mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
198 lines
5.3 KiB
C#
198 lines
5.3 KiB
C#
//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------------------------------------------
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datablock TracerProjectileData(m93Bullet) {
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doDynamicClientHits = true;
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directDamage = 0.22; // reduced .26
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directDamageType = $DamageType::m93;
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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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kickBackStrength = 5.0;
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sound = ChaingunProjectile;
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ImageSource = "m93Image";
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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(m93Ammo)
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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(m93) {
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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 = m93Image;
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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 m93 Pistol";
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};
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datablock ShapeBaseImageData(m93Image)
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{
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className = WeaponImage;
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shapeFile = "weapon_energy_vehicle.dts";
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item = m93;
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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 = m93Ammo;
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projectile = m93bullet;
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projectileType = tracerProjectile;
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projectileSpread = 6.0 / 1000.0;
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//ClipStuff
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ClipName = "m93Clip";
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ClipPickupName["m93Clip"] = "Some .77MM Clips";
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ShowsClipInHud = 0;
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ClipReloadTime = 4;
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ClipReturn = 15;
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InitialClips = 950;
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HellClipCount = 10;
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//
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RankRequire = $TWM2::RankRequire["ALSWP"];
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PrestigeRequire = 2;
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 9;
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Challenge[1] = "m93 Novice\t25\t100\tNone";
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Challenge[2] = "m93 Hunter\t50\t150\tGrip";
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Challenge[3] = "m93 Expert\t100\t250\tLaser";
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Challenge[4] = "m93 Master\t250\t500\tSilencer";
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Challenge[5] = "m93 God\t500\t1000\tHSBullets";
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Challenge[6] = "m93 Bronze Commendation\t1000\t10000\tNone";
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Challenge[7] = "m93 Silver Commendation\t2500\t25000\tNone";
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Challenge[8] = "m93 Gold Commendation\t5000\t50000\tNone";
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Challenge[9] = "m93 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] = "HSBullets";
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GunName = "M93 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] = "Fire2";
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stateTimeoutValue[3] = 0.1;
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stateFire[3] = true;
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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] = 0.1;
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stateName[4] = "Fire2";
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stateTransitionOnTimeout[4] = "Fire3";
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stateTimeoutValue[4] = 0.1;
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stateFire[4] = true;
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stateRecoil[4] = LightRecoil;
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stateAllowImageChange[4] = false;
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stateScript[4] = "onFire";
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stateEmitterTime[4] = 0.1;
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stateName[5] = "Fire3";
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stateTransitionOnTimeout[5] = "Reload";
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stateTimeoutValue[5] = 0.1;
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stateFire[5] = true;
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stateRecoil[5] = LightRecoil;
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stateAllowImageChange[5] = false;
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stateScript[5] = "onFire";
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stateEmitterTime[5] = 0.1;
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//stateSound[3] = PistolFireSound;
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stateName[6] = "Reload";
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stateTransitionOnNoAmmo[6] = "NoAmmo";
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stateTransitionOnTimeout[6] = "Ready";
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stateTimeoutValue[6] = 0.1;
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stateAllowImageChange[6] = false;
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stateSequence[6] = "Reload";
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stateName[7] = "NoAmmo";
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stateTransitionOnAmmo[7] = "Reload";
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stateSequence[7] = "NoAmmo";
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stateTransitionOnTriggerDown[7] = "DryFire";
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stateName[8] = "DryFire";
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stateSound[8] = ChaingunDryFireSound;
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stateTimeoutValue[8] = 1.5;
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stateTransitionOnTimeout[8] = "NoAmmo";
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};
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function m93Image::onMount(%this,%obj,%slot) {
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Parent::onMount(%this, %obj, %slot);
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}
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function m93Image::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 {
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ServerPlay3d(PistolFireSound, %obj.getPosition());
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}
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}
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