TWM2/scripts/weapons/SMGs/PulseSMG.cs
Robert Fritzen 54ca7686de Perk Rework
2022-05-17 22:22:15 -05:00

227 lines
6.5 KiB
C#

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