mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
211 lines
5.8 KiB
C#
211 lines
5.8 KiB
C#
datablock AudioProfile(ALSWPFireSound) {
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filename = "fx/weapons/cg_hard1.wav";
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description = AudioDefault3d;
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preload = true;
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};
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datablock TracerProjectileData(ALSWPBullet){
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doDynamicClientHits = true;
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directDamage = 0.5;
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directDamageType = $DamageType::ALSWP;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.5;
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LegsMultiplier = 0.35;
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HeadShotKill = 0;
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ImageSource = "ALSWPSniperRifleImage";
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kickBackStrength = 15.0;
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sound = ChaingunProjectile;
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dryVelocity = 3000.0;
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wetVelocity = 2000.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 1000;
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lifetimeMS = 1000;
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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 = 20.0;
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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(ALSWPSniperRifleAmmo)
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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 ALSWP Sniper Rifle Ammo";
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computeCRC = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ShapeBaseImageData(ALSWPSniperRifleImage) {
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className = WeaponImage;
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shapeFile = "weapon_sniper.dts";
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mass = 10;
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item = ALSWPSniperRifle;
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ammo = ALSWPSniperRifleAmmo;
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projectile = ALSWPBullet;
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projectileType = TracerProjectile;
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emap = true;
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armThread = looksn;
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//ClipStuff
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ClipName = "ALSWPClip";
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ClipPickupName["ALSWPClip"] = "A Few Boxes Of ALSWP Sniper Bullets";
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ShowsClipInHud = 1;
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ClipReloadTime = 5;
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ClipReturn = 10;
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InitialClips = 6;
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//
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 8;
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Challenge[1] = "ALSWP Hunter\t100\t150\tNone";
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Challenge[2] = "ALSWP Expert\t200\t250\tNone";
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Challenge[3] = "ALSWP Master\t500\t500\tLaser";
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Challenge[4] = "ALSWP God\t1000\t1000\tSilencer";
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Challenge[5] = "ALSWP Bronze Commendation\t2500\t10000\tNone";
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Challenge[6] = "ALSWP Silver Commendation\t5000\t25000\tNone";
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Challenge[7] = "ALSWP Gold Commendation\t10000\t50000\tNone";
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Challenge[8] = "ALSWP Titan Commendation\t25000\t75000\tNone";
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Upgrade[1] = "Laser";
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Upgrade[2] = "Silencer";
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GunName = "ALSWP Sniper Rifle";
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//
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RankRequire = $TWM2::RankRequire["ALSWP"];
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casing = ShellDebris;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 15.0;
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shellVelocity = 3.0;
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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] = ChaingunSwitchSound;
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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] = "CheckWet";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.01;
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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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//stateSound[3] = "ALSWPFireSound";
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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] = 0.6;
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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] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateName[7] = "WetFire";
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stateSound[7] = PlasmaFireWetSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "Ready";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "Fire";
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};
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datablock ItemData(ALSWPSniperRifle)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_sniper.dts";
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image = ALSWPSniperRifleImage;
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mass = 1.0;
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elasticity = 0.0;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a ALSWP Sniper Rifle";
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computeCRC = true;
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emap = true;
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};
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function ALSWPSniperRifleImage::onMount(%this,%obj,%slot) {
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if(!$TWM2::AllowSnipers) {
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bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
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%obj.throwweapon(1);
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%obj.throwweapon(0);
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}
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Parent::onMount(%this, %obj, %slot);
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}
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function ALSWPSniperRifleImage::onUnmount(%this,%obj,%slot) {
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Parent::onUnmount(%this, %obj, %slot);
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}
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function ALSWPSniperRifleImage::onFire(%data, %obj, %slot) {
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if(!$TWM2::AllowSnipers) {
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bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
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%obj.throwweapon(1);
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%obj.throwweapon(0);
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}
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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(ALSWPFireSound, %obj.getPosition());
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}
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}
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