TWM2/scripts/weapons/Construction/superChaingun.cs
Robert Fritzen 3536406329 Addtl. Fixes
2014-08-02 17:59:47 -05:00

248 lines
7.7 KiB
C#

//--------------------------------------
// SuperChaingun
//--------------------------------------
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock TracerProjectileData(SuperChaingunBullet)
{
doDynamicClientHits = true;
directDamage = 0.125 * 4;
directDamageType = $DamageType::SuperChaingun;
explosion = ChaingunExplosion;
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 0.45 * 400;
damageRadius = 4.0 * 2;
radiusDamageType = $DamageType::SuperChaingun;
kickBackStrength = 1750;
sound = ChaingunProjectile;
dryVelocity = 425.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 15.0;
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 = 0.10;
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;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0.5 0.175";
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(SuperChaingunImage)
{
className = WeaponImage;
shapeFile = "weapon_chaingun.dts";
item = SuperChaingun;
projectile = SuperChaingunBullet;
projectileType = TracerProjectile;
usesEnergy = 1;
emap = true;
casing = ShellDebris;
shellExitDir = "0.3 0.5 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 4.0;
projectileSpread = 1.0 / 1000.0;
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateAllowImageChange[0] = false;
//
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
//
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound;
//
stateTimeoutValue[3] = 0.0;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[4] = "Fire";
stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed;
stateSound[4] = ChaingunFireSound;
//stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateEjectShell[4] = true;
//
stateTimeoutValue[4] = 0.01;
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown";
//--------------------------------------
stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown;
//
stateTimeoutValue[5] = 0.0;
stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[6] = "EmptySpindown";
stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown;
//
stateTimeoutValue[6] = 0.5;
stateTransitionOnTimeout[6] = "NoAmmo";
//--------------------------------------
stateName[7] = "DryFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
};
datablock ItemData(SuperChaingun)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_chaingun.dts";
image = SuperChaingunImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a super chaingun";
computeCRC = true;
emap = true;
};
function SuperChaingunImage::onFire(%data,%obj,%slot) {
if (%obj.superChaingunMode == 1) {
%pos = %obj.getMuzzlePoint(%slot);
%vec = %obj.getMuzzleVector(%slot);
%res = containerRayCast(%pos,vectorAdd(%pos,vectorScale(%vec,2000)), $TypeMasks::PlayerObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType,%obj);
if (%res)
%hitLoc = getWords(%res,1,3);
else
%hitLoc = vectorAdd(%pos,vectorScale(%vec,2000));
%p = discharge(%pos,%vec);
%p.setEnergyPercentage(1);
createLifeLight(%hitLoc,1,1000);
addToShock(%p);
%p.schedule(1000,"delete");
zap(0,25,%hitLoc);
%obj.decInventory(%data.ammo,1);
}
else if (%obj.superChaingunMode > 1)
{
if (!(%obj.lasteffectpulse+2000 < getSimTime()))
return;
%obj.lasteffectpulse = GetSimTime();
%pos = %obj.getMuzzlePoint(%slot);
%vec = %obj.getMuzzleVector(%slot);
%res = containerRayCast(%pos,vectorAdd(%pos,vectorScale(%vec,2000)), $TypeMasks::PlayerObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType| $TypeMasks::ForceFieldObjectType ,%obj);
if (%res)
Aidpulse(getWords(%res,1,3),%obj.client,%obj.superChaingunMode-2);
}
else
//for (%i = 0; %i < 1; %i++)
//{
Parent::onFire(%data, %obj, %slot);
//}
}
function SuperChaingunImage::onMount(%this,%obj,%slot) {
%obj.usingSuperChaingun = true;
if (!%obj.superChaingunMode)
%obj.superChaingunMode = 0;
if (!%obj.superChaingunMode2)
%obj.superChaingunMode2 = 0;
%obj.hasMineModes = 1;
%obj.hasGrenadeModes = 1;
displayWeaponInfo(%this, %obj, %obj.superChaingunMode, %obj.superChaingunMode2);
WeaponImage::onMount(%this,%obj,%slot);
}
function SuperChaingunImage::onUnmount(%data, %obj, %slot) {
%obj.usingSuperChaingun = false;
%obj.hasMineModes = 0;
%obj.hasGrenadeModes = 0;
WeaponImage::onUnmount(%data, %obj, %slot);
}
function SuperChaingunImage::changeMode(%this, %obj, %key) {
switch(%key) {
case 1:
//Mine Modes
%obj.superChaingunMode++;
%obj.superChaingunMode2 = 0;
if (%obj.superChaingunMode > 6 - (5 * $host::nopulseSCG))
%obj.superChaingunMode = 0;
case 2:
//Grenade Modes
%obj.superChaingunMode2++;
if(%obj.superChaingunMode != 1)
%obj.superChaingunMode2 = 0;
if (%obj.superChaingunMode == 1 && %obj.superChaingunMode2 == 2)
%obj.superChaingunMode2 = 0;
}
displayWeaponInfo(%this, %obj, %obj.superChaingunMode, %obj.superChaingunMode2);
}