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

847 lines
25 KiB
C#

//**************************************************************
// BEOWULF ASSAULT VEHICLE
//**************************************************************
datablock EffectProfile(InboundTorpPingEffect)
{
effectname = "weapons/spinfusor_dryfire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock AudioProfile(InboundTorpPing)
{
filename = "gui/Objective_Notification.wav";
description = AudioClose3d;
preload = true;
effect = InboundTorpPingEffect;
};
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock HoverVehicleData(Sub) : SubDamageProfile
{
spawnOffset = "0 0 4";
canControl = false;
floatingGravMag = 2.0;
catagory = "Vehicles";
shapeFile = "vehicle_air_bomber.dts";
multipassenger = true;
computeCRC = true;
renderWhenDestroyed = false;
weaponNode = 1;
debrisShapeName = "vehicle_air_bomber.dts";
debris = GShapeDebris;
drag = 0.0;
density = 0.9;
mountPose[0] = sitting;
mountPose[1] = sitting;
numMountPoints = 2;
isProtectedMountPoint[0] = true;
isProtectedMountPoint[1] = true;
cameraMaxDist = 20;
cameraOffset = 3;
cameraLag = 1.5;
explosion = HGVehicleExplosion;
explosionDamage = 1.5;
explosionRadius = 25.0;
maxSteeringAngle = 0.5; // 20 deg.
maxDamage = 5.0;
destroyedLevel = 5.0;
HDAddMassLevel = 3.5;
HDMassImage = BoatHDMassImage;
isShielded = false;
rechargeRate = 1.0;
energyPerDamagePoint = 135;
maxEnergy = 1000;
minJetEnergy = 15;
jetEnergyDrain = 0.0;
// Rigid Body
mass = 1000;
bodyFriction = 1.2;
bodyRestitution = 0.5;
minRollSpeed = 3;
gyroForce = 400;
gyroDamping = 0.3;
stabilizerForce = 20;
minDrag = 10;
softImpactSpeed = 5; // Play SoftImpact Sound
hardImpactSpeed = 10; // Play HardImpact Sound
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 5;
speedDamageScale = 0.005;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 18;
collDamageMultiplier = 0.005;
dragForce = 40 / 20;
vertFactor = 0.0;
floatingThrustFactor = 0.0;
mainThrustForce = 35;
reverseThrustForce = 17;
strafeThrustForce = 0.0;
turboFactor = 1.1;
brakingForce = 10;
brakingActivationSpeed = 10;
stabLenMin = 0.1;
stabLenMax = 1.6;
stabSpringConstant = 0;
stabDampingConstant = 20;
gyroDrag = 20;
normalForce = 20;
restorativeForce = 10;
steeringForce = 10;
rollForce = 10;
pitchForce = 15;
dustEmitter = TankDustEmitter;
triggerDustHeight = 3.5;
dustHeight = 1.0;
dustTrailEmitter = TireEmitter;
dustTrailOffset = "0.0 -1.0 0.5";
triggerTrailHeight = 3.6;
dustTrailFreqMod = 15.0;
jetSound = AssaultVehicleThrustSound;
engineSound = AssaultVehicleEngineSound;
floatSound = AssaultVehicleSkid;
softImpactSound = GravSoftImpactSound;
hardImpactSound = HardImpactSound;
wheelImpactSound = WheelImpactSound;
forwardJetEmitter = TankJetEmitter;
//
softSplashSoundVelocity = 5.0;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 15.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
minMountDist = 10;
damageEmitter[0] = SmallLightDamageSmoke;
damageEmitter[1] = MeHGHeavyDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 -1.5 3.5 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'Darwine IV';
targetTypeTag = 'Submarine';
sensorData = VehiclePulseSensor;
checkRadius = 5.5535;
observeParameters = "1 10 10";
runningLight[0] = TankLight1;
runningLight[1] = TankLight2;
runningLight[2] = TankLight3;
runningLight[3] = TankLight4;
shieldEffectScale = "0.9 1.0 0.6";
showPilotInfo = 1;
replaceTime = 60;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock SeekerProjectileData(Torpedo)
{
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 2.0;
damageRadius = 25.0;
radiusDamageType = $DamageType::Missile;
kickBackStrength = 1250;
explosion = "MissileExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
baseEmitter = GrenadeBubbleEmitter;
delayEmitter = LoadingE2;
puffEmitter = LoadingE;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
lifetimeMS = 60000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 5.0;
maxVelocity = 25.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 35.0;
acceleration = 10.0;
proximityRadius = 10;
// terrainAvoidanceSpeed = 0;
// terrainScanAhead = 0;
// terrainHeightFail = 0;
// terrainAvoidanceRadius = 0;
flareDistance = 1;
flareAngle = 1;
minSeekHeat = 0.0;
sound = MissileProjectileSound;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
useFlechette = false;
flechetteDelayMs = 100;
casingDeb = FlechetteDebris;
explodeOnWaterImpact = false;
};
datablock ShapeBaseImageData(SubTorpedoLauncher)
{
className = WeaponImage;
shapeFile = "turret_muzzlepoint.dts";
item = Chaingun;
ammo = ChaingunAmmo;
projectile = Torpedo;
projectileType = SeekerProjectile;
offset = "1.68 -2.75 2.0";
mountPoint = 10;
usesEnergy = true;
useMountEnergy = true;
minEnergy = 1;
fireEnergy = 1;
fireTimeout = 125;
// State transitions
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "WaitFire1";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = BomberTurretActivateSound;
stateName[1] = "WaitFire1";
stateTransitionOnTriggerDown[1] = "Fire1";
stateTransitionOnNoAmmo[1] = "NoAmmo1";
stateName[2] = "Fire1";
stateTransitionOnTimeout[2] = "Reload1";
stateTimeoutValue[2] = 0.75;
stateFire[2] = true;
stateRecoil[2] = LightRecoil;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateSound[2] = BomberTurretFireSound;
stateName[3] = "Reload1";
stateSequence[3] = "Reload";
stateTimeoutValue[3] = 0.75;
stateAllowImageChange[3] = false;
stateTransitionOnTimeout[3] = "WaitFire2";
stateTransitionOnNoAmmo[3] = "NoAmmo1";
stateName[4] = "NoAmmo1";
stateTransitionOnAmmo[4] = "Reload1";
stateSequence[4] = "NoAmmo1";
stateTransitionOnTriggerDown[4] = "DryFire1";
stateName[5] = "DryFire1";
stateSound[5] = BomberTurretDryFireSound;
stateTimeoutValue[5] = 0.75;
stateTransitionOnTimeout[5] = "NoAmmo1";
stateName[6] = "WaitFire2";
stateTransitionOnTriggerDown[6] = "Fire2";
stateTransitionOnNoAmmo[6] = "NoAmmo2";
stateName[7] = "Fire2";
stateTransitionOnTimeout[7] = "Reload2";
stateTimeoutValue[7] = 10.0;
stateScript[7] = "FirePair";
stateName[8] = "Reload2";
stateSequence[8] = "Reload";
stateTimeoutValue[8] = 0.75;
stateAllowImageChange[8] = false;
stateTransitionOnTimeout[8] = "WaitFire1";
stateTransitionOnNoAmmo[8] = "NoAmmo2";
stateName[9] = "NoAmmo2";
stateTransitionOnAmmo[9] = "Reload2";
stateSequence[9] = "NoAmmo2";
stateTransitionOnTriggerDown[9] = "DryFire2";
stateName[10] = "DryFire2";
stateSound[10] = BomberTurretDryFireSound;
stateTimeoutValue[10] = 0.75;
stateTransitionOnTimeout[10] = "NoAmmo2";
};
datablock ShapeBaseImageData(SubTorpedoLauncherPair)
{
className = WeaponImage;
shapeFile = "turret_muzzlepoint.dts";
item = Chaingun;
ammo = ChaingunAmmo;
projectile = Torpedo;
projectileType = SeekerProjectile;
offset = "-1.68 -2.75 2.0";
mountPoint = 10;
usesEnergy = true;
useMountEnergy = true;
minEnergy = 1;
fireEnergy = 1;
fireTimeout = 125;
stateName[0] = "WaitFire";
stateTransitionOnTriggerDown[0] = "Fire";
stateName[1] = "Fire";
stateTransitionOnTimeout[1] = "StopFire";
stateTimeoutValue[1] = 0.13;
stateFire[1] = true;
stateRecoil[1] = LightRecoil;
stateAllowImageChange[1] = false;
stateSequence[1] = "Fire";
stateScript[1] = "onFire";
stateSound[1] = BomberTurretFireSound;
stateName[2] = "StopFire";
stateTimeoutValue[2] = 0.1;
stateTransitionOnTimeout[2] = "WaitFire";
stateScript[2] = "stopFire";
};
datablock ShapeBaseImageData(SubAIAiming)
{
shapeFile = "turret_muzzlepoint.dts";
mountPoint = 2;
projectile = Torpedo;
projectileType = SeekerProjectile;
isSeeker = false;
};
datablock TurretData(SubAATurret) : TankDamageProfile
{
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "turret_base_large.dts";
preload = true;
canControl = false;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'Boat CG';
targetTypeTag = 'Turret';
mass = 1.0; // Not really relevant
maxEnergy = 1000;
maxDamage = sub.maxDamage;
destroyedLevel = sub.destroyedLevel;
repairRate = 0;
// capacitor
maxCapacitorEnergy = 100;
capacitorRechargeRate = 1.5;
thetaMin = 20;
thetaMax = 100;
inheritEnergyFromMount = true;
firstPersonOnly = true;
useEyePoint = true;
numWeapons = 1;
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
targetNameTag = 'Sub Anti Aircraft';
targetTypeTag = 'Turret';
explosion = HandGrenadeExplosion;
expDmgRadius = 5.0;
expDamage = 0.25;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
repairRate = 0.0;
max[plasmaammo] = 4;
};
datablock TurretImageData(Sub50MMTurretBarrel)
{
shapeFile = "turret_tank_barrelchain.dts";
mountPoint = 0;
projectile = APCT_bullet;
projectileType = TracerProjectile;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
projectileSpread = 6.0 / 1000.0;
useCapacitor = true;
usesEnergy = true;
useMountEnergy = true;
fireEnergy = 1.0;
minEnergy = 5.0;
// Turret parameters
activationMS = 500;
deactivateDelayMS = 550;
thinkTimeMS = 200;
degPerSecTheta = 500;
degPerSecPhi = 500;
attackRadius = 225;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateSound[0] = AssaultTurretActivateSound;
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = AssaultTurretActivateSound;
stateTimeoutValue[1] = 1;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateName[3] = "Fire";
stateSequence[3] = "Fire";
stateSequenceRandomFlash[3] = true;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSound[3] = AssaultChaingunFireSound;
stateScript[3] = "onFire";
stateTimeoutValue[3] = 0.1;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Reload";
stateTransitionOnNoAmmo[3] = "noAmmo";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false;
stateTransitionOnTimeout[4] = "Ready";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateWaitForTimeout[4] = true;
stateName[5] = "Deactivate";
stateSequence[5] = "Activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 30;
stateTransitionOnTimeout[5] = "ActivateReady";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateTransitionOnTriggerDown[6] = "DryFire";
stateName[7] = "DryFire";
stateSound[7] = AssaultChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "NoAmmo";
stateName[8] = "NoAmmo";
stateTransitionOnAmmo[8] = "Reload";
stateSequence[8] = "NoAmmo";
stateTransitionOnTriggerDown[8] = "DryFire";
stateName[9] = "WetFire";
stateSound[9] = ChaingunDryFireSound;
stateTimeoutValue[9] = 1.0;
stateTransitionOnTimeout[9] = "Ready";
stateName[10] = "CheckWet";
stateTransitionOnWet[10] = "WetFire";
stateTransitionOnNotWet[10] = "Fire";
};
datablock TurretImageData(SubTurretParam)
{
mountPoint = 0;
shapeFile = "turret_muzzlepoint.dts";
offset = "0.0 0.0 3.0";
projectile = APCT_bullet;
projectileType = TracerProjectile;
useCapacitor = false;
usesEnergy = true;
// Turret parameters
activationMS = 500;
deactivateDelayMS = 550;
thinkTimeMS = 200;
degPerSecTheta = 500;
degPerSecPhi = 500;
attackRadius = 225;
};
//******************************************************
// sub main functions
//******************************************************
function sub::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
%obj.mountImage(SubAIAiming, 0);
%obj.mountImage(SubTorpedoLauncher, 2);
%obj.mountImage(SubTorpedoLauncherPair, 3);
%obj.selectedWeapon = 1;
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
%turret = TurretData::create(SubAATurret);
%turret.selectedWeapon = 1;
MissionCleanup.add(%turret);
%turret.team = %obj.teamBought;
%turret.setSelfPowered();
%obj.mountObject(%turret, 2);
%turret.mountImage(Sub50MMTurretBarrel, 2);
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
%obj.turretObject = %turret;
%turret.setAutoFire(false);
%turret.mountImage(SubTurretParam, 0);
%turret.setInventory(PlasmaAmmo, 4);
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
}
function sub::deleteAllMounted(%data, %obj)
{
%turret = %obj.getMountNodeObject(2);
if (!%turret)
return;
if (%client = %turret.getControllingClient())
{
%client.player.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
}
%turret.schedule(1000, delete);
if(isObject(%obj.beacon))
%obj.beacon.schedule(50, delete);
}
function sub::playerMounted(%data, %obj, %player, %node)
{
Cancel(%player.DrownLoop);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
if (%node == 0) {
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
}
else if (%node == 1)
{
%turret = %obj.getMountNodeObject(2);
%player.vehicleTurret = %turret;
%player.setTransform("0 0 0 0 0 1 0");
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
%player.unmountImage($WeaponSlot);
if (!%player.client.isAIControlled())
{
%player.setControlObject(%turret);
%player.client.setObjectActiveImage(%turret, 2);
}
%turret.turreteer = %player;
$aWeaponActive = 0;
%obj.getMountNodeObject(10).selectedWeapon = 1;
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
}
else
{
commandToClient(%player.client, 'setHudMode', 'Passenger', "HAPC", %node);
}
if ( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, false );
bottomPrint(%player.client, "ONLY use on water will not move well on land", 5, 2 );
%passString = buildPassengerString(%obj);
for(%i = 0; %i < %data.numMountPoints; %i++)
if (%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
}
//******************************************************
// sub fireing functions
//******************************************************
function sub::onTrigger(%data, %obj, %trigger, %state)
{
switch (%trigger)
{
case 0:
%obj.fireTrigger = %state;
if(%state)
%obj.setImageTrigger(2, true);
else
%obj.setImageTrigger(2, false);
case 2:
if(%state)
{
%obj.getDataBlock().playerDismount(%obj);
}
}
}
function SubTorpedoLauncher::firePair(%this, %obj, %slot)
{
%obj.setImageTrigger( 3, true);
}
function SubTorpedoLauncherPair::stopFire(%this, %obj, %slot)
{
%obj.setImageTrigger( 3, false);
}
function SubTorpedoLauncher::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
%p.torpseekloop = schedule(5500, 0, "TorpedoSeekLoop", %p);
}
function SubTorpedoLauncherPair::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
%p.torpseekloop = schedule(5500, 0, "TorpedoSeekLoop", %p);
}
datablock StaticShapeData(SubBeacon)
{
shapeFile = "turret_muzzlepoint.dts";
targetNameTag = 'beacon';
isInvincible = true;
dynamicType = $TypeMasks::SensorObjectType;
};
function TorpedoSeekLoop(%p)
{
if(!isObject(%p))
return;
InitContainerRadiusSearch(%p.getPosition(), 100, $TypeMasks::VehicleObjectType);
%searchResult = containersearchnext();
if(%searchResult)
{
%SearchObj = FirstWord(%SearchResult);
if(%searchObj.getDataBlock().getName() $= "Sub" || %searchObj.getDataBlock().getName() $= "Boat")
{
if(%SearchObj.beacon)
{
%SearchObj.beacon.setPosition(%SearchObj.getWorldBoxCenter());
}
else{
%SearchObj.beacon = new BeaconObject() {
dataBlock = "SubBeacon";
beaconType = "vehicle";
position = %SearchObj.getWorldBoxCenter();
};
%SearchObj.beacon.playThread($AmbientThread, "ambient");
%SearchObj.beacon.team = %p.team;
%SearchObj.beacon.sourceObject = %SearchObj;
// give it a team target
%SearchObj.beacon.setTarget(0);
MissionCleanup.add(%SearchObj.beacon);
}
%p.setObjectTarget(%searchObj.beacon);
serverPlay3d("InboundTorpPing",%SearchObj.getWorldBoxCenter());
}
}
%p.torpseekloop = schedule(500, 0, "TorpedoSeekLoop", %p);
}
//******************************************************
// turret functions
//******************************************************
function SubAATurret::onDamage(%data, %obj)
{
%newDamageVal = %obj.getDamageLevel();
if(%obj.lastDamageVal !$= "")
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
%obj.getObjectMount().setDamageLevel(%newDamageVal);
%obj.lastDamageVal = %newDamageVal;
}
function SubAATurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
{
//If vehicle turret is hit then apply damage to the vehicle
%vehicle = %targetObject.getObjectMount();
if(%vehicle)
%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
}
function SubAATurret::onTrigger(%data, %obj, %trigger, %state)
{
%Pos = posFromTransform(%obj.getPosition());
%vector = vectorAdd("0 0 -10", %pos);
%searchresult = containerRayCast(%Pos, %vector, $TypeMasks::WaterObjectType);
if(%searchresult){
switch (%trigger)
{
case 0:
%obj.fireTrigger = %state;
if(%state)
%obj.setImageTrigger(2, true);
else
%obj.setImageTrigger(2, false);
case 2:
if(%state)
{
%obj.getDataBlock().playerDismount(%obj);
}
}
}
if(%trigger == 4){
if(%state){
if (%obj.inv[PlasmaAmmo] > 0){
%mp = %obj.getMuzzlePoint(2);
%p = new (seekerprojectile)()
{
dataBlock = Torpedo;
initialDirection = "0 0 1";
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = 2;
};
%obj.decInventory(PlasmaAmmo, 1);
schedule(3000, 0, "startCGM", %p);
}
}
}
}
function SubAATurret::playerDismount(%data, %obj)
{
//Passenger Exiting
%obj.fireTrigger = 0;
%obj.setImageTrigger(2, false);
%client = %obj.getControllingClient();
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
setTargetSensorGroup(%obj.getTarget(), 0);
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
}
function Sub::onEnterLiquid(%data, %obj, %coverage, %type)
{
switch(%type)
{
case 0:
//Water
%obj.setHeat(1.0);
case 1:
//Ocean Water
%obj.setHeat(1.0);
case 2:
//River Water
%obj.setHeat(1.0);
case 3:
//Stagnant Water
%obj.setHeat(1.0);
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
}
}
function Sub::onLeaveLiquid(%data, %obj, %coverage, %type)
{
switch(%type)
{
case 0:
//Water
%obj.setHeat(1.0);
case 1:
//Ocean Water
%obj.setHeat(1.0);
case 2:
//River Water
%obj.setHeat(1.0);
case 3:
//Stagnant Water
%obj.setHeat(1.0);
case 4:
//Lava
case 5:
//Hot Lava
case 6:
//Crusty Lava
case 7:
//Quick Sand
}
}