datablock AudioProfile(M1FireSound) { filename = "fx/weapons/cg_metal2.wav"; description = AudioDefault3d; preload = true; }; datablock TracerProjectileData(M1Bullet){ doDynamicClientHits = true; directDamage = 0.3; directDamageType = $DamageType::M1; explosion = "ChaingunExplosion"; splash = ChaingunSplash; HeadMultiplier = 1.5; LegsMultiplier = 0.35; HeadShotKill = 1; ImageSource = "M1SniperRifleImage"; kickBackStrength = 15.0; sound = ChaingunProjectile; dryVelocity = 3000.0; wetVelocity = 2000.0; velInheritFactor = 1.0; fizzleTimeMS = 1000; lifetimeMS = 1000; explodeOnDeath = false; reflectOnWaterImpactAngle = 0.0; explodeOnWaterImpact = false; deflectionOnWaterImpact = 0.0; fizzleUnderwaterMS = 3000; tracerLength = 20.0; 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 ItemData(M1SniperRifleAmmo) { className = Ammo; catagory = "Ammo"; shapeFile = "ammo_chaingun.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "Some M1 Sniper Rifle Ammo"; computeCRC = true; }; //-------------------------------------------------------------------------- // Weapon //-------------------------------------- datablock ShapeBaseImageData(M1SniperRifleImage) { className = WeaponImage; shapeFile = "weapon_sniper.dts"; mass = 10; item = M1SniperRifle; ammo = M1SniperRifleAmmo; projectile = M1Bullet; projectileType = TracerProjectile; emap = true; armThread = looksn; //ClipStuff ClipName = "M1Clip"; ClipPickupName["M1Clip"] = "A Few Boxes Of M1 Sniper Bullets"; ShowsClipInHud = 1; ClipReloadTime = 5; ClipReturn = 5; InitialClips = 5; // //Challenges HasChallenges = 1; ChallengeCt = 8; Challenge[1] = "M1 Hunter\t100\t150\tNone"; Challenge[2] = "M1 Expert\t200\t250\tNone"; Challenge[3] = "M1 Master\t500\t500\tLaser"; Challenge[4] = "M1 God\t1000\t1000\tSilencer"; Challenge[5] = "M1 Bronze Commendation\t2500\t10000\tNone"; Challenge[6] = "M1 Silver Commendation\t5000\t25000\tNone"; Challenge[7] = "M1 Gold Commendation\t10000\t50000\tNone"; Challenge[8] = "M1 Titan Commendation\t25000\t75000\tNone"; Upgrade[1] = "Laser"; Upgrade[2] = "Silencer"; GunName = "M1 Sniper Rifle"; // RankRequire = $TWM2::RankRequire["M1"]; casing = ShellDebris; shellExitDir = "1.0 0.3 1.0"; shellExitOffset = "0.15 -0.56 -0.1"; shellExitVariance = 15.0; shellVelocity = 3.0; stateName[0] = "Activate"; stateTransitionOnTimeout[0] = "ActivateReady"; stateTimeoutValue[0] = 0.5; stateSequence[0] = "Activate"; stateSound[0] = ChaingunSwitchSound; stateName[1] = "ActivateReady"; stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnNoAmmo[1] = "NoAmmo"; stateName[2] = "Ready"; stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnTriggerDown[2] = "CheckWet"; stateName[3] = "Fire"; stateTransitionOnTimeout[3] = "Reload"; stateTimeoutValue[3] = 0.01; stateFire[3] = true; stateRecoil[3] = LightRecoil; stateAllowImageChange[3] = false; stateScript[3] = "onFire"; //stateSound[3] = "M1FireSound"; stateName[4] = "Reload"; stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnTimeout[4] = "Ready"; stateTimeoutValue[4] = 1.1; 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] = 1.0; stateTransitionOnTimeout[6] = "NoAmmo"; stateName[7] = "WetFire"; stateSound[7] = PlasmaFireWetSound; stateTimeoutValue[7] = 1.0; stateTransitionOnTimeout[7] = "Ready"; stateName[8] = "CheckWet"; stateTransitionOnWet[8] = "WetFire"; stateTransitionOnNotWet[8] = "Fire"; }; datablock ItemData(M1SniperRifle) { className = Weapon; catagory = "Spawn Items"; shapeFile = "weapon_sniper.dts"; image = M1SniperRifleImage; mass = 1.0; elasticity = 0.0; friction = 0.6; pickupRadius = 2; pickUpName = "a M1 Sniper Rifle"; computeCRC = true; emap = true; }; //Two images make the scope datablock ShapeBaseImageData(M1ScopeImage) : M1SniperRifleImage { shapeFile = "turret_belly_barrell.dts"; offset = "0 0.25 0.25"; rotation = "1 0 0 180"; }; datablock ShapeBaseImageData(M1ScopeImage2) : M1SniperRifleImage { shapeFile = "turret_belly_barrell.dts"; offset = "0 0.3 0.25"; rotation = "1 0 0 0"; }; function M1SniperRifleImage::onMount(%this,%obj,%slot) { if(!$TWM2::AllowSnipers) { bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2); %obj.throwweapon(1); %obj.throwweapon(0); } Parent::onMount(%this, %obj, %slot); %obj.mountImage(M1ScopeImage, 5); %obj.mountImage(M1ScopeImage2, 6); } function M1SniperRifleImage::onUnmount(%this,%obj,%slot) { Parent::onUnmount(%this, %obj, %slot); %obj.unmountImage(5); %obj.unmountImage(6); } function M1SniperRifleImage::onFire(%data, %obj, %slot) { if(!$TWM2::AllowSnipers) { bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2); %obj.throwweapon(1); %obj.throwweapon(0); } %p = Parent::onFire(%data, %obj, %slot); if(%obj.client.UpgradeOn("Silencer", %data.getName())) { //zero sound :p } else { ServerPlay3d(M1FireSound, %obj.getPosition()); } }