TWM2/scripts/weapons/Rifles/S3.cs
2014-02-26 13:54:04 -06:00

226 lines
6.6 KiB
C#

datablock AudioProfile(S3FireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefault3d;
preload = true;
};
datablock TracerProjectileData(S3Bullet)
{
doDynamicClientHits = true;
directDamage = 0.7;
directDamageType = $DamageType::S3;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
HeadShotKill = 1;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
dryVelocity = 3000.0;
wetVelocity = 2000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
ImageSource = "S3RifleImage";
tracerLength = 20.0;
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(S3RifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some S3 Rifle Bullets";
computeCRC = true;
};
datablock ShapeBaseImageData(S3RifleImage)
{
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = S3Rifle;
ammo = S3RifleAmmo;
projectile = S3Bullet;
projectileType = TracerProjectile;
emap = true;
//ClipStuff
ClipName = "S3RifleClip";
ClipPickupName["S3RifleClip"] = "some S3 Clip Cartridges";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 10;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "S3 Killer\t50\t100\tNone";
Challenge[2] = "S3 Extremist\t100\t150\tGrip";
Challenge[3] = "S3 Expert\t250\t250\tLaser";
Challenge[4] = "S3 Master\t500\t500\tSilencer";
Challenge[5] = "S3 God\t1500\t1000\tBurst Clip";
Challenge[6] = "S3 Bronze Commendation\t5000\t10000\tNone";
Challenge[7] = "S3 Silver Commendation\t10000\t25000\tNone";
Challenge[8] = "S3 Gold Commendation\t25000\t50000\tNone";
Challenge[9] = "S3 Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
Upgrade[4] = "Burst Clip";
GunName = "S3 Combat Rifle";
//
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
projectileSpread = 3.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
//stateSound[3] = S3FireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.9;
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] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(S3Rifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = S3RifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an S3 Combat Rifle";
computeCRC = true;
emap = true;
};
function S3RifleImage::OnFire(%data, %obj, %slot) {
if(%obj.client.UpgradeOn("Burst Clip", %data.getName())) {
%spread = %data.projectileSpread;
if(%obj.client !$= "") {
if(%obj.client.IsActivePerk("Advanced Grip")) {
%spread = %spread / 2.5;
}
}
%vec2 = %obj.getMuzzleVector(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector2 = MatrixMulVector(%mat, %vec2);
%vec3 = %obj.getMuzzleVector(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector3 = MatrixMulVector(%mat, %vec3);
%p1 = Parent::OnFire(%data, %obj, %slot);
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector2, %obj);
%p2.WeaponImageSource = "S3RifleImage";
schedule(100, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition());
%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector3, %obj);
%p3.WeaponImageSource = "S3RifleImage";
schedule(250, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition());
}
else if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
%p = Parent::OnFire(%data, %obj, %slot);
}
else {
%p = Parent::OnFire(%data, %obj, %slot);
serverPlay3d(S3FireSound, %obj.getPosition());
}
}