TWM2/scripts/weapons/Pistols/M93.cs
Robert Fritzen 0954efcdc4 November Changes
3.9.2 Balancing Pass, Armor System Adjustments, More Zombie Types Added
2017-11-30 19:43:22 -06:00

195 lines
5 KiB
C#

//--------------------------------------------------------------------------
// Projectile
//--------------------------------------------------------------------------
datablock TracerProjectileData(m93Bullet) {
doDynamicClientHits = true;
directDamage = 0.22; // reduced .26
directDamageType = $DamageType::M93;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.5;
kickBackStrength = 5.0;
sound = ChaingunProjectile;
ImageSource = "m93Image";
//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 ItemData(m93Ammo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some .77mm bullets";
computeCRC = true;
};
datablock ItemData(m93) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = m93Image;
mass = 2;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a m93 Pistol";
};
datablock ShapeBaseImageData(m93Image) {
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = m93;
offset = "0 0 0";
rotation = "0 1 0 180";
mass = 4;
ammo = m93Ammo;
projectile = m93bullet;
projectileType = tracerProjectile;
projectileSpread = 6.0 / 1000.0;
//ClipStuff
ClipName = "m93Clip";
ClipPickupName["m93Clip"] = "Some .77MM Clips";
ShowsClipInHud = 0;
ClipReloadTime = 4;
ClipReturn = 15;
InitialClips = 950;
HellClipCount = 10;
//
RankRequire = $TWM2::RankRequire["ALSWP"];
PrestigeRequire = 2;
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "m93 Novice\t25\t100\tNone";
Challenge[2] = "m93 Hunter\t50\t150\tGrip";
Challenge[3] = "m93 Expert\t100\t250\tLaser";
Challenge[4] = "m93 Master\t250\t500\tSilencer";
Challenge[5] = "m93 God\t500\t1000\tHSBullets";
Challenge[6] = "m93 Bronze Commendation\t1000\t10000\tNone";
Challenge[7] = "m93 Silver Commendation\t2500\t25000\tNone";
Challenge[8] = "m93 Gold Commendation\t5000\t50000\tNone";
Challenge[9] = "m93 Titan Commendation\t15000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
Upgrade[4] = "HSBullets";
GunName = "M93 Pistol";
//
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] = "Fire2";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.1;
stateName[4] = "Fire2";
stateTransitionOnTimeout[4] = "Fire3";
stateTimeoutValue[4] = 0.1;
stateFire[4] = true;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateEmitterTime[4] = 0.1;
stateName[5] = "Fire3";
stateTransitionOnTimeout[5] = "Reload";
stateTimeoutValue[5] = 0.1;
stateFire[5] = true;
stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = false;
stateScript[5] = "onFire";
stateEmitterTime[5] = 0.1;
//stateSound[3] = PistolFireSound;
stateName[6] = "Reload";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.1;
stateAllowImageChange[6] = false;
stateSequence[6] = "Reload";
stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo";
stateTransitionOnTriggerDown[7] = "DryFire";
stateName[8] = "DryFire";
stateSound[8] = ChaingunDryFireSound;
stateTimeoutValue[8] = 1.5;
stateTransitionOnTimeout[8] = "NoAmmo";
};
function m93Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
}
function m93Image::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(PistolFireSound, %obj.getPosition());
}
}