, %obj.lastPilot, "scKillPilot", %obj.lastPilot, %obj.lastDamagedBy);
Parent::onDestroyed(%data, %obj, %prevState);
}
function supersonicloop(%obj){
if(!isObject(%obj))
return;
%vec = %obj.getVelocity();
%vel = vectorlen(%vec);
if(%vel > 200){
%vec = vectorNormalize(%vec);
%vec = vectorScale(%vec,-75);
%pn = new (TracerProjectile)() {
dataBlock = SuperSonicDet;
initialDirection = "0 0 1";
initialPosition = vectoradd(%obj.getPosition(),%vec);
sourceObject = %obj;
sourceSlot = 1;
};
}
schedule(350, 0, "supersonicloop", %obj);
}
datablock TracerProjectileData(SuperSonicDet)
{
doDynamicClientHits = true;
directDamage = 0.0;
directDamageType = $DamageType::BomberBombs;
explosion = "";
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 0.1;
damageRadius = 50.0;
radiusDamageType = $DamageType::default;
kickBackStrength = 5000;
sound = ChaingunProjectile;
dryVelocity = 1.0;
wetVelocity = 1.0;
velInheritFactor = 1.0;
fizzleTimeMS = 32;
lifetimeMS = 33;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 1;
tracerLength = 1.0;
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 = 0.35;
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;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0.5 0.175";
};
function superiorityfighter::onEnterLiquid(%data, %obj, %coverage, %type)
{
switch(%type)
{
case 0:
//Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 1:
//Ocean Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 2:
//River Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 3:
//Stagnant Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 4:
//Lava
%obj.liquidDamage(%data, $VehicleDamageLava, $DamageType::Lava);
case 5:
//Hot Lava
%obj.liquidDamage(%data, $VehicleDamageHotLava, $DamageType::Lava);
case 6:
//Crusty Lava
%obj.liquidDamage(%data, $VehicleDamageCrustyLava, $DamageType::Lava);
case 7:
//Quick Sand
}
}