mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-22 04:54:47 +00:00
Updated the weapon system's rank and medal checking systems to be much more streamlined, added a few extra goodies to the system as well.
147 lines
4.1 KiB
C#
147 lines
4.1 KiB
C#
datablock ItemData(IonLauncherAmmo) {
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_missile.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 Ion Launcher Missiles";
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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 ItemData(IonLauncher) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_grenade_launcher.dts";
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image = IonLauncherImage;
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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 = "an Ion Launcher";
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computeCRC = true;
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emap = true;
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};
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datablock ShapeBaseImageData(IonLauncherImage) {
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className = WeaponImage;
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shapeFile = "weapon_grenade_launcher.dts";
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item = IonLauncher;
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ammo = IonLauncherAmmo;
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offset = "0 -1 0";
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armThread = lookms;
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emap = true;
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projectile = IonMissile;
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projectileType = seekerprojectile;
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projectileSpread = 1.0 / 1000.0;
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//ClipStuff
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ClipName = "IonLauncherClip";
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ClipPickupName["IonLauncherClip"] = "A Few Ion Missile boxes";
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ShowsClipInHud = 1;
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ClipReloadTime = 6;
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ClipReturn = 2;
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InitialClips = 7;
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GunName = "LUX-4 Ion Launcher";
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//
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MedalRequire = 9;
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isSeeker = true;
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seekRadius = 1000;
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maxSeekAngle = 8;
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seekTime = 0.5;
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minSeekHeat = 0.1; // the heat that must be present on a target to lock it.
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// only target objects outside this range
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minTargetingDistance = 40;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 2.0;
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stateSequence[0] = "Activate";
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stateSound[0] = MissileSwitchSound;
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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] = 0.4;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateScript[3] = "onFire";
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stateSound[3] = MissileFireSound;
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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] = 4.5;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateSound[4] = MissileReloadSound;
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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] = MissileDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "ActivateReady";
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stateName[7] = "CheckTarget";
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stateTransitionOnNoTarget[7] = "Fire";
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stateTransitionOnTarget[7] = "Fire";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "DryFire";
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stateTransitionOnNotWet[8] = "CheckTarget";
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stateName[9] = "WetFire";
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stateTransitionOnNoAmmo[9] = "NoAmmo";
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stateTransitionOnTimeout[9] = "Reload";
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stateTimeoutValue[9] = 0.4;
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stateScript[9] = "onWetFire";
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stateAllowImageChange[9] = false;
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};
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function IonLauncherImage::onFire(%data,%obj,%slot) {
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%p = Parent::onFire(%data, %obj, %slot);
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MissileSet.add(%p);
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%target = %obj.getLockedTarget();
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if(%target) {
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%p.setObjectTarget(%target);
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}
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else if(%obj.isLocked()) {
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%p.setPositionTarget(%obj.getLockedPosition());
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}
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else {
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%p.setNoTarget();
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}
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}
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function IonLauncherImage::onWetFire(%data, %obj, %slot) {
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%p = Parent::onFire(%data, %obj, %slot);
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MissileSet.add(%p);
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%p.setObjectTarget(0);
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}
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