datablock AudioProfile(DeagleFireSound) { filename = "fx/weapons/cg_hard4.wav"; description = AudioDefault3d; preload = true; }; datablock TracerProjectileData(DeagleBullet) { doDynamicClientHits = true; directDamage = 0.38; directDamageType = $DamageType::deserteagle; explosion = "ChaingunExplosion"; splash = ChaingunSplash; kickBackStrength = 5.0; sound = ChaingunProjectile; ImageSource = "DeagleImage"; //dryVelocity = 425.0; dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0 wetVelocity = 1750.0; velInheritFactor = 0.0; fizzleTimeMS = 3000; lifetimeMS = 3000; explodeOnDeath = false; reflectOnWaterImpactAngle = 0.0; explodeOnWaterImpact = false; deflectionOnWaterImpact = 0.0; fizzleUnderwaterMS = 3000; tracerLength = 25.0; 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 = 0.09; 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; }; datablock ShapeBaseImageData(DeagleImage2) { className = WeaponImage; shapeFile = "weapon_sniper.dts"; offset = "0 0 0"; // L/R - F/B - T/B rotation = "0 0 0 0"; // L/R - F/B - T/B emap = true; }; datablock ItemData(DeagleAmmo) { className = Ammo; catagory = "Ammo"; shapeFile = "ammo_chaingun.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "some 4mm bullets"; computeCRC = true; }; datablock ItemData(Deagle) { className = Weapon; catagory = "Spawn Items"; shapeFile = "weapon_energy_vehicle.dts"; image = DeagleImage; mass = 2; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "a Desert Eagle"; }; datablock ShapeBaseImageData(DeagleImage) { className = WeaponImage; shapeFile = "weapon_energy_vehicle.dts"; item = Deagle; offset = "0 0 0"; rotation = "0 1 0 180"; mass = 6; ammo = DeagleAmmo; projectile = DeagleBullet; projectileType = tracerProjectile; ProjectileSpread = 4.0 / 1000.0; //2.5 spread added //ClipStuff ClipName = "DesertEagleClip"; ClipPickupName["DesertEagleClip"] = "Some 4MM Clips"; ShowsClipInHud = 0; ClipReloadTime = 5; ClipReturn = 7; InitialClips = 950; // //Challenges HasChallenges = 1; ChallengeCt = 9; Challenge[1] = "Eagle Trainee\t25\t100\tNone"; Challenge[2] = "Eagle Recruit\t50\t150\tNone"; Challenge[3] = "Eagle Expert\t100\t250\tLaser"; Challenge[4] = "Eagle Master\t250\t500\tSilencer"; Challenge[5] = "Eagle Legend\t500\t1000\tScope"; Challenge[6] = "Eagle Bronze Commendation\t1000\t10000\tNone"; Challenge[7] = "Eagle Silver Commendation\t2500\t25000\tNone"; Challenge[8] = "Eagle Gold Commendation\t5000\t50000\tNone"; Challenge[9] = "Eagle Titan Commendation\t15000\t75000\tNone"; Upgrade[1] = "Laser"; Upgrade[2] = "Silencer"; Upgrade[3] = "Scope"; GunName = "Desert Eagle Pistol"; // RankRequire = $TWM2::RankRequire["DesertEagle"]; stateName[0] = "Activate"; stateTransitionOnTimeout[0] = "ActivateReady"; stateTimeoutValue[0] = 0.5; stateSequence[0] = "Activate"; stateSound[0] = PlasmaSwitchSound; 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; stateRecoil[3] = LightRecoil; stateAllowImageChange[3] = false; stateScript[3] = "onFire"; stateEmitterTime[3] = 0.2; //stateSound[3] = DeagleFireSound; stateName[4] = "Reload"; stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnTimeout[4] = "Ready"; stateTimeoutValue[4] = 0.1; stateAllowImageChange[4] = false; stateSequence[4] = "Reload"; stateName[5] = "NoAmmo"; stateTransitionOnAmmo[5] = "Reload"; stateSequence[5] = "NoAmmo"; stateTransitionOnTriggerDown[5] = "DryFire"; stateName[6] = "DryFire"; stateSound[6] = ChaingunDryFireSound; stateTimeoutValue[6] = 1.5; stateTransitionOnTimeout[6] = "NoAmmo"; }; function DeagleImage::onMount(%this,%obj,%slot) { Parent::onMount(%this, %obj, %slot); %obj.mountImage(DeagleImage2, 5); } function DeagleImage::onUnmount(%this,%obj,%slot) { Parent::onUnmount(%this, %obj, %slot); %obj.unmountImage(5); } function DeagleImage::onFire(%data,%obj,%slot) { %p = Parent::onFire(%data,%obj,%slot); if(%obj.client.UpgradeOn("Silencer", %data.getName())) { //zero sound :p } else { ServerPlay3d(DeagleFireSound, %obj.getPosition()); } }