TWM2/scripts/weapons/Rifles/M4A1.cs
2014-02-26 13:54:04 -06:00

268 lines
7.7 KiB
C#

datablock TracerProjectileData(M4A1Bullet) {
doDynamicClientHits = true;
directDamage = 0.09;
directDamageType = $DamageType::M4A1;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.25;
LegsMultiplier = 0.75;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
ImageSource = "M4A1Image";
dryVelocity = 1750.0;
wetVelocity = 1500.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 9.0;
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;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(M4A1Ammo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some M4A1 ammo";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(M4A1Image)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = M4A1;
ammo = M4A1Ammo;
projectile = M4A1Bullet;
projectileType = TracerProjectile;
emap = true;
offset = "0 0.5 0"; // L/R - F/B - T/B
rotation = "0 1 0 180";
mass = 11;
//ClipStuff
ClipName = "M4A1Clip";
ClipPickupName["M4A1Clip"] = "some M4A1 Magazines";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 30;
InitialClips = 7;
//
HasChallenges = 1;
ChallengeCt = 11;
Challenge[1] = "M4A1 Killer\t50\t100\tGrip";
Challenge[2] = "M4A1 Hunter\t100\t250\tLaser";
Challenge[3] = "M4A1 Expert\t250\t500\tShotgun Attachment";
Challenge[4] = "M4A1 Master\t500\t1000\tGrenade Launcher Attachment";
Challenge[5] = "M4A1 Legend\t750\t1500\tMini-Launcher Attachment";
Challenge[6] = "M4A1 God\t1000\t2000\tSilencer";
Challenge[7] = "M4A1 Supremacy\t2500\t5000\tUnlimited Attachment Ammo";
Challenge[8] = "M4A1 Bronze Commendation\t5000\t10000\tNone";
Challenge[9] = "M4A1 Silver Commendation\t12500\t25000\tNone";
Challenge[10] = "M4A1 Gold Commendation\t25000\t50000\tNone";
Challenge[11] = "M4A1 Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Shotgun Attachment";
Upgrade[4] = "Grenade Launcher Attachment";
Upgrade[5] = "Mini-Launcher Attachment";
Upgrade[6] = "Silencer";
GunName = "M4A1 Assault Rifle";
RankRequire = $TWM2::RankRequire["M4A1"];
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
projectileSpread = 8.0 / 1000.0;
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateAllowImageChange[0] = false;
//
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
//
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound;
//
stateTimeoutValue[3] = 0.01;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[4] = "Fire";
stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed;
//stateSound[4] = ChaingunFireSound;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateEjectShell[4] = true;
//
stateTimeoutValue[4] = 0.08;
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown";
//--------------------------------------
stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown;
//
stateTimeoutValue[5] = 0.05;
stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[6] = "EmptySpindown";
stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown;
//
stateTimeoutValue[6] = 0.5;
stateTransitionOnTimeout[6] = "NoAmmo";
//--------------------------------------
stateName[7] = "DryFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
};
datablock ItemData(M4A1)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = M4A1Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an M4A1";
computeCRC = true;
emap = true;
};
function M4A1::onInventory(%this,%obj,%amount) {
Parent::onInventory(%this, %obj, %amount);
%obj.canUseM4A1Attachment = 1;
if(%obj.client.UpgradeOn("Shotgun Attachment", M4A1Image)) {
%obj.M4A1ShotgunClip = 5;
}
if(%obj.client.UpgradeOn("Grenade Launcher Attachment", M4A1Image)) {
%obj.M4A1GLClip = 3;
}
if(%obj.client.UpgradeOn("Mini-Launcher Attachment", M4A1Image)) {
%obj.M4A1MLClip = 3;
}
}
datablock ShapeBaseImageData(M4A1BarrelImage) {
ammo = M4A1Ammo;
shapeFile = "weapon_targeting.dts";
offset = "0.0 0.0 0.0";
emap = true;
};
datablock ShapeBaseImageData(M4A1ScopeImage) {
className = WeaponImage;
shapeFile = "weapon_targeting.dts";
offset = "0.0 1.4 0.4";
rotation = "180 0 0 90";
ammo = M4A1Ammo;
emap = true;
};
function M4A1Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(M4A1BarrelImage, 3);
%obj.mountImage(M4A1ScopeImage, 4);
}
function M4A1Image::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(3);
%obj.unmountImage(4);
}
function M4A1Image::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(ChaingunFireSound, %obj.getPosition());
}
}
function M4A1RefreshAttachment(%obj) {
%obj.canUseM4A1Attachment = 1;
}