TWM2/scripts/weapons.cs
Robert Fritzen 0ad6bd6eba Weapon System Update
Updated the weapon system's rank and medal checking systems to be much
more streamlined, added a few extra goodies to the system as well.
2017-12-21 19:20:33 -06:00

581 lines
21 KiB
C#

$HandInvThrowTimeout = 0.8 * 1000; // 1/2 second between throwing grenades or mines
$WeaponsHudData[0, bitmapName] = "gui/hud_targetlaser";
$WeaponsHudData[0, itemDataName] = "TargetingLaser";
$WeaponsHudData[0, reticle] = "gui/hud_ret_targlaser";
$WeaponsHudData[0, visible] = "false";
$WeaponsHudData[1, bitmapName] = "gui/hud_shocklance";
$WeaponsHudData[1, itemDataName] = "ShockLance";
$WeaponsHudData[1, reticle] = "gui/hud_ret_shocklance";
$WeaponsHudData[1, visible] = "false";
$WeaponsHudData[2, bitmapName] = "gui/hud_shocklance";
$WeaponsHudData[2, itemDataName] = "ConstructionTool";
$WeaponsHudData[2, reticle] = "gui/hud_ret_sniper";
$WeaponsHudData[2, visible] = "false";
$WeaponsHudData[3, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[3, itemDataName] = "SuperChaingun";
$WeaponsHudData[3, reticle] = "gui/ret_chaingun";
$WeaponsHudData[3, visible] = "true";
$WeaponsHudData[4, bitmapName] = "gui/hud_grenlaunch";
$WeaponsHudData[4, itemDataName] = "MergeTool";
$WeaponsHudData[4, reticle] = "gui/ret_mortor";
$WeaponsHudData[4, visible] = "true";
$WeaponsHudData[5, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[5, itemDataName] = "pistol";
$WeaponsHudData[5, ammoDataName] = "pistolAmmo";
$WeaponsHudData[5, reticle] = "gui/ret_chaingun";
$WeaponsHudData[5, visible] = "true";
$WeaponsHudData[6, bitmapName] = "gui/hud_shocklance";
$WeaponsHudData[6, itemDataName] = "melee";
$WeaponsHudData[6, reticle] = "gui/hud_ret_shocklance";
$WeaponsHudData[6, visible] = "false";
$WeaponsHudData[7, bitmapName] = "gui/hud_sniper";
$WeaponsHudData[7, itemDataName] = "S3Rifle";
$WeaponsHudData[7, ammoDataName] = "S3RifleAmmo";
$WeaponsHudData[7, reticle] = "gui/ret_chaingun";
$WeaponsHudData[7, visible] = "true";
$WeaponsHudData[8, bitmapName] = "gui/hud_plasma";
$WeaponsHudData[8, itemDataName] = "M1700";
$WeaponsHudData[8, ammoDataName] = "M1700Ammo";
$WeaponsHudData[8, reticle] = "gui/ret_plasma";
$WeaponsHudData[8, visible] = "true";
$WeaponsHudData[9, bitmapName] = "gui/hud_sniper";
$WeaponsHudData[9, itemDataName] = "G41Rifle";
$WeaponsHudData[9, ammoDataName] = "G41RifleAmmo";
$WeaponsHudData[9, reticle] = "gui/ret_chaingun";
$WeaponsHudData[9, visible] = "true";
$WeaponsHudData[10, bitmapName] = "gui/hud_sniper";
$WeaponsHudData[10, itemDataName] = "R700SniperRifle";
$WeaponsHudData[10, ammoDataName] = "R700SniperRifleAmmo";
$WeaponsHudData[10, reticle] = "gui/ret_chaingun";
$WeaponsHudData[10, visible] = "true";
$WeaponsHudData[11, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[11, itemDataName] = "MP26";
$WeaponsHudData[11, ammoDataName] = "MP26Ammo";
$WeaponsHudData[11, reticle] = "gui/ret_chaingun";
$WeaponsHudData[11, visible] = "true";
$WeaponsHudData[12, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[12, itemDataName] = "Pg700";
$WeaponsHudData[12, ammoDataName] = "Pg700Ammo";
$WeaponsHudData[12, reticle] = "gui/ret_chaingun";
$WeaponsHudData[12, visible] = "true";
$WeaponsHudData[13, bitmapName] = "gui/hud_targetlaser";
$WeaponsHudData[13, itemDataName] = "UAVCaller";
$WeaponsHudData[13, reticle] = "gui/hud_ret_targlaser";
$WeaponsHudData[13, visible] = "true";
$WeaponsHudData[14, bitmapName] = "gui/hud_sniper";
$WeaponsHudData[14, itemDataName] = "M1SniperRifle";
$WeaponsHudData[14, ammoDataName] = "M1SniperRifleAmmo";
$WeaponsHudData[14, reticle] = "gui/ret_chaingun";
$WeaponsHudData[14, visible] = "true";
$WeaponsHudData[15, bitmapName] = "gui/hud_targetlaser";
$WeaponsHudData[15, itemDataName] = "AirstrikeCaller";
$WeaponsHudData[15, reticle] = "gui/hud_ret_targlaser";
$WeaponsHudData[15, visible] = "true";
$WeaponsHudData[16, bitmapName] = "gui/hud_targetlaser";
$WeaponsHudData[16, itemDataName] = "HeliCaller";
$WeaponsHudData[16, reticle] = "gui/hud_ret_targlaser";
$WeaponsHudData[16, visible] = "true";
$WeaponsHudData[17, bitmapName] = "gui/hud_missile";
$WeaponsHudData[17, itemDataName] = "MissileLauncher";
$WeaponsHudData[17, ammoDataName] = "MissileLauncherAmmo";
$WeaponsHudData[17, reticle] = "gui/ret_missile";
$WeaponsHudData[17, visible] = "true";
$WeaponsHudData[18, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[18, itemDataName] = "RP432";
$WeaponsHudData[18, ammoDataName] = "RP432Ammo";
$WeaponsHudData[18, reticle] = "gui/ret_chaingun";
$WeaponsHudData[18, visible] = "true";
$WeaponsHudData[19, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[19, itemDataName] = "MiniChaingun";
$WeaponsHudData[19, ammoDataName] = "MiniChaingunAmmo";
$WeaponsHudData[19, reticle] = "gui/ret_chaingun";
$WeaponsHudData[19, visible] = "true";
$WeaponsHudData[20, bitmapName] = "gui/hud_plasma";
$WeaponsHudData[20, itemDataName] = "Wp400";
$WeaponsHudData[20, ammoDataName] = "Wp400Ammo";
$WeaponsHudData[20, reticle] = "gui/ret_plasma";
$WeaponsHudData[20, visible] = "true";
$WeaponsHudData[21, bitmapName] = "gui/hud_plasma";
$WeaponsHudData[21, itemDataName] = "lasergun";
$WeaponsHudData[21, ammoDataName] = "lasergunAmmo";
$WeaponsHudData[21, reticle] = "gui/ret_plasma";
$WeaponsHudData[21, visible] = "true";
$WeaponsHudData[22, bitmapName] = "gui/hud_missile";
$WeaponsHudData[22, itemDataName] = "RPG";
$WeaponsHudData[22, ammoDataName] = "RPGAmmo";
$WeaponsHudData[22, reticle] = "gui/ret_missile";
$WeaponsHudData[22, visible] = "true";
$WeaponsHudData[23, bitmapName] = "gui/hud_shocklance";
$WeaponsHudData[23, itemDataName] = "BOV";
$WeaponsHudData[23, reticle] = "gui/hud_ret_shocklance";
$WeaponsHudData[23, visible] = "false";
$WeaponsHudData[24, bitmapName] = "gui/hud_shocklance";
$WeaponsHudData[24, itemDataName] = "EditTool";
$WeaponsHudData[24, reticle] = "gui/hud_ret_sniper";
$WeaponsHudData[24, visible] = "false";
$WeaponsHudData[25, bitmapName] = "gui/hud_shocklance";
$WeaponsHudData[25, itemDataName] = "EditorGun";
$WeaponsHudData[25, reticle] = "gui/hud_ret_sniper";
$WeaponsHudData[25, visible] = "false";
$WeaponsHudData[26, bitmapName] = "gui/hud_plasma";
$WeaponsHudData[26, itemDataName] = "PulsePhaser";
$WeaponsHudData[26, reticle] = "gui/hud_ret_plasma";
$WeaponsHudData[26, visible] = "false";
$WeaponsHudData[27, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[27, itemDataName] = "LD06Savager";
$WeaponsHudData[27, reticle] = "gui/hud_ret_plasma";
$WeaponsHudData[27, visible] = "false";
$WeaponsHudData[28, bitmapName] = "gui/hud_missile";
$WeaponsHudData[28, itemDataName] = "IonLauncher";
$WeaponsHudData[28, ammoDataName] = "IonLauncherAmmo";
$WeaponsHudData[28, reticle] = "gui/ret_missile";
$WeaponsHudData[28, visible] = "true";
$WeaponsHudData[29, bitmapName] = "gui/hud_sniper";
$WeaponsHudData[29, itemDataName] = "IonRifle";
$WeaponsHudData[29, reticle] = "gui/hud_ret_sniper";
$WeaponsHudData[29, visible] = "true";
$WeaponsHudData[30, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[30, itemDataName] = "MG42";
$WeaponsHudData[30, ammoDataName] = "MG42Ammo";
$WeaponsHudData[30, reticle] = "gui/ret_chaingun";
$WeaponsHudData[30, visible] = "true";
$WeaponsHudData[31, bitmapName] = "gui/hud_plasma";
$WeaponsHudData[31, itemDataName] = "flamer";
$WeaponsHudData[31, ammoDataName] = "flamerAmmo";
$WeaponsHudData[31, reticle] = "gui/hud_ret_plasma";
$WeaponsHudData[31, visible] = "true";
$WeaponsHudData[32, bitmapName] = "gui/hud_sniper";
$WeaponsHudData[32, itemDataName] = "G17SniperRifle";
$WeaponsHudData[32, ammoDataName] = "G17SniperRifleAmmo";
$WeaponsHudData[32, reticle] = "gui/ret_chaingun";
$WeaponsHudData[32, visible] = "true";
$WeaponsHudData[33, bitmapName] = "gui/hud_mortar";
$WeaponsHudData[33, itemDataName] = "ConcussionGun";
$WeaponsHudData[33, ammoDataName] = "ConcussionGunAmmo";
$WeaponsHudData[33, reticle] = "gui/ret_mortar";
$WeaponsHudData[33, visible] = "true";
$WeaponsHudData[34, bitmapName] = "gui/hud_mortar";
$WeaponsHudData[34, itemDataName] = "ShadowRifle";
$WeaponsHudData[34, reticle] = "gui/ret_mortar";
$WeaponsHudData[34, visible] = "true";
$WeaponsHudData[35, bitmapName] = "gui/hud_targetlaser";
$WeaponsHudData[35, itemDataName] = "GrappleHook";
$WeaponsHudData[35, reticle] = "gui/hud_ret_targlaser";
$WeaponsHudData[35, visible] = "true";
$WeaponsHudData[36, bitmapName] = "gui/hud_mortar";
$WeaponsHudData[36, itemDataName] = "MiniColliderCannon";
$WeaponsHudData[36, reticle] = "gui/ret_mortar";
$WeaponsHudData[36, visible] = "true";
$WeaponsHudData[37, bitmapName] = "gui/hud_sniper";
$WeaponsHudData[37, itemDataName] = "S3SRifle";
$WeaponsHudData[37, ammoDataName] = "S3SRifleAmmo";
$WeaponsHudData[37, reticle] = "gui/ret_chaingun";
$WeaponsHudData[37, visible] = "true";
$WeaponsHudData[38, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[38, itemDataName] = "MP26CMDO";
$WeaponsHudData[38, ammoDataName] = "MP26CMDOAmmo";
$WeaponsHudData[38, reticle] = "gui/ret_Chaingun";
$WeaponsHudData[38, visible] = "true";
$WeaponsHudData[39, bitmapName] = "gui/hud_plasma";
$WeaponsHudData[39, itemDataName] = "SA2400";
$WeaponsHudData[39, ammoDataName] = "SA2400Ammo";
$WeaponsHudData[39, reticle] = "gui/ret_plasma";
$WeaponsHudData[39, visible] = "true";
$WeaponsHudData[40, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[40, itemDataName] = "Dualpistol";
$WeaponsHudData[40, ammoDataName] = "DualpistolAmmo";
$WeaponsHudData[40, reticle] = "gui/ret_Chaingun";
$WeaponsHudData[40, visible] = "true";
$WeaponsHudData[41, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[41, itemDataName] = "Deagle";
$WeaponsHudData[41, ammoDataName] = "DeagleAmmo";
$WeaponsHudData[41, reticle] = "gui/ret_Chaingun";
$WeaponsHudData[41, visible] = "true";
$WeaponsHudData[42, bitmapName] = "gui/hud_missile";
$WeaponsHudData[42, itemDataName] = "Javelin";
$WeaponsHudData[42, ammoDataName] = "JavelinAmmo";
$WeaponsHudData[42, reticle] = "gui/ret_missile";
$WeaponsHudData[42, visible] = "true";
$WeaponsHudData[43, bitmapName] = "gui/hud_plasma";
$WeaponsHudData[43, itemDataName] = "SCD343";
$WeaponsHudData[43, ammoDataName] = "SCD343Ammo";
$WeaponsHudData[43, reticle] = "gui/ret_plasma";
$WeaponsHudData[43, visible] = "true";
$WeaponsHudData[44, bitmapName] = "gui/hud_plasma";
$WeaponsHudData[44, itemDataName] = "M4A1";
$WeaponsHudData[44, ammoDataName] = "M4A1Ammo";
$WeaponsHudData[44, reticle] = "gui/ret_plasma";
$WeaponsHudData[44, visible] = "true";
$WeaponsHudData[45, bitmapName] = "gui/hud_plasma";
$WeaponsHudData[45, itemDataName] = "PulseRifle";
$WeaponsHudData[45, ammoDataName] = "PulseRifleAmmo";
$WeaponsHudData[45, reticle] = "gui/ret_missile";
$WeaponsHudData[45, visible] = "true";
$WeaponsHudData[46, bitmapName] = "gui/hud_plasma";
$WeaponsHudData[46, itemDataName] = "PulseSMG";
$WeaponsHudData[46, ammoDataName] = "PulseSMGAmmo";
$WeaponsHudData[46, reticle] = "gui/ret_missile";
$WeaponsHudData[46, visible] = "true";
$WeaponsHudData[47, bitmapName] = "gui/hud_sniper";
$WeaponsHudData[47, itemDataName] = "ALSWPSniperRifle";
$WeaponsHudData[47, ammoDataName] = "ALSWPSniperRifleAmmo";
$WeaponsHudData[47, reticle] = "gui/ret_sniper";
$WeaponsHudData[47, visible] = "true";
$WeaponsHudData[48, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[48, itemDataName] = "P90";
$WeaponsHudData[48, ammoDataName] = "P90Ammo";
$WeaponsHudData[48, reticle] = "gui/ret_chaingun";
$WeaponsHudData[48, visible] = "true";
$WeaponsHudData[49, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[49, itemDataName] = "m93";
$WeaponsHudData[49, ammoDataName] = "m93Ammo";
$WeaponsHudData[49, reticle] = "gui/ret_chaingun";
$WeaponsHudData[49, visible] = "true";
$WeaponsHudData[50, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[50, itemDataName] = "CrimsonHawk";
$WeaponsHudData[50, ammoDataName] = "CrimsonHawkAmmo";
$WeaponsHudData[50, reticle] = "gui/ret_chaingun";
$WeaponsHudData[50, visible] = "true";
$WeaponsHudData[51, bitmapName] = "gui/hud_mortar";
$WeaponsHudData[51, itemDataName] = "PlasmaTorpedo";
$WeaponsHudData[51, reticle] = "gui/ret_mortar";
$WeaponsHudData[51, visible] = "true";
$WeaponsHudData[52, bitmapName] = "gui/hud_missile";
$WeaponsHudData[52, itemDataName] = "Stinger";
$WeaponsHudData[52, ammoDataName] = "StingerAmmo";
$WeaponsHudData[52, reticle] = "gui/ret_missilen";
$WeaponsHudData[52, visible] = "true";
$WeaponsHudData[53, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[53, itemDataName] = "MRXX";
$WeaponsHudData[53, ammoDataName] = "MRXXAmmo";
$WeaponsHudData[53, reticle] = "gui/ret_chaingun";
$WeaponsHudData[53, visible] = "true";
$WeaponsHudData[54, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[54, itemDataName] = "Model1887";
$WeaponsHudData[54, ammoDataName] = "Model1887Ammo";
$WeaponsHudData[54, reticle] = "gui/ret_chaingun";
$WeaponsHudData[54, visible] = "true";
$WeaponsHudData[55, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[55, itemDataName] = "spiker";
$WeaponsHudData[55, reticle] = "gui/ret_chaingun";
$WeaponsHudData[55, visible] = "true";
$WeaponsHudData[56, bitmapName] = "gui/hud_chaingun";
$WeaponsHudData[56, itemDataName] = "Napalm";
$WeaponsHudData[56, ammoDataName] = "NapalmAmmo";
$WeaponsHudData[56, reticle] = "gui/ret_chaingun";
$WeaponsHudData[56, visible] = "true";
$WeaponsHudCount = 57;
//[most]
$AmmoIncrement[Mine] = 1;
$AmmoIncrement[Grenade] = 1;
$AmmoIncrement[FlashGrenade] = 1;
$AmmoIncrement[FlareGrenade] = 1;
$AmmoIncrement[ConcussionGrenade] = 1;
$AmmoIncrement[RepairKit] = 1;
// -------------------------------------------------------------------
// z0dd - ZOD, 4/17/02. Addition. Ammo pickup fix, these were missing.
$AmmoIncrement[CameraGrenade] = 2;
$AmmoIncrement[Beacon] = 1;
//----------------------------------------------------------------------------
// Weapons scripts
//--------------------------------------
// --- Mounting weapons
exec("scripts/weapons/T2Guns/blaster.cs");
exec("scripts/weapons/T2Guns/plasma.cs");
exec("scripts/weapons/SMGs/chaingun.cs");
exec("scripts/weapons/T2Guns/disc.cs");
exec("scripts/weapons/T2Guns/grenadeLauncher.cs");
exec("scripts/weapons/T2Guns/sniperRifle.cs");
exec("scripts/weapons/T2Guns/ELFGun.cs");
exec("scripts/weapons/T2Guns/mortar.cs");
exec("scripts/weapons/T2Guns/missileLauncher.cs");
exec("scripts/weapons/T2Guns/targetingLaser.cs");
exec("scripts/weapons/Pistols/shockLance.cs");
exec("scripts/weapons/Construction/constructionTool.cs");
exec("scripts/weapons/Construction/superChaingun.cs");
exec("scripts/weapons/Construction/modifiertool.cs");
// --- Throwing weapons
exec("scripts/weapons/Mines/mine.cs");
exec("scripts/weapons/Grenades/grenade.cs");
exec("scripts/weapons/Grenades/flashGrenade.cs");
exec("scripts/weapons/Grenades/flareGrenade.cs");
exec("scripts/weapons/Grenades/concussionGrenade.cs");
exec("scripts/weapons/Grenades/cameraGrenade.cs");
//----------------------------------------------------------------------------
function Weapon::onUse(%data, %obj)
{
if(Game.weaponOnUse(%data, %obj))
if (%obj.getDataBlock().className $= Armor)
%obj.mountImage(%data.image, $WeaponSlot);
}
function WeaponImage::onMount(%this,%obj,%slot) {
//MES -- is call below useful at all?
//Parent::onMount(%this, %obj, %slot);
if(%obj.getClassName() !$= "Player")
return;
if(%obj.isZombie || %obj.isBoss) {
return;
}
PerformWeaponMountChecks(%this, %obj, %slot);
PerformUpgradeCheck(%this.getName(), %obj);
//messageClient(%obj.client, 'MsgWeaponMount', "", %this, %obj, %slot);
// Looks arm position
if (%this.armthread $= "") {
%obj.setArmThread(look);
}
else {
%obj.setArmThread(%this.armThread);
}
if(!%obj.client.isHarb) {
// Initial ammo state
if(%obj.getMountedImage($WeaponSlot).ammo !$= "")
if (%obj.getInventory(%this.ammo))
%obj.setImageAmmo(%slot,true);
%obj.client.setWeaponsHudActive(%this.item);
if(%obj.getMountedImage($WeaponSlot).ammo !$= "")
%obj.client.setAmmoHudCount(%obj.getInventory(%this.ammo));
else
%obj.client.setAmmoHudCount(-1);
}
}
function WeaponImage::onUnmount(%this,%obj,%slot) {
if(%this.HasChallenges) {
PerformUpgradeDisable(%this.getName(), %obj); //just kills the T-Laser, Ect.
}
if(!%obj.client.isHarb && !%obj.isZombie) {
%obj.client.setWeaponsHudActive(%this.item, 1);
%obj.client.setAmmoHudCount(-1);
commandToClient(%obj.client,'removeReticle');
}
// try to avoid running around with sniper/missile arm thread and no weapon
%obj.setArmThread(look);
Parent::onUnmount(%this, %obj, %slot);
}
function Ammo::onInventory(%this,%obj,%amount) {
if(%obj.isZombie || %obj.isBoss) {
return;
}
// Loop through and make sure the images using this ammo have
// their ammo states set.
for (%i = 0; %i < 8; %i++) {
%image = %obj.getMountedImage(%i);
if (%image > 0)
{
if (isObject(%image.ammo) && %image.ammo.getId() == %this.getId())
%obj.setImageAmmo(%i,%amount != 0);
}
}
ItemData::onInventory(%this,%obj,%amount);
// Uh, don't update the hud ammo counters if this is a corpse...that's bad.
if ( %obj.getClassname() $= "Player" && %obj.getState() !$= "Dead" && !%obj.client.isHarb)
{
%obj.client.setWeaponsHudAmmo(%this.getName(), %amount);
if(%obj.getMountedImage($WeaponSlot).ammo $= %this.getName())
%obj.client.setAmmoHudCount(%amount);
}
}
function Weapon::onInventory(%this,%obj,%amount) {
if(%obj.isZombie || %obj.isBoss) {
return;
}
if(Game.weaponOnInventory(%this, %obj, %amount)) {
// Do not update the hud if this object is a corpse:
if ( %obj.getState() !$= "Dead" && !%obj.client.isHarb && !%obj.isZombie )
%obj.client.setWeaponsHudItem(%this.getName(), 0, 1);
ItemData::onInventory(%this,%obj,%amount);
//reload (if possible)
//AttemptReload(%this, %obj, 0);
%obj.setInventory(%this.ammo, 1, true);
// if a player threw a weapon (which means that player isn't currently
// holding a weapon), set armthread to "no weapon"
// MES - taken out to avoid v-menu animation problems (bug #4749)
//if((%amount == 0) && (%obj.getClassName() $= "Player"))
// %obj.setArmThread(looknw);
}
}
function Weapon::onPickup(%this, %obj, %shape, %amount) {
if(%obj.isZombie || %obj.isBoss) {
return;
}
// If player doesn't have a weapon in hand, use this one...
if ( %shape.getClassName() $= "Player"
&& %shape.getMountedImage( $WeaponSlot ) == 0 ) {
%shape.use( %this.getName() );
ReloadWeapon(%this.getName(), %obj);
}
}
function HandInventory::onInventory(%this,%obj,%amount) {
if(%obj.isZombie || %obj.isBoss) {
return;
}
// prevent console errors when throwing ammo pack
if(%obj.getClassName() $= "Player")
%obj.client.setInventoryHudAmount(%this.getName(), %amount);
ItemData::onInventory(%this,%obj,%amount);
}
function HandInventory::onUse(%data, %obj)
{
// %obj = player %data = datablock of what's being thrown
if(Game.handInvOnUse(%data, %obj))
{
//AI HOOK - If you change the %throwStren, tell Tinman!!!
//Or edit aiInventory.cs and search for: use(%grenadeType);
%tossTimeout = getSimTime() - %obj.lastThrowTime[%data];
if(%tossTimeout < $HandInvThrowTimeout)
return;
%throwStren = %obj.throwStrength;
%obj.decInventory(%data, 1);
%thrownItem = new Item()
{
dataBlock = %data.thrownItem;
sourceObject = %obj;
};
MissionCleanup.add(%thrownItem);
// throw it
%eye = %obj.getEyeVector();
%vec = vectorScale(%eye, (%throwStren * 20.0));
// add a vertical component to give it a better arc
%dot = vectorDot("0 0 1", %eye);
if(%dot < 0)
%dot = -%dot;
%vec = vectorAdd(%vec, vectorScale("0 0 4", 1 - %dot));
// add player's velocity
%vec = vectorAdd(%vec, vectorScale(%obj.getVelocity(), 0.4));
%pos = getBoxCenter(%obj.getWorldBox());
%thrownItem.sourceObject = %obj;
%thrownItem.team = %obj.team;
%thrownItem.setTransform(%pos);
%thrownItem.applyImpulse(%pos, %vec);
%thrownItem.setCollisionTimeout(%obj);
serverPlay3D(GrenadeThrowSound, %pos);
%obj.lastThrowTime[%data] = getSimTime();
%thrownItem.getDataBlock().onThrow(%thrownItem, %obj);
%obj.throwStrength = 0;
}
}
function HandInventoryImage::onMount(%this,%obj,%slot)
{
messageClient(%col.client, 'MsgHandInventoryMount', "", %this, %obj, %slot);
// Looks arm position
if (%this.armthread $= "")
%obj.setArmThread(look);
else
%obj.setArmThread(%this.armThread);
// Initial ammo state
if (%obj.getInventory(%this.ammo))
%obj.setImageAmmo(%slot,true);
%obj.client.setWeaponsHudActive(%this.item);
}
function Weapon::incCatagory(%data, %obj)
{
// Don't count the targeting laser as a weapon slot:
if ( %data.getName() !$= "TargetingLaser" )
%obj.weaponCount++;
}
function Weapon::decCatagory(%data, %obj)
{
// Don't count the targeting laser as a weapon slot:
if ( %data.getName() !$= "TargetingLaser" )
%obj.weaponCount--;
}
function SimObject::damageObject(%data)
{
//function was added to reduce console err msg spam
}