mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-20 03:54:48 +00:00
227 lines
6.4 KiB
C#
227 lines
6.4 KiB
C#
datablock AudioProfile(PistolFireSound)
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{
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filename = "fx/vehicles/tank_chaingun.wav";
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description = AudioDefault3d;
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preload = true;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------------------------------------------
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datablock TracerProjectileData(coltBullet) {
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doDynamicClientHits = true;
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directDamage = 0.15; // z0dd - ZOD, 9-27-02. Was 0.0825
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directDamageType = $DamageType::pistol;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.5;
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LegsMultiplier = 0.5;
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ImageSource = "PistolImage";
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kickBackStrength = 5.0;
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sound = ChaingunProjectile;
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//dryVelocity = 425.0;
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dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
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wetVelocity = 1750.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 3000;
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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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tracerLength = 25.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.09;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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};
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datablock ItemData(pistolAmmo)
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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 .77mm bullets";
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computeCRC = true;
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};
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datablock ItemData(pistol) {
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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 = pistolImage;
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mass = 2;
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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 Colt Pistol";
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};
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datablock ShapeBaseImageData(PistolImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_energy_vehicle.dts";
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item = pistol;
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offset = "0 0 0";
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rotation = "0 1 0 180";
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mass = 4;
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ammo = pistolAmmo;
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projectile = coltbullet;
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projectileType = tracerProjectile;
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projectileSpread = 10.0 / 1000.0;
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//ClipStuff
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ClipName = "ColtClip";
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ClipPickupName["ColtClip"] = "Some .77MM Clips";
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ShowsClipInHud = 0;
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ClipReloadTime = 2;
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ClipReturn = 10;
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InitialClips = 950;
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HellClipCount = 10;
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//
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 9;
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Challenge[1] = "Coltee\t25\t100\tGrip";
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Challenge[2] = "Coltist\t50\t150\tLaser";
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Challenge[3] = "Colt Expert\t100\t250\tSilencer";
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Challenge[4] = "Colt Master\t250\t500\tExcessive Duality";
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Challenge[5] = "Colt God\t500\t1000\tHSBullets";
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Challenge[6] = "Colt Bronze Commendation\t1000\t10000\tNone";
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Challenge[7] = "Colt Silver Commendation\t2500\t25000\tNone";
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Challenge[8] = "Colt Gold Commendation\t5000\t50000\tNone";
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Challenge[9] = "Colt Titan Commendation\t15000\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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Upgrade[4] = "Excessive Duality";
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Upgrade[5] = "HSBullets";
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GunName = "Colt Pistol";
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//
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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] = PlasmaSwitchSound;
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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] = 0.1;
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stateFire[3] = true;
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stateEmitter[3] = "GunFireEffectEmitter";
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stateEmitterNode[3] = "muzzlepoint1";
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stateEmitterTime[3] = 1;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateEmitterTime[3] = 0.2;
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//stateSound[3] = PistolFireSound;
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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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stateTimeoutValue[4] = 0.1;
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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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stateSound[6] = ChaingunDryFireSound;
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stateTimeoutValue[6] = 1.5;
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stateTransitionOnTimeout[6] = "NoAmmo";
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};
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datablock ShapeBaseImageData(PistolImage2) : PistolImage {
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offset = "-0.5 0 0";
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};
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function PistolImage::onMount(%this,%obj,%slot) {
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Parent::onMount(%this, %obj, %slot);
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if(%obj.client.UpgradeOn("Excessive Duality", %this.getName())) {
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%obj.mountImage(PistolImage2, 5);
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}
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}
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function PistolImage::onUnmount(%this,%obj,%slot) {
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%obj.unmountImage(5);
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Parent::onUnmount(%this, %obj, %slot);
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}
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function PistolImage::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 if(%obj.client.UpgradeOn("Excessive Duality", %data.getName())) {
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schedule(200, 0, "FirePistolShot", %data, %obj, %slot);
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ServerPlay3d(PistolFireSound, %obj.getPosition());
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}
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else {
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ServerPlay3d(PistolFireSound, %obj.getPosition());
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}
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}
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function FirePistolShot(%data, %obj, %slot) {
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serverPlay3d("PistolFireSound", %obj.getPosition());
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%vector = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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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.ImageSource = "PistolImage";
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%p.WeaponImageSource = "PistolImage";
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}
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