mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
281 lines
8.3 KiB
C#
281 lines
8.3 KiB
C#
//--------------------------------------------------------------------------
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// Grapling Hook
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// Function Credits: Xenolith
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//--------------------------------------------------------------------------
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//--------------------------------------
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// Rifle and item...
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//--------------------------------------
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datablock TargetProjectileData(GrappleRope) {
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directDamage = 0.0;
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hasDamageRadius = false;
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indirectDamage = 0.0;
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damageRadius = 0.0;
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velInheritFactor = 1.0;
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maxRifleRange = 1000;
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beamColor = "0.0 0.1 0.0";
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startBeamWidth = 0.20;
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pulseBeamWidth = 0.15;
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beamFlareAngle = 3.0;
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minFlareSize = 0.0;
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maxFlareSize = 400.0;
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pulseSpeed = 6.0;
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pulseLength = 0.150;
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textureName[0] = "special/nonlingradient";
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textureName[1] = "special/flare";
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textureName[2] = "special/pulse";
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textureName[3] = "special/expFlare";
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beacon = true;
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};
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datablock SeekerProjectileData(GrappleShot) {
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "weapon_missile_projectile.dts";
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directDamage = 0.0;
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radiusDamageType = $DamageType::RPG;
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kickBackStrength = 3500;
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explosion = "BlasterExplosion";
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splash = MissileSplash;
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velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
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// is cranked up to full so the missile doesn't start
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// out behind the player when the player is moving
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// very quickly - bramage
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lifetimeMS = 500; // z0dd - ZOD, 4/14/02. Was 6000
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muzzleVelocity = 250.0;
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maxVelocity = 350.0; // z0dd - ZOD, 4/14/02. Was 80.0
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turningSpeed = 54.0;
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acceleration = 50.0;
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explodeOnDeath = false;
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proximityRadius = 3;
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sound = MissileProjectileSound;
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hasLight = true;
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lightRadius = 3.0;
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lightColor = "0.2 0.05 0";
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useFlechette = true;
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flechetteDelayMs = 10;
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casingDeb = FlechetteDebris;
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explodeOnWaterImpact = true;
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};
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datablock ItemData(GrappleHook) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_targeting.dts";
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image = GrappleHookImage;
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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 = "a grapling hook";
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computeCRC = true;
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};
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datablock ShapeBaseImageData(GrappleHookImage) {
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className = WeaponImage;
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shapeFile = "weapon_targeting.dts";
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item = GrappleHook;
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offset = "0 0 0";
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projectile = GrappleShot;
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projectileType = SeekerProjectile;
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usesEnergy = true;
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minEnergy = 3;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = ChaingunSwitchSound;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.5;
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stateFire[3] = true;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateScript[3] = "onFire";
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateSound[4] = MortarReloadSound;
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stateEjectShell[4] = true;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateScript[4] = "onReload";
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateTimeoutValue[6] = 0.3;
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stateSound[6] = ChaingunDryFireSound;
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stateTransitionOnTimeout[6] = "Ready";
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};
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function GrappleHookImage::onFire(%data, %obj, %slot) {
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if($TWM::PlayingWarTower) {
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%obj.client.beamer = 0;
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if(isObject(%obj.beamproj)) {
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%obj.beamproj.schedule(100, "delete");
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}
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messageClient(%obj.client, 'MsgBeamerStatus', "\c5Cannot Grapple in this game mode.~wfx/weapons/ELF_underwater.wav");
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return;
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}
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if($TWM2::PlayingSabo) {
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if(%obj == Game.bomb.Carrier) {
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%obj.client.beamer = 0;
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if(isObject(%obj.beamproj)) {
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%obj.beamproj.schedule(100, "delete");
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}
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messageClient(%obj.client, 'MsgBeamerStatus', "\c5Cannot Grapple With The Bomb.~wfx/weapons/ELF_underwater.wav");
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return;
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}
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}
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if(%obj.client.beamer == 1) {
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%obj.client.beamer = 0;
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if(isObject(%obj.beamproj)) {
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%obj.beamproj.schedule(100, "delete");
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}
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messageClient(%obj.client, 'MsgBeamerStatus', '~wfx/weapons/ELF_underwater.wav');
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}
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else {
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%p = Parent::OnFire(%data, %obj, %slot);
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}
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}
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function GrappleShot::onExplode(%data, %proj, %pos, %mod) {
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%obj = %proj.sourceObject;
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%continue = 0;
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if (%obj.client.beamer == 0 || %obj.client.beamer $= "") {
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%obj.client.beamer = 1;
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messageClient(%obj.client, 'MsgBeamerStatus', '~wfx/weapons/cg_metal2.wav');
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%theight = getTerrainHeight(%pos);
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%maxHeight = %tHeight + 75;
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if(getWord(%pos, 2) > %maxHeight) {
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%TargetSearchMask = $AllObjMask;
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InitContainerRadiusSearch(%pos, 1, %TargetSearchMask); //small distance
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while ((%potentialTarget = ContainerSearchNext()) != 0){
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if (%potentialTarget.getPosition() != %pos) {
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%continue = 1;
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}
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}
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if(!%continue) {
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messageClient(%obj.client, 'MsgBeamerStatus', '~wfx/weapons/ELF_underwater.wav');
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messageClient(%obj.client, 'MsgBeamerStatus', "Grapples cannot fire this high.");
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return;
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}
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}
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beamerOn(%data, %obj, %pos);
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}
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}
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//Functions By: Xenolith
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//Modified to suit my needs
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function beamerOn(%data, %obj, %hit) {
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%beamtime = 100;
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if(isObject(%obj.beamproj)) {
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%obj.beamproj.schedule(%beamtime, "delete");
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}
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if (%obj.client.beamer != 1) {
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return;
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}
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%obj.setHeat(1.0); //max out the heat signature
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%hitobj = getWord(%hit, 0);
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%hitpos = getWord(%hit, 0) @ " " @ getWord(%hit, 1) @ " " @ getWord(%hit, 2);
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%xhit = getword(%hitpos, 0);
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%yhit = getword(%hitpos, 1);
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%zhit = getword(%hitpos, 2);
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%xobj = getword(%obj.position, 0);
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%yobj = getword(%obj.position, 1);
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%zobj = getword(%obj.position, 2);
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%x = %xhit - %xobj;
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%y = %yhit - %yobj;
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%z = %zhit - %zobj;
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%displacement = %x @ " " @ %y @ " " @ %z;
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%x = getword(%displacement, 0);
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%y = getword(%displacement, 1);
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%z = getword(%displacement, 2);
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%distance = mSqrt(%x * %x + %y * %y + %z * %z);
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%x = %x / %distance;
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%y = %y / %distance;
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%z = %z / %distance;
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%displacement = %x @ " " @ %y @ " " @ %z;
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if (%distance < 5 || %obj.client.beamer == 0) {
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%obj.client.beamer = 0;
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messageClient(%obj.client, 'MsgBeamerStatus', '~wfx/weapons/ELF_underwater.wav');
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if(isObject(%obj.beamproj)) {
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%obj.beamproj.schedule(%beamtime, "delete");
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}
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%velocity = VectorScale(%displacement, 5);
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%obj.setVelocity(%velocity);
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return;
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}
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%z = %z + 0.25;
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%fix = %x @ " " @ %y @ " " @ %z;
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if (%distance < 55) {
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%velocity = VectorScale(%fix, (%distance * 2));
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}
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else {
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%velocity = VectorScale(%fix, 110); //was 500
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}
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%obj.setVelocity(%velocity);
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%muzzlePos = %obj.getMuzzlePoint(0);
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%obj.beamproj = new (TargetProjectile)() {
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dataBlock = GrappleRope;
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initialDirection = %displacement;
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initialPosition = %muzzlePos;
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damageFactor = 0;
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sourceSlot = 0; //%slot
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fadeTime = 0.2;
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};
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schedule(%beamtime, 0, "beamerOn", %data, %obj, %hit);
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}
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function GrappleHookImage::onUnmount(%this, %obj, %slot) {
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Parent::onUnmount(%this, %obj, %slot);
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if(isObject(%obj.lastProjectile)) {
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%obj.lastProjectile.delete();
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}
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if(%obj.client.beamer == 1) {
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%obj.client.beamer = 0;
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if(isObject(%obj.beamproj)) {
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%obj.beamproj.schedule(100, "delete");
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}
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messageClient(%obj.client, 'MsgBeamerStatus', '~wfx/weapons/ELF_underwater.wav');
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}
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}
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