TWM2/scripts/player.cs
Robert Fritzen 5ebf31e057 3.9.1 Update
Patched up some TWM2 bugs, re-did the Vardison Boss.
2015-02-12 19:45:18 -06:00

4645 lines
135 KiB
C#

//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
$InvincibleTime = 6;
// Load dts shapes and merge animations
exec("scripts/light_male.cs");
exec("scripts/medium_male.cs");
exec("scripts/heavy_male.cs");
exec("scripts/light_female.cs");
exec("scripts/medium_female.cs");
exec("scripts/bioderm_light.cs");
exec("scripts/bioderm_medium.cs");
exec("scripts/bioderm_heavy.cs");
exec("scripts/TR2medium_male.cs");
exec("scripts/TR2heavy_male.cs");
$CorpseTimeoutValue = 22 * 1000;
//Damage Rate for entering Liquid
$DamageLava = 0.0325;
$DamageHotLava = 0.0325;
$DamageCrustyLava = 0.0325;
$PlayerDeathAnim::TorsoFrontFallForward = 1;
$PlayerDeathAnim::TorsoFrontFallBack = 2;
$PlayerDeathAnim::TorsoBackFallForward = 3;
$PlayerDeathAnim::TorsoLeftSpinDeath = 4;
$PlayerDeathAnim::TorsoRightSpinDeath = 5;
$PlayerDeathAnim::LegsLeftGimp = 6;
$PlayerDeathAnim::LegsRightGimp = 7;
$PlayerDeathAnim::TorsoBackFallForward = 8;
$PlayerDeathAnim::HeadFrontDirect = 9;
$PlayerDeathAnim::HeadBackFallForward = 10;
$PlayerDeathAnim::ExplosionBlowBack = 11;
//$Zombie::TurningSpeed = 100;
$Zombie::ForwardSpeed = 750;
$Zombie::FForwardSpeed = 1500;
$Zombie::LForwardSpeed = 4000;
$Zombie::DForwardSpeed = 1200;
$Zombie::RForwardSpeed = 1500;
datablock SensorData(PlayerSensor)
{
detects = true;
detectsUsingLOS = true;
detectsPassiveJammed = true;
detectRadius = 2000;
detectionPings = false;
detectsFOVOnly = true;
detectFOVPercent = 1.3;
useObjectFOV = true;
};
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//datablock AudioProfile( DeathCrySound )
//{
// fileName = "";
// description = AudioClose3d;
// preload = true;
//};
//
//datablock AudioProfile( PainCrySound )
//{
// fileName = "";
// description = AudioClose3d;
// preload = true;
//};
datablock AudioProfile(ArmorJetSound)
{
filename = "fx/armor/thrust.wav";
description = CloseLooping3d;
preload = true;
};
datablock AudioProfile(ArmorWetJetSound)
{
filename = "fx/armor/thrust_uw.wav";
description = CloseLooping3d;
preload = true;
};
datablock AudioProfile(MountVehicleSound)
{
filename = "fx/vehicles/mount_dis.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(UnmountVehicleSound)
{
filename = "fx/vehicles/mount.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(CorpseLootingSound)
{
fileName = "fx/weapons/generic_switch.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(ArmorMoveBubblesSound)
{
filename = "fx/armor/bubbletrail2.wav";
description = CloseLooping3d;
preload = true;
};
datablock AudioProfile(WaterBreathMaleSound)
{
filename = "fx/armor/breath_uw.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(WaterBreathFemaleSound)
{
filename = "fx/armor/breath_fem_uw.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(waterBreathBiodermSound)
{
filename = "fx/armor/breath_bio_uw.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(SkiAllSoftSound)
{
filename = "fx/armor/ski_soft.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(SkiAllHardSound)
{
filename = "fx/armor/ski_soft.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(SkiAllMetalSound)
{
filename = "fx/armor/ski_soft.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(SkiAllSnowSound)
{
filename = "fx/armor/ski_soft.wav";
description = AudioClosest3d;
preload = true;
};
//SOUNDS ----- LIGHT ARMOR--------
datablock AudioProfile(LFootLightSoftSound)
{
filename = "fx/armor/light_LF_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootLightSoftSound)
{
filename = "fx/armor/light_RF_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootLightHardSound)
{
filename = "fx/armor/light_LF_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootLightHardSound)
{
filename = "fx/armor/light_RF_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootLightMetalSound)
{
filename = "fx/armor/light_LF_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootLightMetalSound)
{
filename = "fx/armor/light_RF_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootLightSnowSound)
{
filename = "fx/armor/light_LF_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootLightSnowSound)
{
filename = "fx/armor/light_RF_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootLightShallowSplashSound)
{
filename = "fx/armor/light_LF_water.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootLightShallowSplashSound)
{
filename = "fx/armor/light_RF_water.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootLightWadingSound)
{
filename = "fx/armor/light_LF_wade.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootLightWadingSound)
{
filename = "fx/armor/light_RF_wade.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootLightUnderwaterSound)
{
filename = "fx/armor/light_LF_uw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootLightUnderwaterSound)
{
filename = "fx/armor/light_RF_uw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootLightBubblesSound)
{
filename = "fx/armor/light_LF_bubbles.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootLightBubblesSound)
{
filename = "fx/armor/light_RF_bubbles.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactLightSoftSound)
{
filename = "fx/armor/light_land_soft.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactLightHardSound)
{
filename = "fx/armor/light_land_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactLightMetalSound)
{
filename = "fx/armor/light_land_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactLightSnowSound)
{
filename = "fx/armor/light_land_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(ImpactLightWaterEasySound)
{
filename = "fx/armor/general_water_smallsplash2.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactLightWaterMediumSound)
{
filename = "fx/armor/general_water_medsplash.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactLightWaterHardSound)
{
filename = "fx/armor/general_water_bigsplash.wav";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(ExitingWaterLightSound)
{
filename = "fx/armor/general_water_exit2.wav";
description = AudioClose3d;
preload = true;
};
//SOUNDS ----- Medium ARMOR--------
datablock AudioProfile(LFootMediumSoftSound)
{
filename = "fx/armor/med_LF_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootMediumSoftSound)
{
filename = "fx/armor/med_RF_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootMediumHardSound)
{
filename = "fx/armor/med_LF_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootMediumHardSound)
{
filename = "fx/armor/med_RF_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootMediumMetalSound)
{
filename = "fx/armor/med_LF_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootMediumMetalSound)
{
filename = "fx/armor/med_RF_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootMediumSnowSound)
{
filename = "fx/armor/med_LF_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootMediumSnowSound)
{
filename = "fx/armor/med_RF_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootMediumShallowSplashSound)
{
filename = "fx/armor/med_LF_water.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootMediumShallowSplashSound)
{
filename = "fx/armor/med_RF_water.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootMediumWadingSound)
{
filename = "fx/armor/med_LF_uw.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootMediumWadingSound)
{
filename = "fx/armor/med_RF_uw.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootMediumUnderwaterSound)
{
filename = "fx/armor/med_LF_uw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootMediumUnderwaterSound)
{
filename = "fx/armor/med_RF_uw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootMediumBubblesSound)
{
filename = "fx/armor/light_LF_bubbles.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootMediumBubblesSound)
{
filename = "fx/armor/light_RF_bubbles.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactMediumSoftSound)
{
filename = "fx/armor/med_land_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(ImpactMediumHardSound)
{
filename = "fx/armor/med_land_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactMediumMetalSound)
{
filename = "fx/armor/med_land_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactMediumSnowSound)
{
filename = "fx/armor/med_land_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(ImpactMediumWaterEasySound)
{
filename = "fx/armor/general_water_smallsplash.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactMediumWaterMediumSound)
{
filename = "fx/armor/general_water_medsplash.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactMediumWaterHardSound)
{
filename = "fx/armor/general_water_bigsplash.wav";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(ExitingWaterMediumSound)
{
filename = "fx/armor/general_water_exit.wav";
description = AudioClose3d;
preload = true;
};
//SOUNDS ----- HEAVY ARMOR--------
datablock AudioProfile(LFootHeavySoftSound)
{
filename = "fx/armor/heavy_LF_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootHeavySoftSound)
{
filename = "fx/armor/heavy_RF_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootHeavyHardSound)
{
filename = "fx/armor/heavy_LF_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootHeavyHardSound)
{
filename = "fx/armor/heavy_RF_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootHeavyMetalSound)
{
filename = "fx/armor/heavy_LF_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootHeavyMetalSound)
{
filename = "fx/armor/heavy_RF_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootHeavySnowSound)
{
filename = "fx/armor/heavy_LF_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootHeavySnowSound)
{
filename = "fx/armor/heavy_RF_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootHeavyShallowSplashSound)
{
filename = "fx/armor/heavy_LF_water.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootHeavyShallowSplashSound)
{
filename = "fx/armor/heavy_RF_water.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootHeavyWadingSound)
{
filename = "fx/armor/heavy_LF_uw.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootHeavyWadingSound)
{
filename = "fx/armor/heavy_RF_uw.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootHeavyUnderwaterSound)
{
filename = "fx/armor/heavy_LF_uw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootHeavyUnderwaterSound)
{
filename = "fx/armor/heavy_RF_uw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootHeavyBubblesSound)
{
filename = "fx/armor/light_LF_bubbles.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootHeavyBubblesSound)
{
filename = "fx/armor/light_RF_bubbles.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactHeavySoftSound)
{
filename = "fx/armor/heavy_land_soft.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactHeavyHardSound)
{
filename = "fx/armor/heavy_land_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactHeavyMetalSound)
{
filename = "fx/armor/heavy_land_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactHeavySnowSound)
{
filename = "fx/armor/heavy_land_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(ImpactHeavyWaterEasySound)
{
filename = "fx/armor/general_water_smallsplash.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactHeavyWaterMediumSound)
{
filename = "fx/armor/general_water_medsplash.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactHeavyWaterHardSound)
{
filename = "fx/armor/general_water_bigsplash.wav";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(ExitingWaterHeavySound)
{
filename = "fx/armor/general_water_exit2.wav";
description = AudioClose3d;
preload = true;
};
//----------------------------------------------------------------------------
// Splash
//----------------------------------------------------------------------------
datablock ParticleData(PlayerSplashMist)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlayerSplashMistEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 250;
particles = "PlayerSplashMist";
};
datablock ParticleData(PlayerBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.50;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
textureName = "special/bubbles";
colors[0] = "0.7 0.8 1.0 0.4";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.1;
sizes[1] = 0.3;
sizes[2] = 0.3;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlayerBubbleEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2.0;
ejectionOffset = 0.5;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "PlayerBubbleParticle";
};
datablock ParticleData(PlayerFoamParticle)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.7 0.8 1.0 0.20";
colors[1] = "0.7 0.8 1.0 0.20";
colors[2] = "0.7 0.8 1.0 0.00";
sizes[0] = 0.2;
sizes[1] = 0.4;
sizes[2] = 1.6;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlayerFoamEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "PlayerFoamParticle";
};
datablock ParticleData( PlayerFoamDropletsParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
textureName = "special/droplet";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.8;
sizes[1] = 0.3;
sizes[2] = 0.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( PlayerFoamDropletsEmitter )
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
particles = "PlayerFoamDropletsParticle";
};
datablock ParticleData( PlayerSplashParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
textureName = "special/droplet";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( PlayerSplashEmitter )
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 3;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "PlayerSplashParticle";
};
datablock SplashData(PlayerSplash)
{
numSegments = 15;
ejectionFreq = 15;
ejectionAngle = 40;
ringLifetime = 0.5;
lifetimeMS = 300;
velocity = 4.0;
startRadius = 0.0;
acceleration = -3.0;
texWrap = 5.0;
texture = "special/water2";
emitter[0] = PlayerSplashEmitter;
emitter[1] = PlayerSplashMistEmitter;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 0.3";
colors[2] = "0.7 0.8 1.0 0.7";
colors[3] = "0.7 0.8 1.0 0.0";
times[0] = 0.0;
times[1] = 0.4;
times[2] = 0.8;
times[3] = 1.0;
};
//----------------------------------------------------------------------------
// Jet data
//----------------------------------------------------------------------------
datablock ParticleData(HumanArmorJetParticle)
{
dragCoefficient = 1.5; //Was 0.0, original game shiped as 1.5
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 100; //Was a watered down 100, Original game was 150
lifetimeVarianceMS = 0;
textureName = "particleTest";
colors[0] = "0.32 0.47 0.47 1.0";
colors[1] = "0.32 0.47 0.47 0";
sizes[0] = 0.40;
sizes[1] = 0.15;
};
datablock ParticleEmitterData(HumanArmorJetEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 3;
velocityVariance = 2.9;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 5;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "HumanArmorJetParticle";
};
datablock JetEffectData(HumanArmorJetEffect)
{
texture = "special/jetExhaust02";
coolColor = "0.0 0.0 1.0 1.0";
hotColor = "0.2 0.4 0.7 1.0";
activateTime = 0.2;
deactivateTime = 0.05;
length = 0.75;
width = 0.2;
speed = -15;
stretch = 2.0;
yOffset = 0.2;
};
datablock JetEffectData(HumanMediumArmorJetEffect)
{
texture = "special/jetExhaust02";
coolColor = "0.0 0.0 1.0 1.0";
hotColor = "0.2 0.4 0.7 1.0";
activateTime = 0.2;
deactivateTime = 0.05;
length = 0.75;
width = 0.2;
speed = -15;
stretch = 2.0;
yOffset = 0.4;
};
datablock JetEffectData(HumanLightFemaleArmorJetEffect)
{
texture = "special/jetExhaust02";
coolColor = "0.0 0.0 1.0 1.0";
hotColor = "0.2 0.4 0.7 1.0";
activateTime = 0.2;
deactivateTime = 0.05;
length = 0.75;
width = 0.2;
speed = -15;
stretch = 2.0;
yOffset = 0.2;
};
datablock JetEffectData(BiodermArmorJetEffect)
{
texture = "special/jetExhaust02";
coolColor = "0.0 0.0 1.0 1.0";
hotColor = "0.8 0.6 0.2 1.0";
activateTime = 0.2;
deactivateTime = 0.05;
length = 0.75;
width = 0.2;
speed = -15;
stretch = 2.0;
yOffset = 0.0;
};
//----------------------------------------------------------------------------
// Foot puffs
//----------------------------------------------------------------------------
datablock ParticleData(LightPuff)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 100;
useInvAlpha = true;
spinRandomMin = -35.0;
spinRandomMax = 35.0;
textureName = "particleTest";
colors[0] = "0.46 0.36 0.26 0.4";
colors[1] = "0.46 0.46 0.36 0.0";
sizes[0] = 0.4;
sizes[1] = 1.0;
};
datablock ParticleEmitterData(LightPuffEmitter)
{
ejectionPeriodMS = 35;
periodVarianceMS = 10;
ejectionVelocity = 0.1;
velocityVariance = 0.05;
ejectionOffset = 0.0;
thetaMin = 5;
thetaMax = 20;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
useEmitterColors = true;
particles = "LightPuff";
};
//----------------------------------------------------------------------------
// Liftoff dust
//----------------------------------------------------------------------------
datablock ParticleData(LiftoffDust)
{
dragCoefficient = 1.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 100;
useInvAlpha = true;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.46 0.36 0.26 0.0";
colors[1] = "0.46 0.46 0.36 0.4";
colors[2] = "0.46 0.46 0.36 0.0";
sizes[0] = 0.2;
sizes[1] = 0.6;
sizes[2] = 1.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(LiftoffDustEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 2.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 90;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
useEmitterColors = true;
particles = "LiftoffDust";
};
//----------------------------------------------------------------------------
datablock ParticleData(BiodermArmorJetParticle) : HumanArmorJetParticle
{
colors[0] = "0.50 0.48 0.36 1.0";
colors[1] = "0.50 0.48 0.36 0";
};
datablock ParticleEmitterData(BiodermArmorJetEmitter) : HumanArmorJetEmitter
{
particles = "BiodermArmorJetParticle";
};
//----------------------------------------------------------------------------
datablock DecalData(LightMaleFootprint)
{
sizeX = 0.125;
sizeY = 0.25;
textureName = "special/footprints/L_male";
};
datablock DebrisData( HumanRedPlayerDebris )
{
explodeOnMaxBounce = false;
elasticity = 0.35;
friction = 0.5;
lifetime = 4.0;
lifetimeVariance = 0.0;
emitters[0] = HumanRedBloodEmitter;
emitters[1] = HumanRedPlayerSplashMistEmitter;
emitters[2] = HumanRedDropletsEmitter;
minSpinSpeed = 60;
maxSpinSpeed = 900;
numBounces = 15;
bounceVariance = 0;
staticOnMaxBounce = true;
gravModifier = 1.0;
useRadiusMass = true;
baseRadius = 1;
velocity = 18.0;
velocityVariance = 12.0;
};
datablock DebrisData( BiodermPlayerDebris )
{
explodeOnMaxBounce = false;
elasticity = 0.35;
friction = 0.5;
lifetime = 4.0;
lifetimeVariance = 0.0;
emitters[0] = BiodermBloodEmitter;
emitters[1] = BiodermPlayerSplashMistEmitter;
emitters[2] = PurpleBiodermDropletsEmitter;
minSpinSpeed = 60;
maxSpinSpeed = 900;
numBounces = 15;
bounceVariance = 0;
staticOnMaxBounce = true;
gravModifier = 1.0;
useRadiusMass = true;
baseRadius = 1;
velocity = 18.0;
velocityVariance = 12.0;
};
datablock DebrisData( PlayerDebris )
{
explodeOnMaxBounce = false;
elasticity = 0.35;
friction = 0.5;
lifetime = 4.0;
lifetimeVariance = 0.0;
minSpinSpeed = 60;
maxSpinSpeed = 600;
numBounces = 5;
bounceVariance = 0;
staticOnMaxBounce = true;
gravModifier = 1.0;
useRadiusMass = true;
baseRadius = 1;
velocity = 18.0;
velocityVariance = 12.0;
};
datablock PlayerData(LightMaleHumanArmor) : LightPlayerDamageProfile
{
emap = true;
className = Armor;
shapeFile = "light_male.dts";
cameraMaxDist = 3;
computeCRC = true;
canObserve = true;
cmdCategory = "Clients";
cmdIcon = CMDPlayerIcon;
cmdMiniIconName = "commander/MiniIcons/com_player_grey";
hudImageNameFriendly[0] = "gui/hud_playertriangle";
hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy";
hudRenderModulated[0] = true;
hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey";
hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey";
hudRenderModulated[1] = true;
hudRenderAlways[1] = true;
hudRenderCenter[1] = true;
hudRenderDistance[1] = true;
hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey";
hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey";
hudRenderModulated[2] = true;
hudRenderAlways[2] = true;
hudRenderCenter[2] = true;
hudRenderDistance[2] = true;
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
debrisShapeName = "debris_player.dts";
debris = HumanRedPlayerDebris;
aiAvoidThis = true;
minLookAngle = -1.5;
maxLookAngle = 1.5;
maxFreelookAngle = 3.0;
mass = 90;
drag = 0.275;
maxdrag = 0.4;
density = 10;
maxDamage = 0.66;
maxEnergy = 60;
repairRate = 0.0033;
energyPerDamagePoint = 75.0; // shield energy required to block one point of damage
rechargeRate = 0.256;
jetForce = 0;
underwaterJetForce = 26.21 * 90 * 1.5;
underwaterVertJetFactor = 1.5;
jetEnergyDrain = 0.8;
underwaterJetEnergyDrain = 0.6;
minJetEnergy = 1;
maxJetHorizontalPercentage = 0.8;
runForce = 55.20 * 90;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 15;
maxBackwardSpeed = 13;
maxSideSpeed = 13;
maxUnderwaterForwardSpeed = 11;
maxUnderwaterBackwardSpeed = 10;
maxUnderwaterSideSpeed = 10;
jumpForce = 8.3 * 90;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 0;
recoverDelay = 9;
recoverRunForceScale = 1.2;
minImpactSpeed = 40;
speedDamageScale = 0.015;
jetSound = ArmorJetSound;
wetJetSound = ArmorJetSound;
jetEmitter = HumanArmorJetEmitter;
jetEffect = HumanArmorJetEffect;
boundingBox = "1.2 1.2 2.3";
pickupRadius = 0.75;
// damage location details
boxNormalHeadPercentage = 0.83;
boxNormalTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;
//Foot Prints
decalData = LightMaleFootprint;
decalOffset = 0.25;
footPuffEmitter = LightPuffEmitter;
footPuffNumParts = 15;
footPuffRadius = 0.25;
dustEmitter = LiftoffDustEmitter;
splash = PlayerSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 0.4;
splashEmitter[0] = PlayerFoamDropletsEmitter;
splashEmitter[1] = PlayerFoamEmitter;
splashEmitter[2] = PlayerBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;
// Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 70;
jumpSurfaceAngle = 80;
minJumpSpeed = 20;
maxJumpSpeed = 30;
horizMaxSpeed = 68;
horizResistSpeed = 33;
horizResistFactor = 0.35;
maxJetForwardSpeed = 30;
upMaxSpeed = 80;
upResistSpeed = 25;
upResistFactor = 0.3;
// heat inc'ers and dec'ers
heatDecayPerSec = 1.0 / 4.0; // takes 4 seconds to clear heat sig.
heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig.
footstepSplashHeight = 0.35;
//Footstep Sounds
LFootSoftSound = LFootLightSoftSound;
RFootSoftSound = RFootLightSoftSound;
LFootHardSound = LFootLightHardSound;
RFootHardSound = RFootLightHardSound;
LFootMetalSound = LFootLightMetalSound;
RFootMetalSound = RFootLightMetalSound;
LFootSnowSound = LFootLightSnowSound;
RFootSnowSound = RFootLightSnowSound;
LFootShallowSound = LFootLightShallowSplashSound;
RFootShallowSound = RFootLightShallowSplashSound;
LFootWadingSound = LFootLightWadingSound;
RFootWadingSound = RFootLightWadingSound;
LFootUnderwaterSound = LFootLightUnderwaterSound;
RFootUnderwaterSound = RFootLightUnderwaterSound;
LFootBubblesSound = LFootLightBubblesSound;
RFootBubblesSound = RFootLightBubblesSound;
movingBubblesSound = ArmorMoveBubblesSound;
waterBreathSound = WaterBreathMaleSound;
impactSoftSound = ImpactLightSoftSound;
impactHardSound = ImpactLightHardSound;
impactMetalSound = ImpactLightMetalSound;
impactSnowSound = ImpactLightSnowSound;
skiSoftSound = SkiAllSoftSound;
skiHardSound = SkiAllHardSound;
skiMetalSound = SkiAllMetalSound;
skiSnowSound = SkiAllSnowSound;
impactWaterEasy = ImpactLightWaterEasySound;
impactWaterMedium = ImpactLightWaterMediumSound;
impactWaterHard = ImpactLightWaterHardSound;
groundImpactMinSpeed = 10.0;
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
groundImpactShakeFalloff = 10.0;
exitingWater = ExitingWaterLightSound;
maxWeapons = 1; // Max number of different weapons the player can have
maxGrenades = 1; // Max number of different grenades the player can have
maxMines = 1; // Max number of different mines the player can have
// Inventory restrictions
max[RepairKit] = 1;
max[Mine] = 3;
max[Grenade] = 5;
max[RepairGun] = 1;
max[RepairPack] = 1;
max[AmmoPack] = 1;
max[SatchelCharge] = 1;
max[FlashGrenade] = 5;
max[ConcussionGrenade] = 5;
max[FlareGrenade] = 5;
max[TargetingLaser] = 1;
max[ShockLance] = 1;
max[CameraGrenade] = 2;
max[Beacon] = 3;
max[PulsePhaser] = 1;
max[LD06Savager] = 1;
max[LD06SavagerAmmo] = 10;
max[GrappleHook] = 1;
max[pistol] = 1;
max[pistolAmmo] = 10;
max[Dualpistol] = 1;
max[DualpistolAmmo] = 20;
max[DEagle] = 1;
max[DEagleAmmo] = 7;
max[melee] = 1;
max[BOV] = 1;
max[Plasmasaber] = 1;
max[GravityAxe] = 1;
max[S3Rifle] = 1;
max[S3RifleAmmo] = 10;
max[C4] = 3;
max[SCD343] = 1;
max[SCD343Ammo] = 1;
max[M1700] = 1;
max[M1700Ammo] = 1;
max[spiker] = 1;
max[Model1887] = 1;
max[Model1887Ammo] = 7;
max[SA2400] = 1;
max[SA2400Ammo] = 21;
max[G41Rifle] = 1;
max[G41RifleAmmo] = 20;
max[R700SniperRifle] = 1;
max[R700SniperRifleAmmo] = 4;
max[Javelin] = 0;
max[JavelinAmmo] = 0;
max[Stinger] = 0;
max[StingerAmmo] = 0;
max[MP26] = 1;
max[MP26Ammo] = 30;
max[Pg700] = 1;
max[Pg700Ammo] = 45;
max[PulseRifle] = 1;
max[PulseRifleAmmo] = 20;
max[PulseSMG] = 1;
max[PulseSMGAmmo] = 45;
max[M4A1] = 1;
max[M4A1Ammo] = 30;
max[MiniChaingun] = 1;
max[MiniChaingunAmmo] = 100;
max[MiniColliderCannon] = 0;
max[ShadowRifle] = 0;
max[ConcussionGun] = 0;
max[ConcussionGunAmmo] = 0;
max[M1SniperRifle] = 1;
max[M1SniperRifleAmmo] = 5;
max[G17SniperRifle] = 1;
max[G17SniperRifleAmmo] = 1;
max[MissileLauncher] = 0;
max[MissileLauncherAmmo] = 0;
max[RP432] = 0;
max[RP432Ammo] = 0;
max[MRXX] = 0;
max[MRXXAmmo] = 0;
max[Wp400] = 1;
max[Wp400Ammo] = 5;
max[lasergun] = 0;
max[lasergunammo] = 0;
max[RPG] = 1;
max[RPGAmmo] = 1;
max[GravityCannon] = 1;
max[MedPack] = 1;
max[ClipBox] = 9999;
max[ParachutePack] = 1;
max[ALSWPSniperRifle] = 1;
max[ALSWPSniperRifleAmmo] = 10;
max[P90] = 1;
max[P90Ammo] = 65;
max[PlasmaTorpedo] = 0;
max[m93] = 1;
max[m93Ammo] = 15;
max[CrimsonHawk] = 1;
max[CrimsonHawkAmmo] = 15;
observeParameters = "0.5 4.5 4.5";
shieldEffectScale = "0.7 0.7 1.0";
};
//----------------------------------------------------------------------------
datablock DecalData(MediumMaleFootprint)
{
sizeX = 0.125;
sizeY = 0.25;
textureName = "special/footprints/M_male";
};
datablock PlayerData(MediumMaleHumanArmor) : MediumPlayerDamageProfile
{
emap = true;
className = Armor;
shapeFile = "medium_male.dts";
cameraMaxDist = 3;
computeCRC = true;
debrisShapeName = "debris_player.dts";
debris = HumanRedPlayerDebris;
canObserve = true;
cmdCategory = "Clients";
cmdIcon = CMDPlayerIcon;
cmdMiniIconName = "commander/MiniIcons/com_player_grey";
hudImageNameFriendly[0] = "gui/hud_playertriangle";
hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy";
hudRenderModulated[0] = true;
hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey";
hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey";
hudRenderModulated[1] = true;
hudRenderAlways[1] = true;
hudRenderCenter[1] = true;
hudRenderDistance[1] = true;
hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey";
hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey";
hudRenderModulated[2] = true;
hudRenderAlways[2] = true;
hudRenderCenter[2] = true;
hudRenderDistance[2] = true;
// z0dd - ZOD, 10/06/02. Was missing these parameters.
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
aiAvoidThis = true;
minLookAngle = -1.5;
maxLookAngle = 1.5;
maxFreelookAngle = 3.0;
mass = 130;
drag = 0.3;
maxdrag = 0.5;
density = 10;
maxDamage = 1.1;
maxEnergy = 80;
repairRate = 0.0033;
energyPerDamagePoint = 75.0; // shield energy required to block one point of damage
rechargeRate = 0.256;
jetForce = 0;
underwaterJetForce = 25.22 * 130 * 1.5;
underwaterVertJetFactor = 1.5;
jetEnergyDrain = 1.0;
underwaterJetEnergyDrain = 0.6;
minJetEnergy = 1;
maxJetHorizontalPercentage = 0.8;
runForce = 46 * 130;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 12;
maxBackwardSpeed = 10;
maxSideSpeed = 10;
maxUnderwaterForwardSpeed = 8.5;
maxUnderwaterBackwardSpeed = 7.5;
maxUnderwaterSideSpeed = 7.5;
recoverDelay = 9;
recoverRunForceScale = 1.2;
// heat inc'ers and dec'ers
heatDecayPerSec = 1.0 / 4.0; // takes 4 seconds to clear heat sig.
heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig.
jumpForce = 8.3 * 130;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpSurfaceAngle = 75;
jumpDelay = 0;
// Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 70;
jumpSurfaceAngle = 80;
minJumpSpeed = 15;
maxJumpSpeed = 25;
horizMaxSpeed = 60;
horizResistSpeed = 28;
horizResistFactor = 0.32;
maxJetForwardSpeed = 22;
upMaxSpeed = 70;
upResistSpeed = 30;
upResistFactor = 0.23;
minImpactSpeed = 40;
speedDamageScale = 0.015;
jetSound = ArmorJetSound;
wetJetSound = ArmorWetJetSound;
jetEmitter = HumanArmorJetEmitter;
jetEffect = HumanMediumArmorJetEffect;
boundingBox = "1.45 1.45 2.4";
pickupRadius = 0.75;
// damage location details
boxNormalHeadPercentage = 0.83;
boxNormalTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;
//Foot Prints
decalData = MediumMaleFootprint;
decalOffset = 0.35;
footPuffEmitter = LightPuffEmitter;
footPuffNumParts = 15;
footPuffRadius = 0.25;
dustEmitter = LiftoffDustEmitter;
splash = PlayerSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 0.4;
splashEmitter[0] = PlayerFoamDropletsEmitter;
splashEmitter[1] = PlayerFoamEmitter;
splashEmitter[2] = PlayerBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;
footstepSplashHeight = 0.35;
//Footstep Sounds
LFootSoftSound = LFootMediumSoftSound;
RFootSoftSound = RFootMediumSoftSound;
LFootHardSound = LFootMediumHardSound;
RFootHardSound = RFootMediumHardSound;
LFootMetalSound = LFootMediumMetalSound;
RFootMetalSound = RFootMediumMetalSound;
LFootSnowSound = LFootMediumSnowSound;
RFootSnowSound = RFootMediumSnowSound;
LFootShallowSound = LFootMediumShallowSplashSound;
RFootShallowSound = RFootMediumShallowSplashSound;
LFootWadingSound = LFootMediumWadingSound;
RFootWadingSound = RFootMediumWadingSound;
LFootUnderwaterSound = LFootMediumUnderwaterSound;
RFootUnderwaterSound = RFootMediumUnderwaterSound;
LFootBubblesSound = LFootMediumBubblesSound;
RFootBubblesSound = RFootMediumBubblesSound;
movingBubblesSound = ArmorMoveBubblesSound;
waterBreathSound = WaterBreathMaleSound;
impactSoftSound = ImpactMediumSoftSound;
impactHardSound = ImpactMediumHardSound;
impactMetalSound = ImpactMediumMetalSound;
impactSnowSound = ImpactMediumSnowSound;
skiSoftSound = SkiAllSoftSound;
skiHardSound = SkiAllHardSound;
skiMetalSound = SkiAllMetalSound;
skiSnowSound = SkiAllSnowSound;
impactWaterEasy = ImpactMediumWaterEasySound;
impactWaterMedium = ImpactMediumWaterMediumSound;
impactWaterHard = ImpactMediumWaterHardSound;
groundImpactMinSpeed = 10.0;
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
groundImpactShakeFalloff = 10.0;
exitingWater = ExitingWaterMediumSound;
maxWeapons = 2; // Max number of different weapons the player can have
maxGrenades = 1; // Max number of different grenades the player can have
maxMines = 1; // Max number of different mines the player can have
// Inventory restrictions
max[RepairKit] = 1;
max[Mine] = 4;
max[Grenade] = 6;
max[RepairGun] = 1;
max[RepairPack] = 1;
max[AmmoPack] = 1;
max[SatchelCharge] = 1;
max[FlashGrenade] = 7;
max[ConcussionGrenade] = 6;
max[FlareGrenade] = 7;
max[TargetingLaser] = 1;
max[ShockLance] = 1;
max[CameraGrenade] = 2;
max[Beacon] = 3;
max[PulsePhaser] = 1;
max[LD06Savager] = 1;
max[LD06SavagerAmmo] = 10;
max[ConcussionGun] = 0;
max[ConcussionGunAmmo] = 0;
max[GrappleHook] = 1;
max[pistol] = 1;
max[pistolAmmo] = 10;
max[Dualpistol] = 1;
max[DualpistolAmmo] = 20;
max[DEagle] = 1;
max[DEagleAmmo] = 7;
max[melee] = 1;
max[GravityAxe] = 1;
max[BOV] = 1;
max[S3Rifle] = 1;
max[S3RifleAmmo] = 10;
max[S3SRifle] = 1;
max[S3SRifleAmmo] = 30;
max[C4] = 5;
max[M1700] = 1;
max[M1700Ammo] = 1;
max[Model1887] = 1;
max[Model1887Ammo] = 7;
max[M4A1] = 1;
max[M4A1Ammo] = 30;
max[SA2400] = 0;
max[SA2400Ammo] = 0;
max[G41Rifle] = 0;
max[G41RifleAmmo] = 0;
max[R700SniperRifle] = 0;
max[R700SniperRifleAmmo] = 0;
max[spiker] = 1;
max[Javelin] = 1;
max[JavelinAmmo] = 1;
max[Stinger] = 1;
max[StingerAmmo] = 1;
max[MP26] = 1;
max[MP26Ammo] = 30;
max[Mp26CMDO] = 1;
max[Mp26CMDOAmmo] = 50;
max[Pg700] = 1;
max[Pg700Ammo] = 45;
max[flamer] = 1;
max[flamerAmmo] = 100;
max[MiniChaingun] = 1;
max[MiniChaingunAmmo] = 100;
max[MiniColliderCannon] = 0;
max[ShadowRifle] = 0;
max[M1SniperRifle] = 0;
max[M1SniperRifleAmmo] = 0;
max[MissileLauncher] = 1;
max[MissileLauncherAmmo] = 4;
max[RP432] = 1;
max[RP432Ammo] = 75;
max[MRXX] = 1;
max[MRXXAmmo] = 150;
max[Wp400] = 1;
max[Wp400Ammo] = 5;
max[lasergun] = 1;
max[lasergunammo] = 10;
max[SCD343] = 1;
max[SCD343Ammo] = 1;
max[PulseRifle] = 1;
max[PulseRifleAmmo] = 20;
max[PulseSMG] = 1;
max[PulseSMGAmmo] = 45;
max[RPG] = 1;
max[RPGAmmo] = 1;
max[GravityCannon] = 1;
max[G17SniperRifle] = 0;
max[G17SniperRifleAmmo] = 0;
max[MedPack] = 1;
max[Plasmasaber] = 1;
max[ClipBox] = 9999;
max[ParachutePack] = 1;
max[ALSWPSniperRifle] = 0;
max[ALSWPSniperRifleAmmo] = 0;
max[P90] = 1;
max[P90Ammo] = 65;
max[PlasmaTorpedo] = 1;
max[m93] = 1;
max[m93Ammo] = 15;
max[CrimsonHawk] = 1;
max[CrimsonHawkAmmo] = 15;
observeParameters = "0.5 4.5 4.5";
shieldEffectScale = "0.7 0.7 1.0";
};
//----------------------------------------------------------------------------
datablock DecalData(HeavyMaleFootprint)
{
sizeX = 0.25;
sizeY = 0.5;
textureName = "special/footprints/H_male";
};
datablock PlayerData(HeavyMaleHumanArmor) : HeavyPlayerDamageProfile
{
emap = true;
className = Armor;
shapeFile = "heavy_male.dts";
cameraMaxDist = 3;
computeCRC = true;
debrisShapeName = "debris_player.dts";
debris = HumanRedPlayerDebris;
canObserve = true;
cmdCategory = "Clients";
cmdIcon = CMDPlayerIcon;
cmdMiniIconName = "commander/MiniIcons/com_player_grey";
hudImageNameFriendly[0] = "gui/hud_playertriangle";
hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy";
hudRenderModulated[0] = true;
hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey";
hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey";
hudRenderModulated[1] = true;
hudRenderAlways[1] = true;
hudRenderCenter[1] = true;
hudRenderDistance[1] = true;
hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey";
hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey";
hudRenderModulated[2] = true;
hudRenderAlways[2] = true;
hudRenderCenter[2] = true;
hudRenderDistance[2] = true;
// z0dd - ZOD, 10/06/02. Was missing these parameters.
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
aiAvoidThis = true;
minLookAngle = -1.5;
maxLookAngle = 1.5;
maxFreelookAngle = 3.0;
mass = 180;
drag = 0.33;
maxdrag = 0.6;
density = 10;
maxDamage = 1.32;
maxEnergy = 110;
repairRate = 0.0033;
energyPerDamagePoint = 75.0; // shield energy required to block one point of damage
rechargeRate = 0.256;
jetForce = 0;
underwaterJetForce = 22.47 * 180 * 1.5;
underwaterVertJetFactor = 1.5;
jetEnergyDrain = 1.1;
underwaterJetEnergyDrain = 0.65;
minJetEnergy = 1;
maxJetHorizontalPercentage = 0.8;
runForce = 40.25 * 180;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 7;
maxBackwardSpeed = 5;
maxSideSpeed = 5;
maxUnderwaterForwardSpeed = 4.5;
maxUnderwaterBackwardSpeed = 3;
maxUnderwaterSideSpeed = 3;
recoverDelay = 9;
recoverRunForceScale = 1.2;
jumpForce = 8.3 * 180;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 0;
// heat inc'ers and dec'ers
heatDecayPerSec = 1.0 / 4.0; // takes 4 seconds to clear heat sig.
heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig.
// Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 70;
jumpSurfaceAngle = 75;
minJumpSpeed = 20;
maxJumpSpeed = 30;
horizMaxSpeed = 52;
horizResistSpeed = 23;
horizResistFactor = 0.29;
maxJetForwardSpeed = 16;
upMaxSpeed = 60;
upResistSpeed = 35;
upResistFactor = 0.18;
minImpactSpeed = 40;
speedDamageScale = 0.015;
jetSound = ArmorJetSound;
wetJetSound = ArmorJetSound;
jetEmitter = HumanArmorJetEmitter;
boundingBox = "1.63 1.63 2.6";
pickupRadius = 0.75;
// damage location details
boxNormalHeadPercentage = 0.83;
boxNormalTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;
//Foot Prints
decalData = HeavyMaleFootprint;
decalOffset = 0.4;
footPuffEmitter = LightPuffEmitter;
footPuffNumParts = 15;
footPuffRadius = 0.25;
dustEmitter = LiftoffDustEmitter;
splash = PlayerSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 0.4;
splashEmitter[0] = PlayerFoamDropletsEmitter;
splashEmitter[1] = PlayerFoamEmitter;
splashEmitter[2] = PlayerBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;
footstepSplashHeight = 0.35;
//Footstep Sounds
LFootSoftSound = LFootHeavySoftSound;
RFootSoftSound = RFootHeavySoftSound;
LFootHardSound = LFootHeavyHardSound;
RFootHardSound = RFootHeavyHardSound;
LFootMetalSound = LFootHeavyMetalSound;
RFootMetalSound = RFootHeavyMetalSound;
LFootSnowSound = LFootHeavySnowSound;
RFootSnowSound = RFootHeavySnowSound;
LFootShallowSound = LFootHeavyShallowSplashSound;
RFootShallowSound = RFootHeavyShallowSplashSound;
LFootWadingSound = LFootHeavyWadingSound;
RFootWadingSound = RFootHeavyWadingSound;
LFootUnderwaterSound = LFootHeavyUnderwaterSound;
RFootUnderwaterSound = RFootHeavyUnderwaterSound;
LFootBubblesSound = LFootHeavyBubblesSound;
RFootBubblesSound = RFootHeavyBubblesSound;
movingBubblesSound = ArmorMoveBubblesSound;
waterBreathSound = WaterBreathMaleSound;
impactSoftSound = ImpactHeavySoftSound;
impactHardSound = ImpactHeavyHardSound;
impactMetalSound = ImpactHeavyMetalSound;
impactSnowSound = ImpactHeavySnowSound;
skiSoftSound = SkiAllSoftSound;
skiHardSound = SkiAllHardSound;
skiMetalSound = SkiAllMetalSound;
skiSnowSound = SkiAllSnowSound;
impactWaterEasy = ImpactHeavyWaterEasySound;
impactWaterMedium = ImpactHeavyWaterMediumSound;
impactWaterHard = ImpactHeavyWaterHardSound;
groundImpactMinSpeed = 10.0;
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
groundImpactShakeFalloff = 10.0;
exitingWater = ExitingWaterHeavySound;
maxWeapons = 3; // Max number of different weapons the player can have
maxGrenades = 1; // Max number of different grenades the player can have
maxMines = 1; // Max number of different mines the player can have
// Inventory restrictions
max[RepairKit] = 1;
max[Mine] = 5;
max[Grenade] = 7;
max[RepairGun] = 1;
max[RepairPack] = 1;
max[AmmoPack] = 1;
max[SatchelCharge] = 1;
max[FlashGrenade] = 9;
max[ConcussionGrenade] = 7;
max[FlareGrenade] = 9;
max[TargetingLaser] = 1;
max[ShockLance] = 1;
max[CameraGrenade] = 2;
max[Beacon] = 3;
max[PulsePhaser] = 1;
max[LD06Savager] = 1;
max[LD06SavagerAmmo] = 10;
max[GrappleHook] = 1;
max[pistol] = 1;
max[pistolAmmo] = 10;
max[Dualpistol] = 1;
max[DualpistolAmmo] = 20;
max[DEagle] = 1;
max[DEagleAmmo] = 7;
max[M4A1] = 0;
max[M4A1Ammo] = 0;
max[G17SniperRifle] = 0;
max[G17SniperRifleAmmo] = 0;
max[PulseRifle] = 0;
max[PulseRifleAmmo] = 0;
max[PulseSMG] = 0;
max[PulseSMGAmmo] = 0;
max[melee] = 1;
max[GravityAxe] = 0;
max[spiker] = 0;
max[BOV] = 1;
max[M1700] = 1;
max[M1700Ammo] = 1;
max[Model1887] = 1;
max[Model1887Ammo] = 7;
max[SA2400] = 1;
max[SA2400Ammo] = 21;
max[SCD343] = 0;
max[SCD343Ammo] = 0;
max[flamer] = 1;
max[flamerAmmo] = 100;
max[ConcussionGun] = 0;
max[ConcussionGunAmmo] = 0;
max[G41Rifle] = 0;
max[G41RifleAmmo] = 0;
max[R700SniperRifle] = 1;
max[R700SniperRifleAmmo] = 4;
max[MiniChaingun] = 1;
max[MiniChaingunAmmo] = 100;
max[MiniColliderCannon] = 1;
max[ShadowRifle] = 0;
max[MP26] = 0;
max[MP26Ammo] = 0;
max[Pg700] = 0;
max[Pg700Ammo] = 0;
max[M1SniperRifle] = 0;
max[M1SniperRifleAmmo] = 0;
max[MissileLauncher] = 1;
max[MissileLauncherAmmo] = 7;
max[RP432] = 1;
max[RP432Ammo] = 75;
max[MRXX] = 1;
max[MRXXAmmo] = 150;
max[MG42] = 1;
max[MG42Ammo] = 200;
max[Wp400] = 1;
max[Wp400Ammo] = 5;
max[lasergun] = 0;
max[lasergunammo] = 0;
max[RPG] = 1;
max[RPGAmmo] = 1;
max[Javelin] = 1;
max[JavelinAmmo] = 1;
max[Stinger] = 1;
max[StingerAmmo] = 1;
max[GravityCannon] = 1;
max[Plasmasaber] = 1;
max[ClipBox] = 9999;
max[ParachutePack] = 1;
max[ALSWPSniperRifle] = 0;
max[ALSWPSniperRifleAmmo] = 0;
max[P90] = 0;
max[P90Ammo] = 0;
max[PlasmaTorpedo] = 1;
max[m93] = 1;
max[m93Ammo] = 15;
max[CrimsonHawk] = 1;
max[CrimsonHawkAmmo] = 15;
observeParameters = "0.5 4.5 4.5";
shieldEffectScale = "0.7 0.7 1.0";
};
//----------------------------------------------------------------------------
datablock PlayerData(LightFemaleHumanArmor) : LightMaleHumanArmor
{
shapeFile = "light_female.dts";
waterBreathSound = WaterBreathFemaleSound;
jetEffect = HumanMediumArmorJetEffect;
};
//----------------------------------------------------------------------------
datablock PlayerData(MediumFemaleHumanArmor) : MediumMaleHumanArmor
{
shapeFile = "medium_female.dts";
waterBreathSound = WaterBreathFemaleSound;
jetEffect = HumanArmorJetEffect;
};
//----------------------------------------------------------------------------
datablock PlayerData(HeavyFemaleHumanArmor) : HeavyMaleHumanArmor
{
shapeFile = "heavy_male.dts";
waterBreathSound = WaterBreathFemaleSound;
};
//----------------------------------------------------------------------------
datablock DecalData(LightBiodermFootprint)
{
sizeX = 0.25;
sizeY = 0.25;
textureName = "special/footprints/L_bioderm";
};
datablock PlayerData(LightMaleBiodermArmor) : LightMaleHumanArmor
{
shapeFile = "bioderm_light.dts";
jetEmitter = BiodermArmorJetEmitter;
jetEffect = BiodermArmorJetEffect;
debrisShapeName = "bio_player_debris.dts";
debris = BiodermPlayerDebris;
//Foot Prints
decalData = LightBiodermFootprint;
decalOffset = 0.3;
waterBreathSound = WaterBreathBiodermSound;
};
//----------------------------------------------------------------------------
datablock DecalData(MediumBiodermFootprint)
{
sizeX = 0.25;
sizeY = 0.25;
textureName = "special/footprints/M_bioderm";
};
datablock PlayerData(MediumMaleBiodermArmor) : MediumMaleHumanArmor
{
shapeFile = "bioderm_medium.dts";
jetEmitter = BiodermArmorJetEmitter;
jetEffect = BiodermArmorJetEffect;
debrisShapeName = "bio_player_debris.dts";
debris = BiodermPlayerDebris;
//Foot Prints
decalData = MediumBiodermFootprint;
decalOffset = 0.35;
waterBreathSound = WaterBreathBiodermSound;
};
//----------------------------------------------------------------------------
datablock DecalData(HeavyBiodermFootprint)
{
sizeX = 0.25;
sizeY = 0.5;
textureName = "special/footprints/H_bioderm";
};
datablock PlayerData(HeavyMaleBiodermArmor) : HeavyMaleHumanArmor
{
emap = false;
shapeFile = "bioderm_heavy.dts";
jetEmitter = BiodermArmorJetEmitter;
debrisShapeName = "bio_player_debris.dts";
debris = BiodermPlayerDebris;
//Foot Prints
decalData = HeavyBiodermFootprint;
decalOffset = 0.4;
waterBreathSound = WaterBreathBiodermSound;
};
// --------------------------------------------------------------------------
// True Build Armors
// --------------------------------------------------------------------------
datablock PlayerData(PureMaleHumanArmor) : LightMaleHumanArmor
{
jetForce = 26.21 * 120; // 26.21 * 90
underwaterJetForce = 26.21 * 120 * 1.5; // 26.21 * 90 * 1.5
maxEnergy = 60;
jetEnergyDrain = 0.1;
underwaterJetEnergyDrain = 0.05;
rechargeRate = 0.256;
mass = 115;
minImpactSpeed = 450;
speedDamageScale = 0.0004;
maxWeapons = 4; // Max number of different weapons the player can have
maxGrenades = 1; // Max number of different grenades the player can have
maxMines = 0; // Max number of different mines the player can have
// Inventory restrictions
max[RepairKit] = 0;
max[Mine] = 0;
max[Grenade] = 0;
max[Blaster] = 0;
max[Plasma] = 0;
max[PlasmaAmmo] = 0;
max[Disc] = 0;
max[DiscAmmo] = 0;
max[SniperRifle] = 0;
max[GrenadeLauncher] = 0;
max[GrenadeLauncherAmmo] = 0;
max[Mortar] = 0;
max[MortarAmmo] = 0;
max[MissileLauncher] = 0;
max[MissileLauncherAmmo] = 0;
max[MiniChaingun] = 0;
max[MiniChaingunAmmo] = 0;
max[ShadowRifle] = 0;
max[PulseRifle] = 0;
max[PulseRifleAmmo] = 0;
max[PulseSMG] = 0;
max[PulseSMGAmmo] = 0;
max[RepairGun] = 1;
max[CloakingPack] = 0;
max[SensorJammerPack] = 0;
max[EnergyPack] = 0;
max[RepairPack] = 1;
max[ShieldPack] = 0;
max[AmmoPack] = 0;
max[SatchelCharge] = 0;
max[MortarBarrelPack] = 1;
max[MissileBarrelPack] = 1;
max[AABarrelPack] = 1;
max[PlasmaBarrelPack] = 1;
max[ELFBarrelPack] = 1;
max[InventoryDeployable] = 1;
max[MotionSensorDeployable] = 1;
max[PulseSensorDeployable] = 1;
max[TurretOutdoorDeployable] = 1;
max[TurretIndoorDeployable] = 1;
max[FlashGrenade] = 0;
max[ConcussionGrenade] = 0;
max[FlareGrenade] = 5;
max[TargetingLaser] = 1;
max[ELFGun] = 0;
max[GravityAxe] = 0;
max[ShockLance] = 0;
max[CameraGrenade] = 2;
max[Beacon] = 5;
//Guns
max[ConstructionTool] = 1;
max[NerfGun] = 1;
max[NerfBallLauncher] = 1;
max[NerfBallLauncherAmmo] = 25;
max[SuperChaingun] = 0;
max[SuperChaingunAmmo] = 0;
max[MergeTool] = 1;
max[EditorGun] = 1;
max[EditTool] = 1;
max[ConcussionGun] = 0;
max[ConcussionGunAmmo] = 0;
max[Stinger] = 0;
max[StingerAmmo] = 0;
max[ALSWPSniperRifle] = 0;
max[ALSWPSniperRifleAmmo] = 0;
max[P90] = 0;
max[P90Ammo] = 0;
max[PlasmaTorpedo] = 0;
max[m93] = 1;
max[m93Ammo] = 15;
max[CrimsonHawk] = 1;
max[CrimsonHawkAmmo] = 15;
max[MRXX] = 0;
max[MRXXAmmo] = 0;
max[spiker] = 0;
//Building parts
max[CardPackDeployable] = 1;
max[SpawnPointPack] = 1;
max[spineDeployable] = 1;
max[mspineDeployable] = 1;
max[wWallDeployable] = 1;
max[floorDeployable] = 1;
max[WallDeployable] = 1;
//Turrets
max[TurretLaserDeployable] = 1;
max[TurretMissileRackDeployable]= 1;
max[DiscTurretDeployable] = 0;
//Largepacks
max[EnergizerDeployable] = 0;
max[TreeDeployable] = 1;
max[CrateDeployable] = 1;
max[DecorationDeployable] = 1;
max[LogoProjectorDeployable] = 1;
max[LightDeployable] = 1;
max[TripwireDeployable] = 1;
max[TelePadPack] = 1;
max[TurretBasePack] = 1;
max[LargeInventoryDeployable] = 1;
max[GeneratorDeployable] = 1;
max[SolarPanelDeployable] = 1;
max[SwitchDeployable] = 1;
max[MediumSensorDeployable] = 1;
max[LargeSensorDeployable] = 1;
max[DoorDeployable] = 1;
//Misc
max[JumpadDeployable] = 1;
max[EscapePodDeployable] = 1;
max[ForceFieldDeployable] = 1;
max[GravityFieldDeployable] = 1;
max[S3Rifle] = 0;
max[S3RifleAmmo] = 0;
max[Javelin] = 0;
max[JavelinAmmo] = 0;
max[C4] = 0;
max[M1700] = 0;
max[M1700Ammo] = 0;
max[Model1887] = 0;
max[Model1887Ammo] = 0;
max[G41Rifle] = 0;
max[G41RifleAmmo] = 0;
max[R700SniperRifle] = 0;
max[R700SniperRifleAmmo] = 0;
max[MP26] = 0;
max[MP26Ammo] = 0;
max[Pg700] = 0;
max[Pg700Ammo] = 0;
max[M1SniperRifle] = 0;
max[M1SniperRifleAmmo] = 0;
max[MissileLauncher] = 0;
max[MissileLauncherAmmo] = 0;
max[M4A1] = 0;
max[M4A1Ammo] = 0;
max[RP432] = 0;
max[RP432Ammo] = 0;
max[Chaingun] = 0;
max[ChaingunAmmo] = 0;
max[Wp400] = 0;
max[Wp400Ammo] = 0;
max[SCD343] = 0;
max[SCD343Ammo] = 0;
max[lasergun] = 0;
max[lasergunamo] = 0;
max[RPG] = 0;
max[RPGAmmo] = 0;
max[GravityCannon] = 0;
max[PulsePhaser] = 1;
max[LD06Savager] = 1;
max[LD06SavagerAmmo] = 10;
max[GrappleHook] = 1;
max[pistol] = 1;
max[pistolAmmo] = 10;
max[Dualpistol] = 1;
max[DualpistolAmmo] = 20;
max[DEagle] = 1;
max[DEagleAmmo] = 7;
max[G17SniperRifle] = 0;
max[G17SniperRifleAmmo] = 0;
max[SA2400] = 0;
max[SA2400Ammo] = 0;
max[ParachutePack] = 1;
//Some small additions
//Note all that keeps us from full plugin compability is this code.
max[TractorGun] = 1;
max[TransGun] = 1;
max[VehiclePadPack] = 1;
max[EmitterDepPack] = 1;
max[AudioDepPack] = 1;
max[DispenserDepPack] = 1;
max[DetonationDepPack] = 1;
max[TransDepPack] = 1;
max[ClipBox] = 9999;
observeParameters = "0.5 4.5 4.5";
shieldEffectScale = "0.7 0.7 1.0";
};
//----------------------------------------------------------------------------
datablock PlayerData(PureFemaleHumanArmor) : PureMaleHumanArmor
{
shapeFile = "light_female.dts";
waterBreathSound = WaterBreathFemaleSound;
jetEffect = HumanMediumArmorJetEffect;
};
datablock PlayerData(PureMaleBiodermArmor) : PureMaleHumanArmor
{
shapeFile = "bioderm_light.dts";
jetEmitter = BiodermArmorJetEmitter;
jetEffect = BiodermArmorJetEffect;
debrisShapeName = "bio_player_debris.dts";
debris = BiodermPlayerDebris;
//Foot Prints
decalData = LightBiodermFootprint;
decalOffset = 0.3;
waterBreathSound = WaterBreathBiodermSound;
};
// --------------------------------------------------------------------------
// End True Build Armors
// --------------------------------------------------------------------------
//----------------------------------------------------------------------------
function Armor::onAdd(%data,%obj)
{
Parent::onAdd(%data, %obj);
// Vehicle timeout
%obj.mountVehicle = true;
// Default dynamic armor stats
%obj.setRechargeRate(%data.rechargeRate);
%obj.setRepairRate(0);
%obj.setSelfPowered();
//TWM2 : Recharge shields if they have them
if(%obj.getMaxShieldHealth() > 0) {
%obj.rechargeShields(%data.shieldHeathCharge);
%obj.activeShieldEffect();
}
//TWM2: Activate Armor Effect
if(isClientControlledPlayer(%obj))
%obj.client.setActiveAE(%obj.client.getActiveAE());
}
function Armor::onRemove(%this, %obj)
{
//Frohny asked me to remove this - all players are deleted now on mission cycle...
//if(%obj.getState() !$= "Dead")
//{
// error("ERROR PLAYER REMOVED WITHOUT DEATH - TRACE:");
// trace(1);
// schedule(0,0,trace,0);
//}
if (%obj.client.player == %obj)
%obj.client.player = 0;
}
function Armor::onNewDataBlock(%this,%obj)
{
}
function Armor::onDisabled(%this,%obj,%state) {
%obj.revived = 0;
if(%obj.Infected == 1 && !%obj.iszombie){
%obj.createTheZ = schedule(14000, %obj, "CreateZombie", %obj);
%obj.revcheck = schedule(($CorpseTimeoutValue) - %fadeTime, %obj, "checkIfRevived", %obj);
}
else {
%fadeTime = 1000;
%obj.revcheck = schedule(($CorpseTimeoutValue) - %fadeTime, %obj, "checkIfRevived", %obj);
}
if(%obj.isZombie || %obj.isBoss || %obj.isGOF || %obj.isAllyBot){
if(%obj.isZombie) {
$Game::ZombieCount--;
if($Game::ZombieCount < 0) { //nice?
$Game::ZombieCount = 0; //We can easily reset this
}
}
freeclienttarget(%obj);
%sound = getRandom(1,3);
if(%sound == 1) {
ServerPlay3d(ZombieDeathSound1, %obj.getPosition());
}
else if(%sound == 2) {
ServerPlay3d(ZombieDeathSound2, %obj.getPosition());
}
else {
ServerPlay3d(ZombieDeathSound3, %obj.getPosition());
}
%dodeath = (getrandom() * 3);
if(%dodeath <= 1)
%obj.setActionThread("Death" @ $PlayerDeathAnim::HeadFrontDirect);
else if(%dodeath <= 2)
%obj.setActionThread("Death" @ $PlayerDeathAnim::HeadBackFallForward);
else
%obj.setActionThread("Death" @ $PlayerDeathAnim::TorsoBackFallForward);
if(%obj.hasCP == 1) {
if(isObject(%obj.cp))
%obj.CP.numZ = (%obj.CP.numZ - 1);
}
if(%obj.randspawnerstarted == 1)
$numspawnedzombies--;
}
}
function checkIfRevived(%obj){
if(%obj.revived != 1) {
%fadeTime = 1000;
%obj.startFade( %fadeTime, 1, true );
%obj.schedule(%fadeTime, "delete");
}
else {
%obj.revived = 0;
}
}
function Armor::shouldApplyImpulse(%data, %obj)
{
return true;
}
$wasFirstPerson = true;
function Armor::onMount(%this,%obj,%vehicle,%node)
{
//[most]
if (%vehicle.base.leftpad == %vehicle || %vehicle.base.rightpad == %vehicle)
{
%node = 1;
%obj.mvehicle = %vehicle;
}
//[most]
if (%node == 0)
{
// Node 0 is the pilot's pos.
%obj.setTransform("0 0 0 0 0 1 0");
%obj.setActionThread(%vehicle.getDatablock().mountPose[%node],true,true);
if(!%obj.inStation)
%obj.lastWeapon = (%obj.getMountedImage($WeaponSlot) == 0 ) ? "" : %obj.getMountedImage($WeaponSlot).getName().item;
%obj.unmountImage($WeaponSlot);
if(!%obj.client.isAIControlled())
{
%obj.setControlObject(%vehicle);
%obj.client.setObjectActiveImage(%vehicle, 2);
}
//E3 respawn...
if(%obj == %obj.lastVehicle.lastPilot && %obj.lastVehicle != %vehicle)
{
schedule(240000, %obj.lastVehicle,"vehicleAbandonTimeOut", %obj.lastVehicle);
%obj.lastVehicle.lastPilot = "";
}
if(%vehicle.lastPilot !$= "" && %vehicle == %vehicle.lastPilot.lastVehicle)
%vehicle.lastPilot.lastVehicle = "";
%vehicle.abandon = false;
%vehicle.lastPilot = %obj;
%obj.lastVehicle = %vehicle;
// update the vehicle's team
if((%vehicle.getTarget() != -1) && %vehicle.getDatablock().cantTeamSwitch $= "")
{
setTargetSensorGroup(%vehicle.getTarget(), %obj.client.getSensorGroup());
if( %vehicle.turretObject > 0 )
setTargetSensorGroup(%vehicle.turretObject.getTarget(), %obj.client.getSensorGroup());
}
// Send a message to the client so they can decide if they want to change view or not:
commandToClient( %obj.client, 'VehicleMount' );
}
else
{
// tailgunner/passenger positions
if(%vehicle.getDataBlock().mountPose[%node] !$= "")
%obj.setActionThread(%vehicle.getDatablock().mountPose[%node]);
else
%obj.setActionThread("root", true);
}
// -------------------------------------------------------------------------
// z0dd - ZOD, 10/06/02. announce to any other passengers that you've boarded
if(%vehicle.getDatablock().numMountPoints > 1)
{
%nodeName = findNodeName(%vehicle, %node); // function in vehicle.cs
for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++)
{
if (%vehicle.getMountNodeObject(%i) > 0)
{
if(%vehicle.getMountNodeObject(%i).client != %obj.client)
{
%team = (%obj.team == %vehicle.getMountNodeObject(%i).client.team ? 'Teammate' : 'Enemy');
messageClient( %vehicle.getMountNodeObject(%i).client, 'MsgShowPassenger', '\c2%3: \c3%1\c2 has boarded in the \c3%2\c2 position.', %obj.client.name, %nodeName, %team );
}
commandToClient( %vehicle.getMountNodeObject(%i).client, 'showPassenger', %node, true);
}
}
}
//make sure they don't have any packs active
// if ( %obj.getImageState( $BackpackSlot ) $= "activate")
// %obj.use("Backpack");
if ( %obj.getImageTrigger( $BackpackSlot ) )
%obj.setImageTrigger( $BackpackSlot, false );
//AI hooks
%obj.client.vehicleMounted = %vehicle;
AIVehicleMounted(%vehicle);
if(!%obj.isZombie)
if(%obj.client.isAIControlled())
%this.AIonMount(%obj, %vehicle, %node);
}
function Armor::onUnmount( %this, %obj, %vehicle, %node )
{
if ( %node == 0 )
{
commandToClient( %obj.client, 'VehicleDismount' );
commandToClient(%obj.client, 'removeReticle');
if(%obj.inv[%obj.lastWeapon])
%obj.use(%obj.lastWeapon);
if(%obj.getMountedImage($WeaponSlot) == 0)
%obj.selectWeaponSlot( 0 );
//Inform gunner position when pilot leaves...
//if(%vehicle.getDataBlock().showPilotInfo !$= "")
// if((%gunner = %vehicle.getMountNodeObject(1)) != 0)
// commandToClient(%gunner.client, 'PilotInfo', "PILOT EJECTED", 6, 1);
}
// ----------------------------------------------------------------------
// z0dd - ZOD, 10/06/02. announce to any other passengers that you've left
if(%vehicle.getDatablock().numMountPoints > 1)
{
%nodeName = findNodeName(%vehicle, %node); // function in vehicle.cs
for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++)
{
if (%vehicle.getMountNodeObject(%i) > 0)
{
if(%vehicle.getMountNodeObject(%i).client != %obj.client)
{
%team = (%obj.team == %vehicle.getMountNodeObject(%i).client.team ? 'Teammate' : 'Enemy');
messageClient( %vehicle.getMountNodeObject(%i).client, 'MsgShowPassenger', '\c2%3: \c3%1\c2 has ejected from the \c3%2\c2 position.', %obj.client.name, %nodeName, %team );
}
commandToClient( %vehicle.getMountNodeObject(%i).client, 'showPassenger', %node, false);
}
}
}
//AI hooks
%obj.client.vehicleMounted = "";
if(!%obj.isZombie)
if(%obj.client.isAIControlled())
%this.AIonUnMount(%obj, %vehicle, %node);
}
$ammoType[0] = "PlasmaAmmo";
$ammoType[1] = "DiscAmmo";
$ammoType[2] = "GrenadeLauncherAmmo";
$ammoType[3] = "MortarAmmo";
$ammoType[4] = "MissileLauncherAmmo";
$ammoType[5] = "ChaingunAmmo";
// z0dd - ZOD, 9/13/02. TR2 weapons
$ammoType[6] = "TR2DiscAmmo";
$ammoType[7] = "TR2GrenadeLauncherAmmo";
$ammoType[8] = "TR2ChaingunAmmo";
$ammoType[9] = "TR2MortarAmmo";
$ammoType[10] = "NerfBallLauncherAmmo";
$ammoType[11] = "SuperChaingunAmmo";
//TWM2
$ammoType[12] = "pistolAmmo";
$ammoType[13] = "S3RifleAmmo";
$ammoType[14] = "M1700Ammo";
$ammoType[15] = "G41RifleAmmo";
$ammoType[16] = "R700SniperRifleAmmo";
$ammoType[17] = "MP26Ammo";
$ammoType[18] = "Pg700Ammo";
$ammoType[19] = "M1SniperRifleAmmo";
$ammoType[20] = "MissileLauncherAmmo";
$ammoType[21] = "RP432Ammo";
$ammoType[22] = "MiniChaingunAmmo";
$ammoType[23] = "Wp400Ammo";
$ammoType[24] = "lasergunAmmo";
$ammoType[25] = "RPGAmmo";
$ammoType[26] = "IonLauncherAmmo";
$ammoType[27] = "MG42Ammo";
$ammoType[28] = "flamerAmmo";
$ammoType[29] = "G17SniperRifleAmmo";
$ammoType[30] = "ConcussionGunAmmo";
$ammoType[31] = "S3SRifleAmmo";
$ammoType[32] = "MP26CMDOAmmo";
$ammoType[33] = "SA2400Ammo";
$ammoType[34] = "DualpistolAmmo";
$ammoType[35] = "DeagleAmmo";
$ammoType[36] = "JavelinAmmo";
$ammoType[37] = "SCD343Ammo";
$ammoType[38] = "M4A1Ammo";
$ammoType[39] = "PulseRifleAmmo";
$ammoType[40] = "PulseSMGAmmo";
$ammoType[41] = "ALSWPSniperRifleAmmo";
$ammoType[42] = "P90Ammo";
$ammoType[43] = "m93Ammo";
$ammoType[44] = "CrimsonHawkAmmo";
$ammoType[45] = "StingerAmmo";
$ammoType[46] = "MRXXAmmo";
$ammoType[47] = "Model1887Ammo";
$ammoType[48] = "NapalmAmmo";
function Armor::onCollision(%this,%obj,%col,%forceVehicleNode)
{
if (%obj.getState() $= "Dead")
return;
%dataBlock = %col.getDataBlock();
%colarmortype = %Datablock.getname();
%className = %dataBlock.className;
%objarmortype = %obj.getdatablock().getname();
%client = %obj.client;
// player collided with a vehicle
%node = -1;
if (%forceVehicleNode !$= "" || (%className $= WheeledVehicleData || %className $= FlyingVehicleData || %className $= HoverVehicleData) &&
%obj.mountVehicle && %obj.getState() $= "Move" && %col.mountable && !%obj.inStation && %col.getDamageState() !$= "Destroyed") {
// Escape pod
if (%dataBlock == EscapePodVehicle.getID()) {
if (%dataBlock.isBlocked(%col,%obj)) {
if (%col.blockedTime + 1000 < getSimTime()) {
%col.blockedTime = getSimTime();
%col.play3D(TelePadAccessDeniedSound);
messageClient(%obj.client,'msgClient','\c2Unable to launch, escape pod is blocked!');
}
return;
}
}
//if the player is an AI, he should snap to the mount points in node order,
//to ensure they mount the turret before the passenger seat, regardless of where they collide...
if (!%obj.isZombie && %obj.client.isAIControlled())
{
%transform = %col.getTransform();
//either the AI is *required* to pilot, or they'll pick the first available passenger seat
if (%client.pilotVehicle)
{
//make sure the bot is in light armor
if (%client.player.getArmorSize() $= "Light")
{
//make sure the pilot seat is empty
if (!%col.getMountNodeObject(0))
%node = 0;
}
}
else
%node = findAIEmptySeat(%col, %obj);
}
else
%node = findEmptySeat(%col, %obj, %forceVehicleNode);
//now mount the player in the vehicle
if(%node >= 0)
{
// players can't be pilots, bombardiers or turreteers if they have
// "large" packs -- stations, turrets, turret barrels
if(hasLargePack(%obj)) {
// check to see if attempting to enter a "sitting" node
if(nodeIsSitting(%datablock, %node)) {
// send the player a message -- can't sit here with large pack
if(!%obj.noSitMessage)
{
%obj.noSitMessage = true;
%obj.schedule(2000, "resetSitMessage");
messageClient(%obj.client, 'MsgCantSitHere', '\c2Pack too large, can\'t occupy this seat.~wfx/misc/misc.error.wav');
}
return;
}
}
if(%col.noEnemyControl && %obj.team != %col.team)
return;
commandToClient(%obj.client,'SetDefaultVehicleKeys', true);
//If pilot or passenger then bind a few extra keys
if(%node == 0)
commandToClient(%obj.client,'SetPilotVehicleKeys', true);
else
commandToClient(%obj.client,'SetPassengerVehicleKeys', true);
if(!%obj.inStation)
%col.lastWeapon = ( %col.getMountedImage($WeaponSlot) == 0 ) ? "" : %col.getMountedImage($WeaponSlot).getName().item;
else
%col.lastWeapon = %obj.lastWeapon;
%obj.preVehicleMountPos = %obj.getPosition();
%col.mountObject(%obj,%node);
%col.playAudio(0, MountVehicleSound);
%obj.mVehicle = %col;
// if player is repairing something, stop it
if(%obj.repairing)
stopRepairing(%obj);
//this will setup the huds as well...
%dataBlock.playerMounted(%col,%obj, %node);
}
}
// TODO - keep these up to date
else if (%className $= "wall" || %className $= "wwall" || %className $= "spine" || %className $= "mspine" || %className $= "floor") {
%obj.playAudio(0,(GetRandom()*2 >1) ? LFootMediumMetalSound : RFootMediumMetalSound);
%obj.lastDepCol = %col;
%obj.lastDepColPos = %obj.getPosition();
if (%className $= "wall")
doorfunction(%obj,%col);
}
else if (%className $= "Armor") {
// player has collided with another player
if(%obj.isZombie) {
%objiszomb = 1;
}
else {
%objiszomb = 0;
}
if(%col.onfire == 1 && %obj.onfire != 1 && !%obj.rapierShield){
%obj.maxfirecount = (%col.maxfirecount - %col.firecount);
%obj.onfire = 1;
schedule(10, %obj, "burnloop", %obj);
}
if(%col.getState() $= "Dead" && !%objiszomb) {
%obj.lasttouchedcorpse = %col;
%gotSomething = false;
// it's corpse-looting time!
// weapons -- don't pick up more than you are allowed to carry!
for(%i = 0; ( %obj.weaponCount < %obj.getDatablock().maxWeapons ) && $InvWeapon[%i] !$= ""; %i++)
{
%weap = $NameToInv[$InvWeapon[%i]];
if ( %col.hasInventory( %weap ) )
{
if ( %obj.incInventory(%weap, 1) > 0 )
{
%col.decInventory(%weap, 1);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %weap.pickUpName);
}
//New Clip Stuff
%WImg = %weap @ "Image"; //I love how there are so many ways
//To get The WeaponImage with only
//Ammo or NameToInv :p -Phantom
%ClipsLeft = %obj.ClipCount[%WImg.ClipName];
%MaxClips = %WImg.InitialClips; //Initial == Max?
%ColClipsLeft = %col.ClipCount[%WImg.ClipName];
//AHA! Pickup time
if(%ClipsLeft < %MaxClips) {
%clipsToAdd = %MaxClips - %ClipsLeft;
//this if checks the dead player's remaining clips
//If needed is more than what we have, we go to the
//else, otherwise, we add it.
if(%ColClipsLeft > 1 && (%ColClipsLeft - %clipsToAdd >= 0)) {
%ClipPickUpName = %WImg.ClipPickupName[%WImg.ClipName];
%col.ClipCount[%WImg.ClipName] -= %clipsToAdd;
%obj.ClipCount[%WImg.ClipName] += %clipsToAdd;
%GotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', "\c0You picked up "@%ClipPickUpName@".");
//check if reload needs to be done?
}
else {
%clipsToAdd = %ColClipsLeft;
%ClipPickUpName = %WImg.ClipPickupName[%WImg.ClipName];
%col.ClipCount[%WImg.ClipName] -= %clipsToAdd;
%obj.ClipCount[%WImg.ClipName] += %clipsToAdd;
%GotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', "\c0You picked up "@%ClipPickUpName@".");
}
}
}
}
// targeting laser:
if ( %col.hasInventory( "TargetingLaser" ) )
{
if ( %obj.incInventory( "TargetingLaser", 1 ) > 0 )
{
%col.decInventory( "TargetingLaser", 1 );
%gotSomething = true;
messageClient( %obj.client, 'MsgItemPickup', '\c0You picked up a targeting laser.' );
}
}
// ammo
for(%j = 0; $ammoType[%j] !$= ""; %j++)
{
%ammoAmt = %col.inv[$ammoType[%j]];
if(%ammoAmt)
{
// incInventory returns the amount of stuff successfully grabbed
%grabAmt = %obj.incInventory($ammoType[%j], %ammoAmt);
if(%grabAmt > 0)
{
%col.decInventory($ammoType[%j], %grabAmt);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', $ammoType[%j].pickUpName);
%obj.client.setWeaponsHudAmmo($ammoType[%j], %obj.getInventory($ammoType[%j]));
}
}
}
// figure out what type, if any, grenades the (live) player has
%playerGrenType = "None";
for(%x = 0; $InvGrenade[%x] !$= ""; %x++) {
%gren = $NameToInv[$InvGrenade[%x]];
%playerGrenAmt = %obj.inv[%gren];
if(%playerGrenAmt > 0)
{
%playerGrenType = %gren;
break;
}
}
// grenades
for(%k = 0; $InvGrenade[%k] !$= ""; %k++)
{
%gren = $NameToInv[$InvGrenade[%k]];
%corpseGrenAmt = %col.inv[%gren];
// does the corpse hold any of this grenade type?
if(%corpseGrenAmt)
{
// can the player pick up this grenade type?
if((%playerGrenType $= "None") || (%playerGrenType $= %gren))
{
%taken = %obj.incInventory(%gren, %corpseGrenAmt);
if(%taken > 0)
{
%col.decInventory(%gren, %taken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %gren.pickUpName);
%obj.client.setInventoryHudAmount(%gren, %obj.getInventory(%gren));
}
}
break;
}
}
// figure out what type, if any, mines the (live) player has
%playerMineType = "None";
for(%y = 0; $InvMine[%y] !$= ""; %y++)
{
%mType = $NameToInv[$InvMine[%y]];
%playerMineAmt = %obj.inv[%mType];
if(%playerMineAmt > 0)
{
%playerMineType = %mType;
break;
}
}
// mines
for(%l = 0; $InvMine[%l] !$= ""; %l++)
{
%mine = $NameToInv[$InvMine[%l]];
%mineAmt = %col.inv[%mine];
if(%mineAmt) {
if((%playerMineType $= "None") || (%playerMineType $= %mine))
{
%grabbed = %obj.incInventory(%mine, %mineAmt);
if(%grabbed > 0)
{
%col.decInventory(%mine, %grabbed);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %mine.pickUpName);
%obj.client.setInventoryHudAmount(%mine, %obj.getInventory(%mine));
}
}
break;
}
}
// beacons
%beacAmt = %col.inv[Beacon];
if(%beacAmt)
{
%bTaken = %obj.incInventory(Beacon, %beacAmt);
if(%bTaken > 0)
{
%col.decInventory(Beacon, %bTaken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', Beacon.pickUpName);
%obj.client.setInventoryHudAmount(Beacon, %obj.getInventory(Beacon));
}
}
// repair kit
%rkAmt = %col.inv[RepairKit];
if(%rkAmt)
{
%rkTaken = %obj.incInventory(RepairKit, %rkAmt);
if(%rkTaken > 0)
{
%col.decInventory(RepairKit, %rkTaken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', RepairKit.pickUpName);
%obj.client.setInventoryHudAmount(RepairKit, %obj.getInventory(RepairKit));
}
}
}
else if((%colarmortype $= "ZombieArmor" || %col.canZkill == 1) && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
}
else if(%colarmortype $= "FZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
if(%obj.hit $= ""){
%obj.hit = 1;
%obj.setWhiteOut("0.5");
playPain(%obj);
}
else if(%obj.hit == 1){
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
}
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
}
else if(%colarmortype $= "DemonZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
}
else if(%colarmortype $= "RapierZombieArmor" && %obj.grabbed != 1 && %objiszomb != 1 && !%obj.rapierShield){
%chance = getRandom(1,3);
if(%chance == 3 && %obj.Infected != 1){
%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
}
else {
%col.iscarrying = 1;
%obj.grabbed = 1;
%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
%col.killingPlayer = schedule(10, 0, "RkillLoop", %col, %obj, 0);
}
}
else if(%colarmortype $= "ShifterZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.3, $DamageType::Zombie);
}
else if(%colarmortype $= "SummonerZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.3, $DamageType::Zombie);
}
else if(%colarmortype $= "DemonUltraZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.5, $DamageType::Zombie);
}
else if((%colarmortype $= "LordRogZombieArmor" && %objiszomb != 1 && !%obj.rapierShield)) {
if(%col.isAllyBot && !%col.isAttacking) {
return;
}
%obj.scriptkill($DamageType::Admin);
%col.setDamageLevel(%col.getDamageLevel() - 25.0);
%col.setVelocity("0 0 0");
if(!%obj.iszombie) {
ServerPlay3d(BOVHitSound, %obj.getPosition());
%randMessage = getrandom(3)+1;
switch(%randMessage) {
case 1:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Slice And Dice "@%obj.client.namebase@"!");
case 2:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Die... "@%obj.client.namebase@" Painfully.");
case 3:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Your life "@%obj.client.namebase@", is now mine!");
default:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Slice And Dice "@%obj.client.namebase@"!");
}
}
}
else if((%colarmortype $= "ROGZombieArmor" && %objiszomb != 1 && !%obj.rapierShield && !%col.isPlayerRog)) {
if(%col.isAllyBot && !%col.isAttacking) {
return;
}
%obj.scriptkill($DamageType::Admin);
%col.setDamageLevel(%col.getDamageLevel() - 10.0);
%col.setVelocity("0 0 0");
if(!%obj.iszombie) {
ServerPlay3d(BOVHitSound, %obj.getPosition());
%randMessage = getrandom(3)+1;
switch(%randMessage) {
case 1:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Slice And Dice "@%obj.client.namebase@"!");
case 2:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Die... "@%obj.client.namebase@" Painfully.");
case 3:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Your life "@%obj.client.namebase@", is now mine!");
default:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Slice And Dice "@%obj.client.namebase@"!");
}
}
}
else if((%colarmortype $= "ZombieArmor" || %col.canZkill == 1) && %objiszomb != 1 && !%obj.rapierShield) {
%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
}
else if(%colarmortype $= "FZombieArmor" && %objiszomb != 1 && !%obj.rapierShield) {
%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
}
else if((%colarmortype $= "DemonZombieArmor" || %colarmortype $= "WraithZombieArmor") && %objiszomb != 1 && !%obj.rapierShield) {
%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
}
else if(%colarmortype $= "DemonMotherZombieArmor" && %objiszomb != 1 && !%obj.rapierShield) {
if(%obj.Infected != 1) {
%obj.Infected = 1;
%obj.damage(0, %obj.position, 0.8, $DamageType::Zombie);
%obj.InfectedLoop = schedule(10, %obj, "InfectLoop", %obj);
}
else {
%obj.damage(0, %obj.position, 1.2, $DamageType::Zombie);
}
}
else if ($PlayerSnapTo == true) {
if (!isObject(%col.getMountedObject(0))) {
if (!isObject(%obj.getMountedObject(0)) || %obj.getMountedObject(0) != %col) {
%col.mountObject(%obj,$BackPackSlot);
%gotSomething = true;
}
}
}
else if ($NaughtyMode == true) {
playPain(%obj);
playPain(%col);
}
else if ($AngstMode == true) {
playDeathCry(%obj);
playDeathCry(%col);
}
if ($JumpyMode == true) {
%obj.applyImpulse(%obj.getPosition(),"0 0 500");
%col.applyImpulse(%col.getPosition(),"0 0 500");
}
if (%obj.client.race $= "Human" && $SexChangeMode == true) {
if (%obj.client.oldSex $= "")
%obj.client.oldSex = %obj.client.sex;
if (%obj.client.oldVoice $= "")
%obj.client.oldVoice = %obj.client.voice;
%voice = getTaggedString(getTargetVoice(%obj.client.target));
%voiceNum = getSubStr(%voice,strLen(%voice)-1,1);
if (%obj.client.sex $= "Male") {
%obj.client.sex = "Female";
%obj.client.voiceTag = addTaggedString("Fem" @ %voiceNum);
setTargetVoice(%obj.client.target,%obj.client.voiceTag);
}
else {
%obj.client.sex = "Male";
%obj.client.voiceTag = addTaggedString("Male" @ %voiceNum);
setTargetVoice(%obj.client.target,%obj.client.voiceTag);
}
%obj.setArmor(%client.armor);
}
if(%gotSomething)
%col.playAudio(0, CorpseLootingSound);
}
}
function Player::resetSitMessage(%obj)
{
%obj.noSitMessage = false;
}
function Player::setInvincible(%this, %val)
{
%this.invincible = %val;
}
function Player::causedRecentDamage(%this, %val)
{
%this.causedRecentDamage = %val;
}
function hasLargePack(%player)
{
%pack = %player.getMountedImage($BackpackSlot);
if(%pack.isLarge)
return true;
else
return false;
}
function nodeIsSitting(%vehDBlock, %node)
{
// pilot == always a "sitting" node
if(%node == 0)
return true;
else {
switch$ (%vehDBlock.getName())
{
// note: for assault tank -- both nodes are sitting
// for any single-user vehicle -- pilot node is sitting
case "BomberFlyer":
// bombardier == sitting; tailgunner == not sitting
if(%node == 1)
return true;
else
return false;
case "HAPCFlyer":
// only the pilot node is sitting
return false;
case "SuperHAPCFlyer":
// only the pilot node is sitting
return false;
default:
return true;
}
}
}
//----------------------------------------------------------------------------
function Player::setMountVehicle(%this, %val)
{
%this.mountVehicle = %val;
}
function Armor::doDismount(%this, %obj, %forced,%eject) {
// This function is called by player.cc when the jump trigger
// is true while mounted
if (!%obj.isMounted())
return;
//[most] emp hook
if (%obj.isemped)
return;
//[most]
%vehicle = %obj.getObjectMount();
%vehicleData = %vehicle.getDataBlock();
if (%vehicleData == EscapePodVehicle.getID()) {
if (%vehicle.playerMountedTime + 4000 > getSimTime())
return;
}
if(isObject(%obj.getObjectMount().shield))
%obj.getObjectMount().shield.delete();
commandToClient(%obj.client,'SetDefaultVehicleKeys', false);
if (%Eject)
%push = 30;
else
%push = 1;
// Position above dismount point
%pos = getWords(%obj.getTransform(), 0, 2);
%oldPos = %pos;
%vec[0] = " 0 0 1";
%vec[1] = " 0 0 1";
%vec[2] = " 0 0 -1";
%vec[3] = " 1 0 0";
%vec[4] = "-1 0 0";
%numAttempts = 5;
%success = -1;
%impulseVec = "0 0 0";
if (%obj.getObjectMount().getDatablock().hasDismountOverrides() == true)
{
%vec[0] = %obj.getObjectMount().getDatablock().getDismountOverride(%obj.getObjectMount(), %obj);
%vec[0] = MatrixMulVector(%obj.getObjectMount().getTransform(), %vec[0]);
}
else
{
%vec[0] = MatrixMulVector( %obj.getTransform(), %vec[0]);
}
%pos = "0 0 0";
for (%i = 0; %i < %numAttempts; %i++)
{
%pos = VectorAdd(%oldPos, VectorScale(%vec[%i], 3));
if (%obj.checkDismountPoint(%oldPos, %pos))
{
%success = %i;
%impulseVec = %vec[%i];
break;
}
}
if (%forced && %success == -1)
{
%pos = %oldPos;
}
// hide the dashboard HUD and delete elements based on node
commandToClient(%obj.client, 'setHudMode', 'Standard', "", 0);
// Unmount and control body
if(%obj.vehicleTurret)
%obj.vehicleTurret.getDataBlock().playerDismount(%obj.vehicleTurret);
%obj.unmount();
if(%obj.mVehicle)
%obj.mVehicle.getDataBlock().playerDismounted(%obj.mVehicle, %obj);
// bots don't change their control objects when in vehicles
if(!%obj.isZombie)
if(!%obj.client.isAIControlled())
{
%vehicle = %obj.getControlObject();
%obj.setControlObject(0);
}
%obj.mountVehicle = false;
%obj.schedule(4000, "setMountVehicle", true);
// Position above dismount point
%obj.setTransform(%pos);
%obj.playAudio(0, UnmountVehicleSound);
%obj.applyImpulse(%pos, VectorScale(%impulseVec, %obj.getDataBlock().mass * 3 * %push));
//%obj.applyImpulse(%pos, VectorScale(%impulseVec, %obj.getDataBlock().mass * 3));
%obj.setPilot(false);
%obj.vehicleTurret = "";
}
function resetObserveFollow( %client, %dismount )
{
if( %dismount )
{
if( !isObject( %client.player ) )
return;
for( %i = 0; %i < %client.observeCount; %i++ )
{
if (isObject(%client.observers[%i].camera))
%client.observers[%i].camera.setOrbitMode( %client.player, %client.player.getTransform(), 0.5, 4.5, 4.5);
}
}
else
{
if( !%client.player.isMounted() )
return;
// grab the vehicle...
%mount = %client.player.getObjectMount();
if( %mount.getDataBlock().observeParameters $= "" )
%params = %client.player.getTransform();
else
%params = %mount.getDataBlock().observeParameters;
for( %i = 0; %i < %client.observeCount; %i++ )
{
if (isObject(%client.observers[%i].camera))
%client.observers[%i].camera.setOrbitMode(%mount, %mount.getTransform(), getWord( %params, 0 ), getWord( %params, 1 ), getWord( %params, 2 ));
}
}
}
//----------------------------------------------------------------------------
function Player::scriptKill(%player, %damageType) {
if(%player.rapierShield) {
%player.rapierShield = 0;
}
%player.scriptKilled = 1;
%player.setInvincible(false);
%player.damage(0, %player.getPosition(), 10000, %damageType);
}
//For horde/helljump, prevents Killstealing
function Player::damageInvulnerabilityCountdown(%object, %source, %on) {
if(!$TWM::PlayingHorde && !$TWM::PlayingHellJump) {
return;
}
//
if(isObject(%object) && isObject(%source)) {
if(isPlayer(%object) && isPlayer(%source)) {
if(!%object.isAlive() || !%source.isAlive()) {
return;
}
}
}
//
if(%on) {
%object.onlyDamageFrom = %source;
cancel(%object.prevDamageSched);
}
else {
%object.onlyDamageFrom = 0;
return;
}
%object.prevDamageSched = %object.schedule(3000, "damageInvulnerabilityCountdown", %source, 0);
}
function Armor::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType, %momVec, %mineSC) {
// error("Armor::damageObject( "@%data@", "@%targetObject@", "@%sourceObject@", "@%position@", "@%amount@", "@%damageType@", "@%momVec@" )");
if (%targetObject.invincible || %targetObject.getState() $= "Dead" || ((%targetObject.client.isJailed || %targetObject.client.permInvincible) && !%targetObject.scriptKilled))
return;
if(%targetObject.IsinvincibleC)
return;
if(%targetObject.onlyDamageFrom != %sourceObject && %targetObject.onlyDamageFrom != 0) {
if($KSPROTECTIONENABLED) {
if($TWM::PlayingHorde || $TWM::PlayingHellJump) {
%targetObject.playShieldEffect("1 1 1");
messageClient(%sourceObject.client, 'msgNoDmg', "\c3TWM2: Target is currently Killsteal protected");
return;
}
}
}
//
if($TWM::PlayingHorde || $TWM::PlayingHellJump) {
%targetObject.damageInvulnerabilityCountdown(%sourceObject, 1);
}
if(%targetObject.getShieldPercent() > 0 && %damageType != $DamageType::Suicide) {
//throw the damage points at the user's shields
%amount = %targetObject.damageShields(%amount);
}
//----------------------------------------------------------------
// z0dd - ZOD, 6/09/02. Check to see if this vehcile is destroyed,
// if it is do no damage. Fixes vehicle ghosting bug. We do not
// check for isObject here, destroyed objects fail it even though
// they exist as objects, go figure.
if(%targetObject.rapiershield && (%damageType != $DamageType::Suicide)) {
if(%targetObject.Infected) {
CureInfection(%targetObject);
}
return;
}
if(%damageType == $DamageType::Impact)
if(%sourceObject.getDamageState() $= "Destroyed")
return;
%armortype = %targetobject.getdatablock().getname();
if (%damageType == $DamageType::ZAcid && %armortype !$= "ZombieArmor" && %armortype !$= "FZombieArmor" && %armortype !$= "LordZombieArmor" && %armortype !$= "DemonZombieArmor" && %armortype !$= "DemonMotherZombieArmor" && %armortype !$= "RapierZombieArmor" && %targetobject.infected != 1 && (%sourceObject.isZombie == 1 || %sourceObject.isBoss == 1)){
%targetObject.Infected = 1;
%targetObject.InfectedLoop = schedule(10, %targetObject, "InfectLoop", %targetObject);
}
if (%damageType == $DamageType::RapierShield) {
CreateBlood(%targetObject);
}
if (%damageType == $DamageType::Fire || %damageType == $DamageType::Plasma){
if(%targetObject.team == %sourceObject.team && !$TeamDamage) {
if(%targetObject != %sourceObject) {
%noBurn = 1;
}
else {
%noBurn = 0;
}
}
else {
%noBurn = 0;
}
if(!%noBurn) {
if(%targetObject.maxfirecount $= "")
%targetObject.maxfirecount = 0;
%targetObject.maxfirecount += (75 * (%amount / 0.2));
if(%targetObject.onfire == 0 || %targetObject.onfire $= ""){
%targetObject.onfire = 1;
schedule(10, %targetObject, "burnloop", %targetObject);
}
}
}
if(%targetObject.client !$= "") {
if(!%targetObject.client.isHarb) {
if(%targetObject.client.IsActivePerk("Storm Barrier")) {
if(%damageType == $DamageType::Shocklance) {
%targetObject.playShieldEffect("1 1 1");
%amount *= 0.2;
}
else if(%damageType == $DamageType::Lightning) {
%targetObject.playShieldEffect("1 1 1");
return;
}
}
}
}
if (%targetObject.isMounted() && %targetObject.scriptKilled $= "") {
%mount = %targetObject.getObjectMount();
if(%mount.team == %targetObject.team)
{
%found = -1;
for (%i = 0; %i < %mount.getDataBlock().numMountPoints; %i++)
{
if (%mount.getMountNodeObject(%i) == %targetObject)
{
%found = %i;
break;
}
}
if (%found != -1)
{
if (%mount.getDataBlock().isProtectedMountPoint[%found])
{
%mount.getDataBlock().damageObject(%mount, %sourceObject, %position, %amount, %damageType);
return;
}
}
}
}
%targetClient = %targetObject.getOwnerClient();
if(isObject(%mineSC))
%sourceClient = %mineSC;
else
%sourceClient = isObject(%sourceObject) ? %sourceObject.getOwnerClient() : 0;
%targetTeam = %targetClient.team;
//if the source object is a player object, player's don't have sensor groups
// if it's a turret, get the sensor group of the target
// if its a vehicle (of any type) use the sensor group
if (%sourceClient)
%sourceTeam = %sourceClient.getSensorGroup();
else if(%damageType == $DamageType::Suicide)
%sourceTeam = 0;
//--------------------------------------------------------------------------------------------------------------------
// z0dd - ZOD, 5/8/02. Check to see if this turret has a valid owner, if not clear the owner varible.
//else if(isObject(%sourceObject) && %sourceObject.getClassName() $= "Turret")
// %sourceTeam = getTargetSensorGroup(%sourceObject.getTarget());
else if(isObject(%sourceObject) && %sourceObject.getClassName() $= "Turret")
{
%sourceTeam = getTargetSensorGroup(%sourceObject.getTarget());
if(%sourceObject.getOwner() !$="" && (%sourceObject.getOwner().team != %sourceObject.team || !isObject(%sourceObject.getOwner())))
%sourceObject.setOwner();
}
// End z0dd - ZOD
//--------------------------------------------------------------------------------------------------------------------
else if( isObject(%sourceObject) &&
( %sourceObject.getClassName() $= "FlyingVehicle" || %sourceObject.getClassName() $= "WheeledVehicle" || %sourceObject.getClassName() $= "HoverVehicle"))
%sourceTeam = getTargetSensorGroup(%sourceObject.getTarget());
else
{
if (isObject(%sourceObject) && %sourceObject.getTarget() >= 0 )
{
%sourceTeam = getTargetSensorGroup(%sourceObject.getTarget());
}
else
{
%sourceTeam = -1;
}
}
// if teamdamage is off, and both parties are on the same team
// (but are not the same person), apply no damage
if($TWM::PlayingInfection) {
if((%targetClient != %sourceClient) && (%targetTeam == %sourceTeam)) {
// if(!%targetClient.isZombie) {
// return;
// }
}
}
else {
if(!$teamDamage && (%targetClient != %sourceClient) && (%targetTeam == %sourceTeam))
return;
}
if(%targetObject.isShielded && %damageType != $DamageType::Blaster)
%amount = %data.checkShields(%targetObject, %position, %amount, %damageType);
if(%amount == 0)
return;
// Set the damage flash
%damageScale = %data.damageScale[%damageType];
if(%damageScale !$= "")
%amount *= %damageScale;
%flash = %targetObject.getDamageFlash() + (%amount * 2);
if (%flash > 0.75)
%flash = 0.75;
%previousDamage = %targetObject.getDamagePercent();
%targetObject.setDamageFlash(%flash);
if ($Host::InvincibleArmors == 1 && !%targetObject.scriptKilled) {
if ((%sourceObject.team != %targetObject.team) || Game.numTeams == 1) {
%wp = new WayPoint() {
position = %targetObject.getWorldBoxCenter();
dataBlock = "WayPointMarker";
team = (%sourceObject.team == %targetObject.team) ? 0 : %sourceObject.team;
name = mFloatLength((100 / %data.maxDamage) * %amount,0) @ "%";
};
MissionCleanup.add(%wp);
%wp.schedule(1500,delete);
}
}
else
%targetObject.applyDamage(%amount);
Game.onClientDamaged(%targetClient, %sourceClient, %damageType, %sourceObject);
%targetClient.lastDamagedBy = %damagingClient;
%targetClient.lastDamaged = getSimTime();
//now call the "onKilled" function if the client was... you know...
if(%targetObject.getState() $= "Dead") {
//Is there a boss going?
if(!%targetObject.isZombie && !%targetObject.isBossMinion) {
if($TWM2::BossGoing) {
//Chalk up the kill count :P
$TWM2::BossManager.addKill(%targetObject);
}
}
if(%targetObject.isVardisonMinion) {
$TWM2::VardisonManager.minionCount--;
}
if($TWM2::PlayingSabo) {
if(Game.Bomb.Carrier == %targetObject) {
if(%damageType == $DamageType::FellOff) {
MessageAll('msgWhoops', "\c5SABOTAGE: Bomb Reset.");
Game.BombDropped(Game.Bomb, %targetObject);
Game.bomb.setPosition($SabotageGame::BombLocation[$CurrentMission]);
}
else {
Game.BombDropped(Game.Bomb, %targetObject);
}
}
}
// where did this guy get it?
%damLoc = %targetObject.getDamageLocation(%position);
// should this guy be blown apart?
if( %damageType == $DamageType::Explosion ||
%damageType == $DamageType::TankMortar ||
%damageType == $DamageType::Mortar ||
%damageType == $DamageType::MortarTurret ||
%damageType == $DamageType::BomberBombs ||
%damageType == $DamageType::SatchelCharge ||
%damageType == $DamageType::Missile )
{
if( %previousDamage >= 0.35 ) // only if <= 35 percent damage remaining
{
%targetObject.setMomentumVector(%momVec);
%targetObject.blowup();
%targetObject.kibbled = 1;
}
}
// this should be funny...
if( %damageType == $DamageType::VehicleSpawn )
{
%targetObject.setMomentumVector("0 0 1");
%targetObject.blowup();
%targetObject.kibbled = 1;
}
// If we were killed, max out the flash
%targetObject.setDamageFlash(0.75);
%damLoc = %targetObject.getDamageLocation(%position);
if($TWM2::UseGoreMod) {
CreateBlood(%targetObject);
}
if(%damageType == $DamageType::RapierShield) {
if(%sourceObject.client !$= "") {
UpdateWeaponKillFile(%sourceObject.client, "rapierShieldImage");
}
}
if(%targetObject.isZombie) {
if($TWM::PlayingHorde == 1) {
if($HordeGame::Zombiecount > 0) { //ha! this should stop multiple waves from spawning
$HordeGame::Zombiecount--;
messageAll('MsgSPCurrentObjective1' ,"", "Wave "@$HordeGame::CurrentWave@" | Zombies Left: "@$HordeGame::Zombiecount@"");
}
//Echo("Horde: Zombie Killed, "@$HordeGame::Zombiecount@" remain."); //was used for debugging
if($HordeGame::Zombiecount <= 0) {
HordeNextWave($HordeGame::Game, $HordeGame::NextWave); //working on this
}
}
//
if($TWM::PlayingHelljump == 1) {
if($HellJump::Zombiecount > 0) { //ha! this should stop multiple waves from spawning
$HellJump::Zombiecount--;
messageAll('MsgSPCurrentObjective1' ,"", "[W"@$HellJump::CurrentWave@"|G"@$HellJump::CurrentGroup@"|S"@$HellJump::CurrentStrike@"] | Zombies Left: "@$HellJump::Zombiecount@"");
}
//Echo("Horde: Zombie Killed, "@$HordeGame::Zombiecount@" remain."); //was used for debugging
if($HellJump::Zombiecount <= 0) {
$HellJump::Game.GoNextStrike();
}
}
//
Game.ZkillUpdateScore(%sourceClient, %sourceObject, %targetObject);
%sourceObject.zombiekillsinarow++;
DoZKillstreakChecks(%sourceClient);
}
else {
%targetObject.client.playDeathArmorEffect();
if(%targetObject.team != %sourceClient.team && !%targetObject.isBoss) {
if(isObject(%sourceClient) && %sourceClient.IsActivePerk("Double Down")) {
GainExperience(%sourceClient, $TWM2::KillXPGain * 2, "[D-D]Enemy Killed ");
}
else {
GainExperience(%sourceClient, $TWM2::KillXPGain, "Enemy Killed ");
}
//Team Gain Perk
if(isObject(%sourceClient) && %sourceClient.IsActivePerk("Team Gain")) {
%TargetSearchMask = $TypeMasks::PlayerObjectType;
InitContainerRadiusSearch(%sourceObject.getPosition(), 20, %TargetSearchMask); //small distance
while ((%potentialTarget = ContainerSearchNext()) != 0){
if (%potentialTarget.getPosition() != %pos) {
if(%potentialTarget.client.team == %sourceClient.team && %potentialTarget != %sourceObject) {
GainExperience(%potentialTarget.client, $TWM2::KillXPGain, "Team Gain From "@%sourceClient.namebase@" ");
}
}
}
}
//End
doChallengeCheck(%sourceClient, %targetClient);
%sourceObject.killsinarow++;
%sourceObject.killsinarow2++;
//TWM2 3.2 -> Successive Kills
%sourceObject.kills[%damageType]++;
PerformSuccessiveKills(%sourceObject, %damageType);
//
if(%sourceObject.killsinarow2 == 10) {
MessageAll('MsgWOW', "\c2TWM2: "@%sourceClient.namebase@" is on a killsteak of 10");
awardClient(%sourceClient, "14");
}
if(%sourceObject.killsinarow2 == 20) {
MessageAll('MsgWOW', "\c2TWM2: "@%sourceClient.namebase@" is on a killsteak of 20");
}
if(%sourceObject.killsinarow2 == 25) {
MessageAll('MsgWOW', "\c2TWM2: "@%sourceClient.namebase@" is on a killsteak of 25");
}
DoKillstreakChecks(%sourceClient);
}
}
//Challenges!
doChallengeKillRecording(%sourceObject, %targetObject);
//
//martydom
if(%targetClient !$= "" && %targetClient.IsActivePerk("Martydom")) {
serverPlay3d(SatchelChargeActivateSound, %targetObject.getPosition());
schedule(2200, 0, "MartydomExplode", %targetObject.getPosition(), %targetClient);
}
Game.onClientKilled(%targetClient, %sourceClient, %damageType, %sourceObject, %damLoc);
}
else if ( %amount > 0.1 )
{
if( %targetObject.station $= "" && %targetObject.isCloaked() )
{
%targetObject.setCloaked( false );
%targetObject.reCloak = %targetObject.schedule( 500, "setCloaked", true );
}
playPain( %targetObject );
}
}
function Armor::onImpact(%data, %playerObject, %collidedObject, %vec, %vecLen) {
%data.damageObject(%playerObject, 0, VectorAdd(%playerObject.getPosition(),%vec),
%vecLen * %data.speedDamageScale , $DamageType::Ground);
// if (%collidedObject & $TypeMasks::PlayerObjectType) {
// if (%collidedObject.getState() !$= "Dead") {
// %data.damageObject(%collidedObject, 0, VectorAdd(%playerObject.getPosition(),%vec),
// %vecLen * %data.speedDamageScale , $DamageType::Ground);
// }
// }
}
function Armor::applyConcussion( %this, %dist, %radius, %sourceObject, %targetObject )
{
%percentage = 1 - ( %dist / %radius );
%random = getRandom();
if( %sourceObject == %targetObject )
{
%flagChance = 1.0;
%itemChance = 1.0;
}
else
{
%flagChance = 0.7;
%itemChance = 0.7;
}
%probabilityFlag = %flagChance * %percentage;
%probabilityItem = %itemChance * %percentage;
if( %random <= %probabilityFlag )
{
Game.applyConcussion( %targetObject );
}
if( %random <= %probabilityItem )
{
%player = %targetObject;
%numWeapons = 0;
// blaster 0
// plasma 1
// chain 2
// disc 3
// grenade 4
// snipe 5
// elf 6
// mortar 7
// nerfgun 8
// NerfBallLauncher 9
// superchaingun 10
//get our inventory
if( %weaps[0] = %player.getInventory("Blaster") > 0 ) %numWeapons++;
if( %weaps[1] = %player.getInventory("Plasma") > 0 ) %numWeapons++;
if( %weaps[2] = %player.getInventory("Chaingun") > 0 ) %numWeapons++;
if( %weaps[3] = %player.getInventory("Disc") > 0 ) %numWeapons++;
if( %weaps[4] = %player.getInventory("GrenadeLauncher") > 0 ) %numWeapons++;
if( %weaps[5] = %player.getInventory("SniperRifle") > 0 ) %numWeapons++;
if( %weaps[6] = %player.getInventory("ELFGun") > 0 ) %numWeapons++;
if( %weaps[7] = %player.getInventory("Mortar") > 0 ) %numWeapons++;
if( %weaps[8] = %player.getInventory("NerfGun") > 0 ) %numWeapons++;
if( %weaps[9] = %player.getInventory("NerfBallLauncher") > 0 ) %numWeapons++;
if( %weaps[10] = %player.getInventory("SuperChaingun") > 0 ) %numWeapons++;
%foundWeapon = false;
%attempts = 0;
if( %numWeapons > 0 )
{
while( !%foundWeapon )
{
%rand = mFloor( getRandom() * 11 );
if( %weaps[ %rand ] )
{
%foundWeapon = true;
switch ( %rand )
{
case 0:
%player.use("Blaster");
case 1:
%player.use("Plasma");
case 2:
%player.use("Chaingun");
case 3:
%player.use("Disc");
case 4:
%player.use("GrenadeLauncher");
case 5:
%player.use("SniperRifle");
case 6:
%player.use("ElfGun");
case 7:
%player.use("Mortar");
case 8:
%player.use("NerfGun");
case 9:
%player.use("NerfBallLauncher");
case 10:
%player.use("SuperChaingun");
}
%image = %player.getMountedImage( $WeaponSlot );
%player.throw( %image.item );
%player.client.setWeaponsHudItem( %image.item, 0, 0 );
%player.throwPack();
}
else
{
%attempts++;
if( %attempts > 10 )
%foundWeapon = true;
}
}
}
else
{
%targetObject.throwPack();
%targetObject.throwWeapon();
}
}
}
//----------------------------------------------------------------------------
$DeathCry[1] = 'avo.deathCry_01';
$DeathCry[2] = 'avo.deathCry_02';
$PainCry[1] = 'avo.grunt';
$PainCry[2] = 'avo.pain';
function playDeathCry( %obj )
{
%client = %obj.client;
%random = getRandom(1) + 1;
%desc = AudioClosest3d;
playTargetAudio( %client.target, $DeathCry[%random], %desc, false );
}
function playPain( %obj ) {
if(%obj.isZombie || %obj.isBoss || %obj.isGoF || %obj.isAllyBot) {
return;
}
%client = %obj.client;
%random = getRandom(1) + 1;
%desc = AudioClosest3d;
playTargetAudio( %client.target, $PainCry[%random], %desc, false);
}
//----------------------------------------------------------------------------
//Just in case >:)
// -Phantom139
datablock ShapeBaseImageData(PhantomFlag) {
shapeFile = "flag.dts";
emap = false;
mountPoint = 1;
offset = "0 -0.1 -0.2";
rotation = "-1 0 0 10";
};
//
//$DefaultPlayerArmor = LightMaleHumanArmor;
$DefaultPlayerArmor = Light;
function Player::setArmor(%this,%size) {
if(%this.hasflag) {
%this.unmountImage(1);
}
%this.hasflag = 0;
// Takes size as "Light","Medium", "Heavy"
%client = %this.client;
if (%client.race $= "Bioderm")
// Only have male bioderms.
%armor = %size @ "Male" @ %client.race @ Armor;
else
%armor = %size @ %client.sex @ %client.race @ Armor;
//echo("Player::armor: " @ %armor);
%this.setDataBlock(%armor);
%client.armor = %size;
%this.Infected = 0;
//
if(%client.TWM2Core.officer >= 5 && %client.useFlag) {
if(%client.flagType $= "Blue" && %client.hasStoreItem("Blue Flag")) {
%this.mountImage(PhantomFlag, 1, true, 'swolf');
%this.hasflag = 1;
}
else if(%client.flagType $= "Red" && %client.hasStoreItem("Red Flag")) {
%this.mountImage(PhantomFlag, 1, true, 'beagle');
%this.hasflag = 1;
}
else if(%client.flagType $= "Gold" && %client.hasStoreItem("Gold Flag")) {
%this.mountImage(PhantomFlag, 1, true, 'dsword');
%this.hasflag = 1;
}
else {
if(%client.hasStoreItem("Silver Flag")) {
%this.mountImage(PhantomFlag, 1);
%this.hasflag = 1;
}
}
}
//
//Infection Game
if($TWM::PlayingInfection) {
%trans = vectorAdd(%this.getPosition(), "0 0 5");
if($InfectionGame::Infected[%client]) {
if ($InfectionGame::ClientZombie[%client] $= "Norm") {
schedule(5,0,"makePersonZombie", %trans, %client, 1);
}
else if ($InfectionGame::ClientZombie[%client] $= "Rav") {
schedule(5,0,"makePersonZombie", %trans, %client, 2);
}
else if ($InfectionGame::ClientZombie[%client] $= "Lord") {
schedule(5,0,"makePersonZombie", %trans, %client, 3);
}
else if ($InfectionGame::ClientZombie[%client] $= "Demon") {
schedule(5,0,"makePersonZombie", %trans, %client, 4);
}
else if ($InfectionGame::ClientZombie[%client] $= "Rap") {
schedule(5,0,"makePersonZombie", %trans, %client, 5);
}
else if ($InfectionGame::ClientZombie[%client] $= "VolRav") {
schedule(5,0,"makePersonZombie", %trans, %client, 13);
}
else if ($InfectionGame::ClientZombie[%client] $= "UDem") {
schedule(5,0,"makePersonZombie", %trans, %client, 12);
}
else if ($InfectionGame::ClientZombie[%client] $= "Wraith") {
schedule(5,0,"makePersonZombie", %trans, %client, 15);
}
else if ($InfectionGame::ClientZombie[%client] $= "Rog") {
schedule(5,0,"makePersonZombie", %trans, %client, 16);
}
else {
if($InfectionGame::IsAlpha[%client]) {
$InfectionGame::ClientZombie[%client] = "Demon";
schedule(5,0,"makePersonZombie", %trans, %client, 4);
}
else {
$InfectionGame::ClientZombie[%client] = "Norm";
schedule(5,0,"makePersonZombie", %trans, %client, 1);
}
}
}
else {
if(%size !$= "Light") {
MessageClient(%this.client, '', "\c1INFECTON: Your armor is incorrect, Set to scout.");
if (%client.race $= "Bioderm")
// Only have male bioderms.
%force = "Light" @ "Male" @ %client.race @ Armor;
else
%force = "Light" @ %client.sex @ %client.race @ Armor;
%this.setDataBlock(%force);
%client.armor = "Light";
%client.favorites[0] = "Scout";
}
}
}
//DoTWM2ArmorSetChecks(%client, %size);
}
function getDamagePercent(%maxDmg, %dmgLvl)
{
return (%dmgLvl / %maxDmg);
}
function Player::getArmorSize(%this)
{
// return size as "Light","Medium", "Heavy"
%dataBlock = %this.getDataBlock().getName();
if (getSubStr(%dataBlock, 0, 5) $= "Light")
return "Light";
else if (getSubStr(%dataBlock, 0, 6) $= "Medium")
return "Medium";
else if (getSubStr(%dataBlock, 0, 5) $= "Heavy")
return "Heavy";
else if (getSubStr(%dataBlock, 0, 4) $= "Tech")
return "Tech";
else if (getSubStr(%dataBlock, 0, 10) $= "Microburst")
return "Microburst";
else if (getSubStr(%dataBlock, 0, 5) $= "Flame")
return "Flame";
else if (getSubStr(%dataBlock, 0, 14) $= "ShadowCommando")
return "ShadowCommando";
else if (getSubStr(%dataBlock, 0, 4) $= "Pure")
return "Pure";
else if (getSubStr(%dataBlock, 0, 8) $= "TR2Light")
return "TR2Light";
else if (getSubStr(%dataBlock, 0, 9) $= "TR2Medium")
return "TR2Medium";
else if (getSubStr(%dataBlock, 0, 8) $= "TR2Heavy")
return "TR2Heavy";
else
return "Unknown";
}
function Player::pickup(%this,%obj,%amount)
{
if (%this.client.isJailed)
return 0;
%data = %obj.getDataBlock();
// Don't pick up a pack if we already have one mounted
if (%data.className $= Pack &&
%this.getMountedImage($BackpackSlot) != 0)
return 0;
// don't pick up a weapon (other than targeting laser) if player's at maxWeapons
else if(%data.className $= Weapon
&& %data.getName() !$= "TargetingLaser" // Special case
&& %this.weaponCount >= %this.getDatablock().maxWeapons
&& !%data.alwaysAllowPickup) // Is it a special weapon that we can always grab?
return 0;
// don't allow players to throw large packs at pilots (thanks Wizard)
else if(%data.className $= Pack && %data.image.isLarge && %this.isPilot())
return 0;
return ShapeBase::pickup(%this,%obj,%amount);
}
function Player::use( %this,%data )
{
// If player is in a station then he can't use any items
if(%this.station !$= "")
return false;
// Convert the word "Backpack" to whatever is in the backpack slot.
if ( %data $= "Backpack" )
{
if ( %this.inStation )
return false;
if ( %this.isPilot() )
{
%vehicle = %this.getObjectMount();
if (%vehicle.getDataBlock().getName() $= "MobileBaseVehicle" && $Host::Purebuild == 1) {
%vehicle.applyImpulse(%vehicle.getPosition(),"0 0 8000");
return( false );
}
//[most]
else if (%vehicle.base.leftpad == %vehicle)
{
PressButton(%vehicle,%this,0,0);
}
else if (%vehicle.base.rightpad == %vehicle)
{
PressButton(%vehicle,%this,1,0);
}
//[most]
else {
messageClient( %this.client, 'MsgCantUsePack', '\c2You can\'t use your pack while piloting.~wfx/misc/misc.error.wav' );
return( false );
}
}
else if ( %this.isWeaponOperator() )
{
messageClient( %this.client, 'MsgCantUsePack', '\c2You can\'t use your pack while in a weaponry position.~wfx/misc/misc.error.wav' );
return( false );
}
%image = %this.getMountedImage( $BackpackSlot );
if ( %image )
%data = %image.item;
}
// Can't use some items when piloting or your a weapon operator
if ( %this.isPilot() || %this.isWeaponOperator() )
if (isObject(%data) && %data.getName() !$= "RepairKit" )
return false;
// Convert the word "Backpack" to whatever is in the backpack slot.
//[most]
if (isObject(%data) && %data.getName() $= "RepairKit" )
{
if ( %this.isPilot() )
{
%vehicle = %this.getObjectMount();
if (%vehicle.base.leftpad == %vehicle)
{
PressButton(%vehicle,%this,0,1);
}
else if (%vehicle.base.rightpad == %vehicle)
{
PressButton(%vehicle,%this,1,1);
}
}
}
//[most]
return ShapeBase::use( %this, %data );
}
function Player::maxInventory(%this,%data)
{
%max = ShapeBase::maxInventory(%this,%data);
if (%this.getInventory(AmmoPack))
%max += AmmoPack.max[%data.getName()];
return %max;
}
function Player::isPilot(%this)
{
%vehicle = %this.getObjectMount();
// There are two "if" statements to avoid a script warning.
if (%vehicle)
if (%vehicle.getMountNodeObject(0) == %this)
return true;
return false;
}
function Player::isWeaponOperator(%this)
{
%vehicle = %this.getObjectMount();
if ( %vehicle )
{
%weaponNode = %vehicle.getDatablock().weaponNode;
if ( %weaponNode > 0 && %vehicle.getMountNodeObject( %weaponNode ) == %this )
return( true );
}
return( false );
}
function Player::liquidDamage(%obj, %data, %damageAmount, %damageType)
{
if(%obj.getState() !$= "Dead")
{
%data.damageObject(%obj, 0, "0 0 0", %damageAmount, %damageType);
%obj.lDamageSchedule = %obj.schedule(50, "liquidDamage", %data, %damageAmount, %damageType);
}
else
%obj.lDamageSchedule = "";
}
function Armor::onEnterLiquid(%data, %obj, %coverage, %type)
{
switch(%type)
{
case 0:
//Water
if (!( %obj.isPilot() || %obj.isWeaponOperator() )){
//no drowning in purebuild
if($host::Purebuild) {
}
else {
%obj.DrownLoop = schedule(15000, 0, "DrowningLoop", %obj);
%obj.CheckDLoop = schedule(500, 0, "checkforwater", %obj);
%obj.Drowning = 1;
}
}
case 1:
//Ocean Water
if (!( %obj.isPilot() || %obj.isWeaponOperator() )){
//no drowning in purebuild
if($host::Purebuild) {
}
else {
%obj.DrownLoop = schedule(15000, 0, "DrowningLoop", %obj);
%obj.CheckDLoop = schedule(500, 0, "checkforwater", %obj);
%obj.Drowning = 1;
}
}
case 2:
//River Water
if (!( %obj.isPilot() || %obj.isWeaponOperator() )){
//no drowning in purebuild
if($host::Purebuild) {
}
else {
%obj.DrownLoop = schedule(15000, 0, "DrowningLoop", %obj);
%obj.CheckDLoop = schedule(500, 0, "checkforwater", %obj);
%obj.Drowning = 1;
}
}
case 3:
//Stagnant Water
if (!( %obj.isPilot() || %obj.isWeaponOperator() )){
//no drowning in purebuild
if($host::Purebuild) {
}
else {
%obj.DrownLoop = schedule(15000, 0, "DrowningLoop", %obj);
%obj.CheckDLoop = schedule(500, 0, "checkforwater", %obj);
%obj.Drowning = 1;
}
}
case 4:
//Lava
%obj.liquidDamage(%data, $DamageLava, $DamageType::Lava);
case 5:
//Hot Lava
%obj.liquidDamage(%data, $DamageHotLava, $DamageType::Lava);
case 6:
//Crusty Lava
%obj.liquidDamage(%data, $DamageCrustyLava, $DamageType::Lava);
case 7:
//Quick Sand
}
}
function Armor::onLeaveLiquid(%data, %obj, %type)
{
switch(%type)
{
case 0:
//Water
Cancel(%obj.DrownLoop);
Cancel(%obj.CheckDLoop);
%obj.Drowning = 0;
case 1:
//Ocean Water
Cancel(%obj.DrownLoop);
Cancel(%obj.CheckDLoop);
%obj.Drowning = 0;
case 2:
//River Water
Cancel(%obj.DrownLoop);
Cancel(%obj.CheckDLoop);
%obj.Drowning = 0;
case 3:
//Stagnant Water
Cancel(%obj.DrownLoop);
Cancel(%obj.CheckDLoop);
%obj.Drowning = 0;
case 4:
//Lava
case 5:
//Hot Lava
case 6:
//Crusty Lava
case 7:
//Quick Sand
}
if(%obj.lDamageSchedule !$= "")
{
cancel(%obj.lDamageSchedule);
%obj.lDamageSchedule = "";
}
}
function DrowningLoop(%obj) {
//no drowning in purebuild
if($host::Purebuild) {
return;
}
if(isObject(%obj)) {
%obj.damage(0, %obj.getPosition(), 0.05, $DamageType::Drown);
%obj.DrownLoop = schedule(250, 0, "DrowningLoop", %obj);
}
}
function checkforwater(%obj){
//no drowning in purebuild
if($host::Purebuild) {
return;
}
if(isObject(%obj)){
%eyeVec = %obj.getEyeVector();
%eyeTrans = %obj.getEyeTransform();
%eyePos = posFromTransform(%eyeTrans);
%vector = vectorAdd("0 0 -1", %eyepos);
%searchresult = containerRayCast(%eyePos, %vector, $TypeMasks::WaterObjectType);
if(%searchresult){
if(%obj.Drowning == 1){
Cancel(%obj.DrownLoop);
%obj.Drowning = 0;
}
}
else if(%obj.Drowning == 0){
if (!( %obj.isPilot() || %obj.isWeaponOperator() )){
%obj.DrownLoop = schedule(15000, 0, "DrowningLoop", %obj);
%obj.Drowning = 1;
}
}
%obj.CheckDLoop = schedule(500, 0, "checkforwater", %obj);
}
}
function Armor::onTrigger(%data, %player, %triggerNum, %val)
{
if (%triggerNum == 4)
{
// Throw grenade
if (%val == 1)
{
%player.grenTimer = 1;
}
else
{
if (%player.grenTimer == 0)
{
// Bad throw for some reason
}
else
{
%player.use(Grenade);
%player.grenTimer = 0;
}
}
}
else if (%triggerNum == 5)
{
// Throw mine
if (%val == 1)
{
%player.mineTimer = 1;
}
else
{
if (%player.mineTimer == 0)
{
// Bad throw for some reason
}
else {
if(%player.inv[C4] > 0) {
%player.use(C4);
%player.mineTimer = 0;
}
else {
%player.use(Mine);
%player.mineTimer = 0;
}
}
}
}
else if (%triggerNum == 3) {
if(%player.getMountedImage($weaponslot)){
if(%player.getMountedImage($WeaponSlot).getName() $= "MedPackGunImage" && %val == 1){
checkrevive(%player);
}
//M4A1 Upgrades
if(%player.getMountedImage($WeaponSlot).getName() $= "M4A1Image" && %val == 1){
if(!%player.canUseM4A1Attachment) {
bottomPrint(%player.client, "Reloading... standby", 2, 2);
return;
}
if(%player.client.UpgradeOn("Shotgun Attachment", M4A1Image)) {
if(%player.M4A1ShotgunClip <= 0) {
bottomPrint(%player.client, "No Shotgun Attachment Ammo", 2, 2);
return;
}
else {
if(!%player.client.CheckChallengeCompletion(M4A1Image, 7)) {
%player.M4A1ShotgunClip--;
}
serverPlay3D(ShotgunFireSound, %player.getPosition());
%player.canUseM4A1Attachment = 0;
schedule(2500, 0, "M4A1RefreshAttachment", %player);
%vector = %player.getMuzzleVector($WeaponSlot);
%mp = %player.getMuzzlePoint($WeaponSlot);
for (%i =0; %i < 8; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * M4A1Image.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * M4A1Image.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * M4A1Image.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p = new (TracerProjectile)() {
dataBlock = M1700Pellet;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %player;
damageFactor = 1;
sourceSlot = $WeaponSlot;
};
%p.WeaponImageSource = M4A1Image;
}
}
}
else if(%player.client.UpgradeOn("Grenade Launcher Attachment", M4A1Image)) {
if(%player.M4A1GLClip <= 0) {
bottomPrint(%player.client, "No Grenade Launcher Attachment Ammo", 2, 2);
return;
}
else {
if(!%player.client.CheckChallengeCompletion(M4A1Image, 7)) {
%player.M4A1GLClip--;
}
serverPlay3D(GrenadeFireSound, %player.getPosition());
%player.canUseM4A1Attachment = 0;
schedule(4500, 0, "M4A1RefreshAttachment", %player);
%vector = %player.getMuzzleVector($WeaponSlot);
%mp = %player.getMuzzlePoint($WeaponSlot);
%p = new (GrenadeProjectile)() {
dataBlock = BasicGrenade;
initialDirection = %vector;
initialPosition = %mp;
sourceObject = %player;
damageFactor = 1;
sourceSlot = $WeaponSlot;
};
%p.WeaponImageSource = M4A1Image;
}
}
else if(%player.client.UpgradeOn("Mini-Launcher Attachment", M4A1Image)) {
if(%player.M4A1MLClip <= 0) {
bottomPrint(%player.client, "No Mini-Launcher Attachment Ammo", 2, 2);
return;
}
else {
if(!%player.client.CheckChallengeCompletion(M4A1Image, 7)) {
%player.M4A1MLClip--;
}
serverPlay3D(MissileFireSound, %player.getPosition());
%player.canUseM4A1Attachment = 0;
schedule(6000, 0, "M4A1RefreshAttachment", %player);
%vector = %player.getMuzzleVector($WeaponSlot);
%mp = %player.getMuzzlePoint($WeaponSlot);
%p = new (SeekerProjectile)() {
dataBlock = ShoulderMissile;
initialDirection = %vector;
initialPosition = %mp;
sourceObject = %player;
damageFactor = 1;
sourceSlot = $WeaponSlot;
};
%p.WeaponImageSource = M4A1Image;
}
}
}
}
// val = 1 when jet key (LMB) first pressed down
// val = 0 when jet key released
// MES - do we need this at all any more?
if(%val == 1)
%player.isJetting = true;
else
%player.isJetting = false;
}
}
function Player::setMoveState(%obj, %move)
{
%obj.disableMove(%move);
}
function Armor::onLeaveMissionArea(%data, %obj)
{
Game.leaveMissionArea(%data, %obj);
}
function Armor::onEnterMissionArea(%data, %obj)
{
Game.enterMissionArea(%data, %obj);
}
function Armor::animationDone(%data, %obj)
{
if(%obj.animResetWeapon !$= "")
{
if(%obj.getMountedImage($WeaponSlot) == 0)
if(%obj.inv[%obj.lastWeapon])
%obj.use(%obj.lastWeapon);
%obj.animSetWeapon = "";
}
}
function playDeathAnimation(%player, %damageLocation, %type)
{
%vertPos = firstWord(%damageLocation);
%quadrant = getWord(%damageLocation, 1);
//echo("vert Pos: " @ %vertPos);
//echo("quad: " @ %quadrant);
if( %type == $DamageType::Explosion || %type == $DamageType::Mortar || %type == $DamageType::Grenade)
{
if(%quadrant $= "front_left" || %quadrant $= "front_right")
%curDie = $PlayerDeathAnim::ExplosionBlowBack;
else
%curDie = $PlayerDeathAnim::TorsoBackFallForward;
}
else if(%vertPos $= "head")
{
if(%quadrant $= "front_left" || %quadrant $= "front_right" )
%curDie = $PlayerDeathAnim::HeadFrontDirect;
else
%curDie = $PlayerDeathAnim::HeadBackFallForward;
}
else if(%vertPos $= "torso")
{
if(%quadrant $= "front_left" )
%curDie = $PlayerDeathAnim::TorsoLeftSpinDeath;
else if(%quadrant $= "front_right")
%curDie = $PlayerDeathAnim::TorsoRightSpinDeath;
else if(%quadrant $= "back_left" )
%curDie = $PlayerDeathAnim::TorsoBackFallForward;
else if(%quadrant $= "back_right")
%curDie = $PlayerDeathAnim::TorsoBackFallForward;
}
else if (%vertPos $= "legs")
{
if(%quadrant $= "front_left" || %quadrant $= "back_left")
%curDie = $PlayerDeathAnim::LegsLeftGimp;
if(%quadrant $= "front_right" || %quadrant $= "back_right")
%curDie = $PlayerDeathAnim::LegsRightGimp;
}
if(%curDie $= "" || %curDie < 1 || %curDie > 11)
%curDie = 1;
%player.setActionThread("Death" @ %curDie);
}
function Armor::onDamage(%data, %obj)
{
if(%obj.station !$= "" && %obj.getDamageLevel() == 0)
%obj.station.getDataBlock().endRepairing(%obj.station);
}
function CreateBlood(%obj) {
DeathExplosionEffect(%obj);
}
function DeathExplosionEffect(%obj) {
%pPos = %obj.getPosition();
%pos = %pPos;
%obj.setMomentumVector(%momVec);
// %obj.blowup();
if(%obj.isZombie || %obj.client.race $= "Bioderm") {
schedule(200,0,"BiodermGreenSplatter",%obj);
for (%i=0;%i<6;%i++) {
%x = getRandom(-3,3);
%y = getRandom(-3,3);
%z = 2;
%vec = %x SPC %y SPC %z;
%vec = VectorScale(%vec, 200);
%pos = %obj.getPosition();
%p = new (GrenadeProjectile)() {
dataBlock = PurpleBiodermBlood;
initialDirection = %vec;
initialPosition = %pos;
sourceObject = %obj;
sourceSlot = 1;
vehicleObject = 0;
};
MissionCleanup.add(%p);
return;
}
}
else {
for (%i=0;%i<6;%i++) {
%x = getRandom(-3,3);
%y = getRandom(-3,3);
%z = 2;
%vec = %x SPC %y SPC %z;
%vec = VectorScale(%vec, 200);
%pos = %obj.getPosition();
%p = new (GrenadeProjectile)() {
dataBlock = HumanBlood;
initialDirection = %vec;
initialPosition = %pos;
sourceObject = %obj;
sourceSlot = 1;
vehicleObject = 0;
};
MissionCleanup.add(%p);
}
}
}
function BiodermGreenSplatter(%obj) {
for (%i=0;%i<6;%i++) {
%x = getRandom(-3,3);
%y = getRandom(-3,3);
%z = 2;
%vec = %x SPC %y SPC %z;
%vec = VectorScale(%vec, 200);
%pos = %obj.getPosition();
%p = new (GrenadeProjectile)() {
dataBlock = BiodermBlood;
initialDirection = %vec;
initialPosition = %pos;
sourceObject = %obj;
sourceSlot = 1;
vehicleObject = 0;
};
MissionCleanup.add(%p);
}
}