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

227 lines
6.4 KiB
C#

datablock AudioProfile(PistolFireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefault3d;
preload = true;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------------------------------------------
datablock TracerProjectileData(coltBullet) {
doDynamicClientHits = true;
directDamage = 0.15; // z0dd - ZOD, 9-27-02. Was 0.0825
directDamageType = $DamageType::pistol;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.5;
ImageSource = "PistolImage";
kickBackStrength = 5.0;
sound = ChaingunProjectile;
//dryVelocity = 425.0;
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
wetVelocity = 1750.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 25.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
datablock ItemData(pistolAmmo)
{
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(pistol) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = pistolImage;
mass = 2;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Colt Pistol";
};
datablock ShapeBaseImageData(PistolImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = pistol;
offset = "0 0 0";
rotation = "0 1 0 180";
mass = 4;
ammo = pistolAmmo;
projectile = coltbullet;
projectileType = tracerProjectile;
projectileSpread = 10.0 / 1000.0;
//ClipStuff
ClipName = "ColtClip";
ClipPickupName["ColtClip"] = "Some .77MM Clips";
ShowsClipInHud = 0;
ClipReloadTime = 2;
ClipReturn = 10;
InitialClips = 950;
HellClipCount = 10;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Coltee\t25\t100\tGrip";
Challenge[2] = "Coltist\t50\t150\tLaser";
Challenge[3] = "Colt Expert\t100\t250\tSilencer";
Challenge[4] = "Colt Master\t250\t500\tExcessive Duality";
Challenge[5] = "Colt God\t500\t1000\tHSBullets";
Challenge[6] = "Colt Bronze Commendation\t1000\t10000\tNone";
Challenge[7] = "Colt Silver Commendation\t2500\t25000\tNone";
Challenge[8] = "Colt Gold Commendation\t5000\t50000\tNone";
Challenge[9] = "Colt Titan Commendation\t15000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
Upgrade[4] = "Excessive Duality";
Upgrade[5] = "HSBullets";
GunName = "Colt Pistol";
//
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] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
//stateSound[3] = PistolFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ShapeBaseImageData(PistolImage2) : PistolImage {
offset = "-0.5 0 0";
};
function PistolImage::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
if(%obj.client.UpgradeOn("Excessive Duality", %this.getName())) {
%obj.mountImage(PistolImage2, 5);
}
}
function PistolImage::onUnmount(%this,%obj,%slot) {
%obj.unmountImage(5);
Parent::onUnmount(%this, %obj, %slot);
}
function PistolImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else if(%obj.client.UpgradeOn("Excessive Duality", %data.getName())) {
schedule(200, 0, "FirePistolShot", %data, %obj, %slot);
ServerPlay3d(PistolFireSound, %obj.getPosition());
}
else {
ServerPlay3d(PistolFireSound, %obj.getPosition());
}
}
function FirePistolShot(%data, %obj, %slot) {
serverPlay3d("PistolFireSound", %obj.getPosition());
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.ImageSource = "PistolImage";
%p.WeaponImageSource = "PistolImage";
}