TWM2/scripts/weapons/Rifles/ALSWPSniper.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

207 lines
5.4 KiB
C#

datablock AudioProfile(ALSWPFireSound) {
filename = "fx/weapons/cg_hard1.wav";
description = AudioDefault3d;
preload = true;
};
datablock TracerProjectileData(ALSWPBullet){
doDynamicClientHits = true;
directDamage = 0.5;
directDamageType = $DamageType::ALSWP;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
HeadShotKill = 0;
ImageSource = "ALSWPSniperRifleImage";
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(ALSWPSniperRifleAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some ALSWP Sniper Rifle Ammo";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(ALSWPSniperRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = ALSWPSniperRifle;
ammo = ALSWPSniperRifleAmmo;
projectile = ALSWPBullet;
projectileType = TracerProjectile;
emap = true;
armThread = looksn;
//ClipStuff
ClipName = "ALSWPClip";
ClipPickupName["ALSWPClip"] = "A Few Boxes Of ALSWP Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 10;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "ALSWP Hunter\t100\t150\tNone";
Challenge[2] = "ALSWP Expert\t200\t250\tNone";
Challenge[3] = "ALSWP Master\t500\t500\tLaser";
Challenge[4] = "ALSWP God\t1000\t1000\tSilencer";
Challenge[5] = "ALSWP Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "ALSWP Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "ALSWP Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "ALSWP Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "ALSWP Sniper Rifle";
//
RankRequire = $TWM2::RankRequire["ALSWP"];
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "ALSWPFireSound";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.6;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(ALSWPSniperRifle) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = ALSWPSniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a ALSWP Sniper Rifle";
computeCRC = true;
emap = true;
};
function ALSWPSniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
}
function ALSWPSniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
}
function ALSWPSniperRifleImage::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(ALSWPFireSound, %obj.getPosition());
}
}