mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
248 lines
7.4 KiB
C#
248 lines
7.4 KiB
C#
// Pulse Phaser Weapon
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datablock AudioProfile(PPWFireSound)
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{
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filename = "fx/powered/turret_outdoor_fire.wav";
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description = AudioDefault3d;
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preload = true;
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};
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datablock LinearFlareProjectileData(phaserBolt) {
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directDamage = 0.2; //reduced 0.45
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directDamageType = $DamageType::Phaser;
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explosion = "BlasterExplosion";
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kickBackStrength = 0.0;
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dryVelocity = 120.0;
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wetVelocity = 40.0;
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velInheritFactor = 0.5;
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fizzleTimeMS = 2000;
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lifetimeMS = 3000;
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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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ImageSource = "PulsePhaserImage";
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numFlares = 20;
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size = 0.10;
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flareColor = "0 1 0";
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flareModTexture = "flaremod";
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flareBaseTexture = "flarebase";
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sound = BlasterProjectileSound;
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hasLight = true;
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lightRadius = 3.0;
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lightColor = "1 1 1";
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};
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datablock LinearFlareProjectileData(TrevorPhaserBolt) {
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directDamage = 0.21; //reduced .485
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directDamageType = $DamageType::Phaser;
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explosion = "BlasterExplosion";
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kickBackStrength = 0.0;
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dryVelocity = 120.0;
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wetVelocity = 40.0;
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velInheritFactor = 0.5;
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fizzleTimeMS = 2000;
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lifetimeMS = 3000;
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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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ImageSource = "PulsePhaserImage";
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numFlares = 20;
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size = 0.10;
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flareColor = "0.5 0.1 0.9";
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flareModTexture = "flaremod";
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flareBaseTexture = "flarebase";
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sound = BlasterProjectileSound;
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hasLight = true;
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lightRadius = 3.0;
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lightColor = "1 1 1";
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};
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datablock ShapeBaseImageData(PulsePhaserImage) {
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className = WeaponImage;
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shapeFile = "weapon_energy.dts";
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item = PulsePhaser;
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projectile = phaserBolt;
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projectileType = LinearFlareProjectile;
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HasChallenges = 1;
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ChallengeCt = 10;
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Challenge[1] = "Phaser Killer\t50\t100\tNone";
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Challenge[2] = "Phaser Hunter\t150\t250\tNone";
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Challenge[3] = "Phaser Expert\t250\t500\tLaser";
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Challenge[4] = "Phaser Master\t500\t1000\tTriple Burst";
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Challenge[5] = "Phaser God\t1000\t2000\tShotgun";
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Challenge[6] = "Phaser Legend\t1500\t5000\tPhaser Blades";
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Challenge[7] = "Phaser Bronze Commendation\t3000\t10000\tNone";
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Challenge[8] = "Phaser Silver Commendation\t6000\t25000\tNone";
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Challenge[9] = "Phaser Gold Commendation\t12500\t50000\tNone";
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Challenge[10] = "Phaser Titan Commendation\t35000\t75000\tNone";
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Upgrade[1] = "Laser";
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Upgrade[2] = "Triple Burst";
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Upgrade[3] = "Shotgun";
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Upgrade[4] = "Phaser Blades";
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GunName = "ES-77 Pulse Phaser";
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RankRequire = $TWM2::RankRequire["PulsePhaser"];
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usesEnergy = true;
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fireEnergy = 4;
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minEnergy = 4;
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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] = BlasterSwitchSound;
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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] = 0.3;
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stateFire[3] = true;
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stateRecoil[3] = NoRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateSound[3] = PPWFireSound;
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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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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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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] = BlasterDryFireSound;
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stateTransitionOnTimeout[6] = "Ready";
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};
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datablock ItemData(PulsePhaser) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_energy.dts";
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image = PulsePhaserImage;
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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 Pulse Phaser";
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};
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datablock ShapeBaseImageData(Phaser2Image) : PulsePhaserImage {
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shapeFile = "weapon_ELF.dts";
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offset = "0 0.3 0.2";
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rotation = "0 1 0 180";
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};
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datablock ShapeBaseImageData(Phaser3Image) : PulsePhaserImage {
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shapeFile = "weapon_ELF.dts";
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offset = "0 .5 0";
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};
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function PulsePhaserImage::onMount(%this, %obj, %slot) {
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Parent::onMount(%this, %obj, %slot);
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if(%obj.client.UpgradeOn("Phaser Blades", %this.getName())) {
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%obj.mountImage(Phaser2Image, 5);
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%obj.mountImage(Phaser3Image, 6);
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}
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}
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function PulsePhaserImage::onUnmount(%this,%obj,%slot) {
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%obj.unmountImage(5);
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%obj.unmountImage(6);
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Parent::onUnmount(%this, %obj, %slot);
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}
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function PulsePhaserImage::onFire(%data,%obj,%slot) {
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if(%obj.cannotFire) {
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return;
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}
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%vector = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) {
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%p1 = Parent::OnFire(%data, %obj, %slot);
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%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
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vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
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%p2.WeaponImageSource = "PulsePhaserImage";
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schedule(100, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
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%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
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vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
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%p3.WeaponImageSource = "PulsePhaserImage";
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schedule(250, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
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ResetFireRestrict(%obj, 1);
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schedule(1350, 0, "ResetFireRestrict", %obj, 0);
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}
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else if(%obj.client.UpgradeOn("Shotgun", %data.getName())) {
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for (%i=0; %i < 3; %i++) {
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%newvector = MatrixMulVector(%mat, %vector);
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%p = new (%data.projectileType)() {
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dataBlock = %data.projectile;
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initialDirection = %newvector;
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initialPosition = %mp;
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sourceObject = %obj;
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damageFactor = 1;
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sourceSlot = %slot;
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};
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%p.WeaponImageSource = "PulsePhaserImage";
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}
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ResetFireRestrict(%obj, 1);
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schedule(1200, 0, "ResetFireRestrict", %obj, 0);
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}
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else if(%obj.client.UpgradeOn("Phaser Blades", %data.getName())) {
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serverPlay3D("BomberTurretFireSound", %obj.getPosition());
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%p = new (%data.projectileType)() {
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dataBlock = TrevorPhaserBolt;
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initialDirection = %vector;
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initialPosition = %mp;
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sourceObject = %obj;
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damageFactor = 1;
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sourceSlot = %slot;
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};
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%p.WeaponImageSource = "PulsePhaserImage";
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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 ResetFireRestrict(%plyr, %onOff) {
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%plyr.cannotFire = %onOff;
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}
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