TWM2/scripts/weapons/Rifles/G41.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

178 lines
4.6 KiB
C#

datablock TracerProjectileData(G41Bullet) {
doDynamicClientHits = true;
directDamage = 0.44;
directDamageType = $DamageType::G41;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.1;
LegsMultiplier = 0.35;
ImageSource = "G41RifleImage";
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(G41RifleAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some G41 Rifle Bullets";
computeCRC = true;
};
datablock ShapeBaseImageData(G41RifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = G41Rifle;
ammo = G41RifleAmmo;
projectile = G41Bullet;
projectileType = TracerProjectile;
emap = true;
//ClipStuff
ClipName = "G41RifleClip";
ClipPickupName["G41RifleClip"] = "some G41 Clip Cartons";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 20;
InitialClips = 7;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "G41 Hunter\t75\t150\tNone";
Challenge[2] = "G41 Expert\t150\t250\tGrip";
Challenge[3] = "G41 Master\t350\t500\tLaser";
Challenge[4] = "G41 God\t600\t1000\tSilencer";
Challenge[5] = "G41 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "G41 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "G41 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "G41 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
GunName = "G41 Semi-Automatic Rifle";
//
RankRequire = $TWM2::RankRequire["G41"];
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
projectileSpread = 2.0 / 1000.0;
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";
stateEmitterTime[3] = 0.2;
//stateSound[3] = S3FireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.15;
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(G41Rifle) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = G41RifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an G41 Semi-Automatic Rifle";
computeCRC = true;
emap = true;
};
function G41RifleImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(S3FireSound, %obj.getPosition());
}
}