TWM2/scripts/weapons/Pistols/CrimsonHawk.cs
2014-02-26 13:54:04 -06:00

205 lines
5.6 KiB
C#

//--------------------------------------------------------------------------
// Projectile
//--------------------------------------------------------------------------
datablock TracerProjectileData(CHawkBullet) {
doDynamicClientHits = true;
directDamage = 0.23; //reduced 0.5
directDamageType = $DamageType::Hawk; //obviously change this
explosion = "BlasterExplosion";
splash = ChaingunSplash;
sound = ShrikeBlasterProjectileSound;
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;
ImageSource = "CrimsonHawkImage";
tracerLength = 45.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = "1.0 0.0 0.0 1.0";
tracerTex[0] = "special/shrikeBolt";
tracerTex[1] = "special/shrikeBoltCross";
tracerWidth = 0.55;
crossSize = 0.99;
crossViewAng = 0.990;
renderCross = true;
};
datablock ItemData(CrimsonHawkAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some .77mm bullets";
computeCRC = true;
};
datablock ItemData(CrimsonHawk) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = CrimsonHawkImage;
mass = 2;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a CrimsonHawk Pistol";
};
datablock ShapeBaseImageData(CrimsonHawkImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = CrimsonHawk;
offset = "0 0 0";
rotation = "0 1 0 180";
mass = 4;
ammo = CrimsonHawkAmmo;
projectile = CHawkBullet;
projectileType = tracerProjectile;
projectileSpread = 5.0 / 1000.0;
//ClipStuff
ClipName = "CrimsonHawkClip";
ClipPickupName["CrimsonHawkClip"] = "Some .77MM Clips";
ShowsClipInHud = 0;
ClipReloadTime = 4;
ClipReturn = 15;
InitialClips = 950;
HellClipCount = 10;
//
RankRequire = $TWM2::RankRequire["CrimsonHawk"];
PrestigeRequire = 5;
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Crimson Hawk Novice\t25\t100\tNone";
Challenge[2] = "Crimson Hawk Hunter\t50\t150\tGrip";
Challenge[3] = "Crimson Hawk Expert\t100\t250\tLaser";
Challenge[4] = "Crimson Hawk Master\t250\t500\tSilencer";
Challenge[5] = "Crimson Hawk God\t500\t1000\tNone";
Challenge[6] = "Crimson Hawk Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Crimson Hawk Silver Commendation\t7500\t25000\tNone";
Challenge[8] = "Crimson Hawk Gold Commendation\t25000\t50000\tNone";
Challenge[9] = "Crimson Hawk Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
GunName = "Crimson Hawk";
//
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = PlasmaSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Fire2";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.1;
stateName[4] = "Fire2";
stateTransitionOnTimeout[4] = "Fire3";
stateTimeoutValue[4] = 0.1;
stateFire[4] = true;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateEmitterTime[4] = 0.1;
stateName[5] = "Fire3";
stateTransitionOnTimeout[5] = "Fire4";
stateTimeoutValue[5] = 0.1;
stateFire[5] = true;
stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = false;
stateScript[5] = "onFire";
stateEmitterTime[5] = 0.1;
stateName[6] = "Fire4";
stateTransitionOnTimeout[6] = "Fire5";
stateTimeoutValue[6] = 0.1;
stateFire[6] = true;
stateRecoil[6] = LightRecoil;
stateAllowImageChange[6] = false;
stateScript[6] = "onFire";
stateEmitterTime[6] = 0.1;
stateName[7] = "Fire5";
stateTransitionOnTimeout[7] = "Reload";
stateTimeoutValue[7] = 0.1;
stateFire[7] = true;
stateRecoil[7] = LightRecoil;
stateAllowImageChange[7] = false;
stateScript[7] = "onFire";
stateEmitterTime[7] = 0.1;
//stateSound[3] = PistolFireSound;
stateName[8] = "Reload";
stateTransitionOnNoAmmo[8] = "NoAmmo";
stateTransitionOnTimeout[8] = "Ready";
stateTimeoutValue[8] = 0.1;
stateAllowImageChange[8] = false;
stateSequence[8] = "Reload";
stateName[9] = "NoAmmo";
stateTransitionOnAmmo[9] = "Reload";
stateSequence[9] = "NoAmmo";
stateTransitionOnTriggerDown[9] = "DryFire";
stateName[10] = "DryFire";
stateSound[10] = ChaingunDryFireSound;
stateTimeoutValue[10] = 1.5;
stateTransitionOnTimeout[10] = "NoAmmo";
};
function CrimsonHawkImage::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
}
function CrimsonHawkImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(PistolFireSound, %obj.getPosition());
}
}