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Initial Commit
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163
scripts/weapons/Pistols/LD06Savager.cs
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163
scripts/weapons/Pistols/LD06Savager.cs
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datablock ItemData(LD06SavagerAmmo) {
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.dts";
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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 = "some LD06Savager rounds";
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computeCRC = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ShapeBaseImageData(LD06SavagerImage) {
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className = WeaponImage;
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shapeFile = "weapon_plasma.dts";
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item = LD06Savager;
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ammo = LD06SavagerAmmo;
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projectile = Wp400Pellet;
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projectileType = TracerProjectile;
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emap = true;
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mass = 20;
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casing = ShellDebris;
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shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
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shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
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shellExitVariance = 10.0;
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shellVelocity = 4.0;
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//ClipStuff
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ClipName = "LD06SavagerClip";
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ClipPickupName["LD06SavagerClip"] = "some LD06Savager Clip Boxes";
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ShowsClipInHud = 0;
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ClipReloadTime = 5;
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ClipReturn = 10;
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InitialClips = 999;
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HellClipCount = 7;
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//
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HasChallenges = 1;
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ChallengeCt = 8;
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Challenge[1] = "LD06 Killer\t50\t100\tNone";
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Challenge[2] = "LD06 Expert\t100\t250\tNone";
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Challenge[3] = "LD06 Master\t250\t500\tNone";
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Challenge[4] = "LD06 God\t500\t1000\tSilencer";
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Challenge[5] = "LD06 Bronze Commendation\t1000\t10000\tNone";
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Challenge[6] = "LD06 Silver Commendation\t2500\t25000\tNone";
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Challenge[7] = "LD06 Gold Commendation\t5000\t50000\tNone";
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Challenge[8] = "LD06 Titan Commendation\t15000\t75000\tNone";
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Upgrade[1] = "Silencer";
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GunName = "LD06 Savager";
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MedalRequire = 1;
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projectileSpread = 10.0 / 1000.0;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.3;
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stateSequence[0] = "Activate";
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stateSound[0] = ChaingunSwitchSound;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "CheckWet";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.0001;
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stateFire[3] = true;
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stateEjectShell[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateSound[3] = SniperFireSound;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.6;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateSound[6] = ChaingunDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateName[7] = "WetFire";
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stateSound[7] = ChaingunDryFireSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "Ready";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "Fire";
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};
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datablock ItemData(LD06Savager)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_plasma.dts";
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image = LD06SavagerImage;
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mass = 1.0;
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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 LD06Savager";
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computeCRC = true;
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emap = true;
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};
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function LD06SavagerImage::onMount(%this,%obj,%slot) {
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Parent::onMount(%this, %obj, %slot);
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}
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function LD06SavagerImage::onFire(%data,%obj,%slot) {
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%obj.applyKick(-250);
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%obj.decInventory(%data.ammo,1);
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serverPlay3D(ShotgunFireSound, %obj.getPosition());
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%vector = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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for (%i=0; %i < 5; %i++) {
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%newvector = MatrixMulVector(%mat, %vector);
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%p = new (%data.projectileType)() {
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dataBlock = %data.projectile;
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initialDirection = %newvector;
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initialPosition = %mp;
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sourceObject = %obj;
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damageFactor = 1;
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sourceSlot = %slot;
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};
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%p.WeaponImageSource = %data.getName();
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%p.ImageSource = "LD06SavagerImage";
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}
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if(%obj.inv[LD06SavagerAmmo] == 0) { //Added Phantom139, TWM2
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AttemptReload(%data, %obj, %slot);
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}
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}
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