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https://github.com/Ragora/T2-CPP.git
synced 2026-03-12 08:50:46 +00:00
Adjusted the projectile radius for testing
Set the radius to 40.0 for further tuning either in TorqueScript or C++.
This commit is contained in:
parent
d0936c3c07
commit
ebe6649da7
2 changed files with 11 additions and 114 deletions
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@ -100,7 +100,7 @@ void collide(unsigned int simgroup){
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DX::MatrixF mat2=DX::MatrixF(sobj3.objtoworld);
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DX::Point3F test2;
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mat2.getColumn(3,&test2);
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if (DX::pointdistance(test,test2)>3) {
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if (DX::pointdistance(test,test2)<40.0) {
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char evalstring[1024]="";
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sprintf (evalstring,"ProjCollisionCallback(%d,%d);",sobj2.identifier,sobj3.identifier);
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Con::eval(evalstring, false, NULL);
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@ -22,126 +22,23 @@ function onMoveRoutine(%obj, %offset, %center, %radius){
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$moveoffset=%offset;
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}
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$collidegroup = new SimSet(CollideGroup);
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function DiscImage::onFire(%data, %obj, %slot)
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{
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if(%obj.fireTimeoutDisc) //-nite-
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return;
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// %data.lightStart = getSimTime();
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// if( %obj.station $= "" && %obj.isCloaked() )
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// {
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// if( %obj.respawnCloakThread !$= "" )
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// {
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// Cancel(%obj.respawnCloakThread);
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// %obj.setCloaked( false );
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// %obj.respawnCloakThread = "";
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// }
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// else
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// {
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// if( %obj.getEnergyLevel() > 20 )
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// {
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// %obj.setCloaked( false );
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// %obj.reCloak = %obj.schedule( 500, "setCloaked", true );
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// }
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// }
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// }
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%vehicle = 0;
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%weapon = %obj.getMountedImage(0).item;
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if(%obj.client.mode[%weapon] == 0)
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{
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%projectile = "DiscProjectile";
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%mode = "LinearProjectile";
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%obj.fireTimeoutDisc = 1000; //should be the same as 1.25 -Nite-
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%enUse = 0;
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%ammoUse = 1;
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} //1250
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else if(%obj.client.mode[%weapon] == 1)
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{
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%projectile = "TurboDisc";
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%mode = "LinearProjectile";
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%obj.fireTimeoutDisc = 1250; //should be the same as .25 -Nite-
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%enUse = 7;
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%ammoUse = 1;
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} //230
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else if(%obj.client.mode[%weapon] == 2)
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{
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%projectile = "PowerDiscProjectile";
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%mode = "LinearProjectile";
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%enUse = 15;
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%ammoUse = 2;
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%obj.fireTimeoutDisc = 1500; //should be same as 2.25 -Nite-
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} //2250
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if(%obj.powerRecirculator)
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%enUse *= 0.75;
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if(%ammoUse > %obj.getInventory(%data.ammo) || %enUse > %obj.getEnergyLevel())
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{
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schedule(%obj.fireTimeoutDisc, 0, "DiscFireTimeoutClear", %obj);
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return;
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}
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%p = new(%mode)()
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{
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dataBlock = %projectile;
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initialDirection = %obj.getMuzzleVector(%slot);
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initialPosition = %obj.getMuzzlePoint(%slot);
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sourceObject = %obj;
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sourceSlot = %slot;
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vehicleObject = %vehicle;
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};
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CollideGroup.add(%p);
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%useEnergyObj = %obj.getObjectMount();
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if(!%useEnergyObj)
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%useEnergyObj = %obj;
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%vehicle = %useEnergyObj.getType() & $TypeMasks::VehicleObjectType ? %useEnergyObj : 0;
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// Vehicle Damage Modifier
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if(%vehicle)
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%p.vehicleMod = %vehicle.damageMod;
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if(%obj.damageMod)
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%p.damageMod = %obj.damageMod;
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if (isObject(%obj.lastProjectile) && %obj.deleteLastProjectile)
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%obj.lastProjectile.delete();
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%obj.lastProjectile = %p;
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%obj.deleteLastProjectile = %data.deleteLastProjectile;
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MissionCleanup.add(%p);
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// all this for emulating state stuff -Nite-
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%obj.play3D(DiscFireSound);// play fire sounds -Nite-
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if( %obj.getState() !$= "Dead" ) // +soph
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%obj.setActionThread("light_recoil"); //Play anim recoil -Nite-
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schedule(500, %obj.play3D(DiscReloadSound),%obj);//play reload sound 500ms after we fire -Nite-
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schedule(%obj.fireTimeoutDisc, 0, "DiscFireTimeoutClear", %obj); //Use fire time out for each mode -Nite-
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// serverCmdPlayAnim(%obj.client,"light_recoil"); //this worked too lol -Nite-
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// AI hook
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if(%obj.client)
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%obj.client.projectile = %p;
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%obj.decInventory(%data.ammo, %ammoUse);
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%obj.useEnergy(%enUse);
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if(%obj.client.mode[%weapon] == 1)
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%obj.applyKick(-500);
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if(%obj.client.mode[%weapon] == 2)
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%obj.applyKick(-1000);
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}
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function ProjCollisionCallback(%proj1, %proj2) {
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echo(%proj1 SPC "collided with" SPC %proj2);
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%proj1.delete();
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%proj2.delete();
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if (isObject(%proj1) {
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if (isObject(%proj2) {
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if (%proj1.sourceObject != %proj2.sourceObject) {
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CollideGroup.remove(%proj1);
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CollideGroup.remove(%proj2);
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%proj1.delete();
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%proj2.delete();
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}
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}
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}
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}
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function moveRoutineDone() {
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for (%x=0;%x<(MoveEffectSet.getCount()); %x++) {
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