TWM2/scripts/weapons/Shotguns/Wp400.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

210 lines
5.8 KiB
C#

datablock TracerProjectileData(Wp400Pellet) {
doDynamicClientHits = true;
directDamage = 0.1125;
directDamageType = $DamageType::Wp400;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
longRangeMultiplier = 0.75;
kickBackStrength = 0.0;
sound = ChaingunProjectile;
ImageSource = "Wp400Image";
dryVelocity = 1500.0;
wetVelocity = 1000.0;
velInheritFactor = 0.0;
fizzleTimeMS = 75;
lifetimeMS = 100;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 5.0;
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;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(Wp400Ammo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some Wp400 rounds";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(Wp400Image) {
className = WeaponImage;
shapeFile = "weapon_plasma.dts";
item = Wp400;
ammo = Wp400Ammo;
projectile = Wp400Pellet;
projectileType = TracerProjectile;
emap = true;
mass = 20;
casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0;
shellVelocity = 4.0;
//ClipStuff
ClipName = "Wp400Clip";
ClipPickupName["Wp400Clip"] = "some Wp400 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 7;
ClipReturn = 5;
InitialClips = 6;
//
RankRequire = $TWM2::RankRequire["Wp400"];
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Wp400 Killer\t50\t100\tNone";
Challenge[2] = "Wp400 Extremist\t100\t150\tNone";
Challenge[3] = "Wp400 Expert\t250\t250\tNone";
Challenge[4] = "Wp400 Master\t500\t500\tNone";
Challenge[5] = "Wp400 God\t1000\t1000\tNone";
Challenge[6] = "Wp400 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Wp400 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "Wp400 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "Wp400 Titan Commendation\t25000\t75000\tNone";
GunName = "Wp400 Shotgun";
//
projectileSpread = 15.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.3;
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] = 0.0001;
stateFire[3] = true;
stateEjectShell[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateSound[3] = SniperFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
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] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(Wp400)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_plasma.dts";
image = Wp400Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Wp400";
computeCRC = true;
emap = true;
};
function Wp400Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
}
function Wp400Image::onFire(%data,%obj,%slot) {
serverPlay3D(ShotgunFireSound, %obj.getPosition());
%obj.applyKick(-250);
%obj.decInventory(%data.ammo,1);
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
for (%i=0; %i < 9; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.WeaponImageSource = %data.getName();
}
if(%obj.inv[Wp400Ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
}