T2-ACCM/Scripts/Weapons/MG42.cs
2013-02-01 15:45:22 -05:00

357 lines
9.8 KiB
C#

//--------------------------------------
// Mobile Mg42
//--------------------------------------
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock DecalData(MG42Decal1)
{
sizeX = 0.15;
sizeY = 0.15;
textureName = "special/bullethole1";
};
datablock DecalData(MG42Decal2) : ChaingunDecal1
{
textureName = "special/bullethole2";
};
datablock DecalData(MG42Decal3) : ChaingunDecal1
{
textureName = "special/bullethole3";
};
datablock DecalData(MG42Decal4) : ChaingunDecal1
{
textureName = "special/bullethole4";
};
datablock DecalData(MG42Decal5) : ChaingunDecal1
{
textureName = "special/bullethole5";
};
datablock DecalData(MG42Decal6) : ChaingunDecal1
{
textureName = "special/bullethole6";
};
datablock TracerProjectileData(MG42Bullet)
{
doDynamicClientHits = true;
directDamage = 0.13;
directDamageType = $DamageType::MG42;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
specialCollisionStreamline = true;
HeadMultiplier = 1.5;
LegsMultiplier = 0.5;
kickBackStrength = 50.0;
sound = ChaingunProjectile;
dryVelocity = 3000.0;
wetVelocity = 1000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 40.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 10.0/255.0 @ " " @ 30.0/255.0 @ " " @ 240.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.2;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = MG42Decal1;
decalData[1] = MG42Decal2;
decalData[2] = MG42Decal3;
decalData[3] = MG42Decal4;
decalData[4] = MG42Decal5;
decalData[5] = MG42Decal6;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(MG42Clip)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some 7.62mm ammo boxes";
computeCRC = true;
};
datablock ItemData(MG42Ammo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 3;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some SAW ammo";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(MG42Image)
{
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
item = MG42;
ammo = MG42Ammo;
projectile = MG42Bullet;
projectileType = TracerProjectile;
emap = true;
mass = 26;
offset = "0.08 0.22 0.15"; // L/R - F/B - T/B
casing = ShellDebris;
shellExitDir = "0.5 0 1";
shellExitOffset = "0.0 0.75 0.0";
shellExitVariance = 5.0;
shellVelocity = 4.5;
projectileSpread = 12.5 / 1000.0;
maxSpread = 4.5 / 1000.0;
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = BasicSwitchSound;
stateAllowImageChange[0] = false;
//
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
//
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateSound[3] = "";
//
stateTimeoutValue[3] = 0.1;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[4] = "Fire";
stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed;
stateSound[4] = ChaingunFireSound;
stateEmitter[4] = "GunFireEffectEmitter";
stateEmitterNode[4] = "muzzlepoint1";
stateEmitterTime[4] = 1;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateEjectShell[4] = true;
stateTimeoutValue[4] = 0.05;
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown";
//--------------------------------------
stateName[5] = "Spindown";
stateSound[5] = "MortarReloadSound";
stateSpinThread[5] = SpinDown;
stateEmitter[5] = "GunFireEffectEmitter";
stateEmitterNode[5] = "muzzlepoint1";
stateEmitterTime[5] = 1;
//
stateTimeoutValue[5] = 0.1;
stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[6] = "EmptySpindown";
stateSound[6] = "MortarReloadSound";
stateSpinThread[6] = SpinDown;
stateEmitter[6] = "GunFireEffectEmitter";
stateEmitterNode[6] = "muzzlepoint1";
stateEmitterTime[6] = 10;
//
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
//--------------------------------------
stateName[7] = "DryFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
};
datablock ItemData(MG42)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "turret_tank_barrelchain.dts";
image = MG42Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a SAW";
computeCRC = true;
emap = true;
};
datablock ShapeBaseImageData(SAWImage1)
{
className = WeaponImage;
ammo = MG42Ammo;
shapeFile = "weapon_missile.dts";
rotation = "0 0 1 180";
offset = "0.01 0.04 0.0"; // L/R - F/B - T/B
};
datablock ShapeBaseImageData(SAWButtImage)
{
className = WeaponImage;
ammo = MG42Ammo;
shapeFile = "ammo_mortar.dts";
rotation = "0 0 1 90";
offset = "-0.06 -0.23 0.25"; // L/R - F/B - T/B
};
datablock ShapeBaseImageData(SAWImageclip)
{
className = WeaponImage;
ammo = MG42Ammo;
shapeFile = "ammo_chaingun.dts";
offset = "0.08 0.4 -0.13"; // L/R - F/B - T/B
item = MG42;
};
function MG42Image::onMount(%this,%obj,%slot)
{
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(SawImageclip, 4);
%obj.mountImage(SawButtImage, 5);
%obj.mountImage(SawImage1, 6);
if (%obj.inv[MG42Ammo] == 0)
%obj.MG42checkclip = schedule(10, 0, "MG42Checkforclip", %obj);
}
function MG42Image::onUnmount(%this,%obj,%slot)
{
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(4);
%obj.unmountImage(5);
%obj.unmountImage(6);
if (%obj.clipReloading != false)
{
Cancel(%obj.MG42ClipAdd);
%obj.clipReloading = false;
}
}
// Eolk - note. Don't call parent. This is NOT streamlined.
function MG42Image::onFire(%data,%obj,%slot)
{
%obj.decInventory(%data.ammo,1);
if(%obj.spread $= "" || %obj.spread > %data.projectileSpread)
%obj.spread = %data.projectileSpread;
else
%obj.spread = %obj.spread - (0.6 / 1000);
if(%obj.lowSpreadLoop $= "")
%obj.lowSpreadLoop = schedule(250, 0, "MG42restoreSpread", %data, %obj);
if(%obj.spread < %data.maxspread)
%obj.spread = %data.maxspread;
%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[MG42Ammo] == 0)
%obj.MG42checkclip = schedule(10, 0, "MG42Checkforclip", %obj);
}
function MG42Checkforclip(%obj)
{
if (%obj.inv[MG42clip] > 0)
{
%obj.clipReloading = true;
%obj.unmountImage(4);
%obj.MG42ClipAdd = schedule(4000, 0, "MG42ReloadClip", %obj);
}
}
function MG42ReloadClip(%obj)
{
%obj.clipReloading = false;
%obj.decInventory(MG42Clip, 1);
%obj.mountImage(SawImageclip, 4);
%obj.setInventory(MG42Ammo, 200);
}
function MG42restoreSpread(%data, %obj){
%obj.spread = %obj.spread + (1 / 1000);
if(%obj.spread >= (15 / 1000)){
%obj.spread = (15 / 1000);
%obj.lowSpreadLoop = "";
return;
}
%obj.lowSpreadLoop = schedule(150, 0, "MG42restoreSpread", %data, %obj);
}