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

193 lines
5.1 KiB
C#

datablock AudioProfile(DeagleFireSound) {
filename = "fx/weapons/cg_hard4.wav";
description = AudioDefault3d;
preload = true;
};
datablock TracerProjectileData(DeagleBullet)
{
doDynamicClientHits = true;
directDamage = 0.3; //reduced .6
directDamageType = $DamageType::deserteagle;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
kickBackStrength = 5.0;
sound = ChaingunProjectile;
ImageSource = "DeagleImage";
//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 ShapeBaseImageData(DeagleImage2)
{
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
offset = "0 0 0"; // L/R - F/B - T/B
rotation = "0 0 0 0"; // L/R - F/B - T/B
emap = true;
};
datablock ItemData(DeagleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some 4mm bullets";
computeCRC = true;
};
datablock ItemData(Deagle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = DeagleImage;
mass = 2;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Desert Eagle";
};
datablock ShapeBaseImageData(DeagleImage) {
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = Deagle;
offset = "0 0 0";
rotation = "0 1 0 180";
mass = 6;
ammo = DeagleAmmo;
projectile = DeagleBullet;
projectileType = tracerProjectile;
ProjectileSpread = 6.0 / 1000.0; //2.5 spread added
//ClipStuff
ClipName = "DesertEagleClip";
ClipPickupName["DesertEagleClip"] = "Some 4MM Clips";
ShowsClipInHud = 0;
ClipReloadTime = 5;
ClipReturn = 7;
InitialClips = 950;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Eagle Trainee\t25\t100\tNone";
Challenge[2] = "Eagle Recruit\t50\t150\tNone";
Challenge[3] = "Eagle Expert\t100\t250\tLaser";
Challenge[4] = "Eagle Master\t250\t500\tSilencer";
Challenge[5] = "Eagle Legend\t500\t1000\tScope";
Challenge[6] = "Eagle Bronze Commendation\t1000\t10000\tNone";
Challenge[7] = "Eagle Silver Commendation\t2500\t25000\tNone";
Challenge[8] = "Eagle Gold Commendation\t5000\t50000\tNone";
Challenge[9] = "Eagle Titan Commendation\t15000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
Upgrade[3] = "Scope";
GunName = "Desert Eagle Pistol";
//
RankRequire = $TWM2::RankRequire["DesertEagle"];
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;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
//stateSound[3] = DeagleFireSound;
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";
};
function DeagleImage::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(DeagleImage2, 5);
}
function DeagleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
}
function DeagleImage::onFire(%data,%obj,%slot) {
%p = Parent::onFire(%data,%obj,%slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(DeagleFireSound, %obj.getPosition());
}
}