mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
178 lines
4.6 KiB
C#
178 lines
4.6 KiB
C#
datablock TracerProjectileData(G41Bullet) {
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doDynamicClientHits = true;
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directDamage = 0.44;
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directDamageType = $DamageType::G41;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.1;
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LegsMultiplier = 0.35;
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ImageSource = "G41RifleImage";
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kickBackStrength = 15.0;
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sound = ChaingunProjectile;
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dryVelocity = 3000.0;
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wetVelocity = 2000.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 1000;
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lifetimeMS = 1000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 20.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.09;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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};
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datablock ItemData(G41RifleAmmo) {
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.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 G41 Rifle Bullets";
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computeCRC = true;
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};
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datablock ShapeBaseImageData(G41RifleImage) {
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className = WeaponImage;
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shapeFile = "weapon_sniper.dts";
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mass = 10;
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item = G41Rifle;
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ammo = G41RifleAmmo;
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projectile = G41Bullet;
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projectileType = TracerProjectile;
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emap = true;
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//ClipStuff
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ClipName = "G41RifleClip";
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ClipPickupName["G41RifleClip"] = "some G41 Clip Cartons";
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ShowsClipInHud = 1;
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ClipReloadTime = 5;
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ClipReturn = 20;
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InitialClips = 7;
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//
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 8;
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Challenge[1] = "G41 Hunter\t75\t150\tNone";
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Challenge[2] = "G41 Expert\t150\t250\tGrip";
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Challenge[3] = "G41 Master\t350\t500\tLaser";
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Challenge[4] = "G41 God\t600\t1000\tSilencer";
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Challenge[5] = "G41 Bronze Commendation\t2500\t10000\tNone";
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Challenge[6] = "G41 Silver Commendation\t5000\t25000\tNone";
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Challenge[7] = "G41 Gold Commendation\t10000\t50000\tNone";
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Challenge[8] = "G41 Titan Commendation\t25000\t75000\tNone";
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Upgrade[1] = "Grip";
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Upgrade[2] = "Laser";
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Upgrade[3] = "Silencer";
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GunName = "G41 Semi-Automatic Rifle";
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//
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RankRequire = $TWM2::RankRequire["G41"];
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casing = ShellDebris;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 15.0;
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shellVelocity = 3.0;
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projectileSpread = 2.0 / 1000.0;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = ChaingunSwitchSound;
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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] = 0.01;
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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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stateScript[3] = "onFire";
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stateEmitterTime[3] = 0.2;
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//stateSound[3] = S3FireSound;
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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] = 0.15;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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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] = ChaingunDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateName[7] = "WetFire";
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stateSound[7] = PlasmaFireWetSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "Ready";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "Fire";
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};
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datablock ItemData(G41Rifle) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_sniper.dts";
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image = G41RifleImage;
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mass = 1.0;
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elasticity = 0.0;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "an G41 Semi-Automatic Rifle";
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computeCRC = true;
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emap = true;
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};
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function G41RifleImage::onFire(%data, %obj, %slot) {
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%p = Parent::onFire(%data, %obj, %slot);
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if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
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//zero sound :p
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}
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else {
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ServerPlay3d(S3FireSound, %obj.getPosition());
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}
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} |