mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
227 lines
6.5 KiB
C#
227 lines
6.5 KiB
C#
datablock TracerProjectileData(PulseSMGBullet) {
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doDynamicClientHits = true;
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directDamage = 0.08;
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explosion = "BlasterExplosion";
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splash = ChaingunSplash;
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directDamageType = $DamageType::ShrikeBlaster;
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kickBackStrength = 0.0;
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sound = ShrikeBlasterProjectileSound;
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ImageSource = "PulseSMGImage";
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dryVelocity = 425.0;
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wetVelocity = 100.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 1000;
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lifetimeMS = 1000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 30.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = "1.0 1.0 1.0 1.0";
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tracerTex[0] = "special/shrikeBolt";
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tracerTex[1] = "special/shrikeBoltCross";
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tracerWidth = 0.55;
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crossSize = 0.99;
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crossViewAng = 0.990;
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renderCross = true;
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};
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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData(PulseSMGAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "some PulseSMG ammo";
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computeCRC = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ShapeBaseImageData(PulseSMGImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_energy_vehicle.dts";
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item = PulseSMG;
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ammo = PulseSMGAmmo;
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projectile = PulseSMGBullet;
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projectileType = TracerProjectile;
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emap = true;
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offset = "0 0.5 0"; // L/R - F/B - T/B
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rotation = "0 1 0 180";
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mass = 11;
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//ClipStuff
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ClipName = "PulseSMGClip";
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ClipPickupName["PulseSMGClip"] = "some PulseSMG Magazines";
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ShowsClipInHud = 1;
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ClipReloadTime = 4;
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ClipReturn = 45;
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InitialClips = 7;
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//
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HasChallenges = 1;
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ChallengeCt = 9;
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Challenge[1] = "Pulse SMG Killer\t50\t100\tNone";
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Challenge[2] = "Pulse SMG Hunter\t100\t250\tNone";
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Challenge[3] = "Pulse SMG Expert\t250\t500\tGrip";
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Challenge[4] = "Pulse SMG Master\t500\t1000\tLaser";
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Challenge[5] = "Pulse SMG God\t1000\t2000\tSilencer";
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Challenge[6] = "Pulse SMG Bronze Commendation\t2500\t10000\tNone";
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Challenge[7] = "Pulse SMG Silver Commendation\t5000\t25000\tNone";
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Challenge[8] = "Pulse SMG Gold Commendation\t10000\t50000\tNone";
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Challenge[9] = "Pulse SMG Titan Commendation\t25000\t75000\tNone";
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Upgrade[1] = "Grip";
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Upgrade[2] = "Laser";
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Upgrade[3] = "Silencer";
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GunName = "Pulse SMG";
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//RankRequire = $TWM2::RankRequire["Pg700"];
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PrestigeRequire = 3;
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casing = ShellDebris;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 15.0;
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shellVelocity = 3.0;
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projectileSpread = 3.0 / 1000.0;
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handleExpertReduce = 1.20;
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//--------------------------------------
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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stateSound[0] = ChaingunSwitchSound;
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stateAllowImageChange[0] = false;
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//
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stateTimeoutValue[0] = 0.5;
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stateTransitionOnTimeout[0] = "Ready";
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stateTransitionOnNoAmmo[0] = "NoAmmo";
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//--------------------------------------
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stateName[1] = "Ready";
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stateSpinThread[1] = Stop;
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//
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stateTransitionOnTriggerDown[1] = "Spinup";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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//--------------------------------------
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stateName[2] = "NoAmmo";
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stateTransitionOnAmmo[2] = "Ready";
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stateSpinThread[2] = Stop;
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stateTransitionOnTriggerDown[2] = "DryFire";
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//--------------------------------------
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stateName[3] = "Spinup";
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stateSpinThread[3] = SpinUp;
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stateSound[3] = ChaingunSpinupSound;
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//
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stateTimeoutValue[3] = 0.01;
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stateWaitForTimeout[3] = false;
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stateTransitionOnTimeout[3] = "Fire";
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stateTransitionOnTriggerUp[3] = "Spindown";
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//--------------------------------------
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stateName[4] = "Fire";
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stateSequence[4] = "Fire";
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stateSequenceRandomFlash[4] = true;
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stateSpinThread[4] = FullSpeed;
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//stateSound[4] = ChaingunFireSound;
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stateRecoil[4] = LightRecoil;
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stateAllowImageChange[4] = false;
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stateScript[4] = "onFire";
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stateFire[4] = true;
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stateEjectShell[4] = true;
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//
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stateTimeoutValue[4] = 0.08;
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stateTransitionOnTimeout[4] = "Fire";
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stateTransitionOnTriggerUp[4] = "Spindown";
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stateTransitionOnNoAmmo[4] = "EmptySpindown";
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//--------------------------------------
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stateName[5] = "Spindown";
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stateSound[5] = ChaingunSpinDownSound;
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stateSpinThread[5] = SpinDown;
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//
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stateTimeoutValue[5] = 0.05;
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stateWaitForTimeout[5] = true;
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stateTransitionOnTimeout[5] = "Ready";
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stateTransitionOnTriggerDown[5] = "Spinup";
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//--------------------------------------
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stateName[6] = "EmptySpindown";
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stateSound[6] = ChaingunSpinDownSound;
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stateSpinThread[6] = SpinDown;
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//
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stateTimeoutValue[6] = 0.5;
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stateTransitionOnTimeout[6] = "NoAmmo";
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//--------------------------------------
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stateName[7] = "DryFire";
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stateSound[7] = ChaingunDryFireSound;
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stateTimeoutValue[7] = 0.5;
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stateTransitionOnTimeout[7] = "NoAmmo";
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};
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datablock ItemData(PulseSMG)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_energy_vehicle.dts";
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image = PulseSMGImage;
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mass = 1.0;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a Pulse SMG";
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computeCRC = true;
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emap = true;
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};
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datablock ShapeBaseImageData(PulseSMGBarrelImage) {
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ammo = PulseSMGAmmo;
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shapeFile = "weapon_targeting.dts";
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offset = "0.0 0.0 0.0";
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emap = true;
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};
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function PulseSMGImage::onMount(%this,%obj,%slot) {
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Parent::onMount(%this, %obj, %slot);
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%obj.mountImage(PulseSMGBarrelImage, 3);
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}
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function PulseSMGImage::onUnmount(%this,%obj,%slot) {
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Parent::onUnmount(%this, %obj, %slot);
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%obj.unmountImage(3);
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%obj.unmountImage(4);
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}
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function PulseSMGImage::onFire(%data, %obj, %slot) {
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%p = Parent::onFire(%data, %obj, %slot);
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if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
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//zero sound :p
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}
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else {
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ServerPlay3d(ChaingunFireSound, %obj.getPosition());
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}
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}
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