mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
218 lines
6.2 KiB
C#
218 lines
6.2 KiB
C#
datablock AudioProfile(S3FireSound) {
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filename = "fx/vehicles/tank_chaingun.wav";
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description = AudioDefault3d;
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preload = true;
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};
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datablock TracerProjectileData(S3Bullet) {
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doDynamicClientHits = true;
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directDamage = 0.5;
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directDamageType = $DamageType::S3;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.5;
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LegsMultiplier = 0.35;
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HeadShotKill = 1;
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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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ImageSource = "S3RifleImage";
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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(S3RifleAmmo) {
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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 S3 Rifle Bullets";
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computeCRC = true;
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};
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datablock ShapeBaseImageData(S3RifleImage) {
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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 = S3Rifle;
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ammo = S3RifleAmmo;
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projectile = S3Bullet;
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projectileType = TracerProjectile;
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emap = true;
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//ClipStuff
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ClipName = "S3RifleClip";
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ClipPickupName["S3RifleClip"] = "some S3 Clip Cartridges";
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ShowsClipInHud = 1;
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ClipReloadTime = 4;
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ClipReturn = 10;
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InitialClips = 6;
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//
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 9;
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Challenge[1] = "S3 Killer\t50\t100\tNone";
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Challenge[2] = "S3 Extremist\t100\t150\tGrip";
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Challenge[3] = "S3 Expert\t250\t250\tLaser";
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Challenge[4] = "S3 Master\t500\t500\tSilencer";
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Challenge[5] = "S3 God\t1500\t1000\tBurst Clip";
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Challenge[6] = "S3 Bronze Commendation\t5000\t10000\tNone";
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Challenge[7] = "S3 Silver Commendation\t10000\t25000\tNone";
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Challenge[8] = "S3 Gold Commendation\t25000\t50000\tNone";
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Challenge[9] = "S3 Titan Commendation\t50000\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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Upgrade[4] = "Burst Clip";
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GunName = "S3 Combat Rifle";
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//
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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 = 2.5 / 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] = 0.01;
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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] = 0.4;
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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(S3Rifle) {
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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 = S3RifleImage;
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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 S3 Combat Rifle";
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computeCRC = true;
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emap = true;
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};
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function S3RifleImage::OnFire(%data, %obj, %slot) {
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if(%obj.client.UpgradeOn("Burst Clip", %data.getName())) {
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%spread = %data.projectileSpread;
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if(%obj.client !$= "") {
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if(%obj.client.IsActivePerk("Advanced Grip")) {
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%spread = %spread / 2.5;
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}
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}
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%vec2 = %obj.getMuzzleVector(%slot);
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%vector2 = MatrixMulVector(%mat, %vec2);
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%vec3 = %obj.getMuzzleVector(%slot);
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%vector3 = MatrixMulVector(%mat, %vec3);
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%p1 = Parent::OnFire(%data, %obj, %slot);
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%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector2, %obj);
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%p2.WeaponImageSource = "S3RifleImage";
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schedule(100, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition());
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%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector3, %obj);
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%p3.WeaponImageSource = "S3RifleImage";
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schedule(250, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition());
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}
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else if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
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%p = Parent::OnFire(%data, %obj, %slot);
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}
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else {
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%p = Parent::OnFire(%data, %obj, %slot);
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serverPlay3d(S3FireSound, %obj.getPosition());
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}
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}
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