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Added FlashGrenade.cs
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65
Classic/scripts/weapons/flashGrenade.cs
Executable file
65
Classic/scripts/weapons/flashGrenade.cs
Executable file
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// grenade (thrown by hand) script
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// ------------------------------------------------------------------------
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datablock EffectProfile(FlashGrenadeExplosionEffect)
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{
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effectname = "explosions/grenade_flash_explode";
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minDistance = 10;
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maxDistance = 30;
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};
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datablock AudioProfile(FlashGrenadeExplosionSound)
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{
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filename = "fx/explosions/grenade_flash_explode.wav";
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description = AudioExplosion3d;
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preload = true;
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effect = FlashGrenadeExplosionEffect;
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};
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datablock ExplosionData(FlashGrenadeExplosion)
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{
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explosionShape = "disc_explosion.dts";
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soundProfile = FlashGrenadeExplosionSound;
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faceViewer = true;
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};
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datablock ItemData(FlashGrenadeThrown)
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{
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shapeFile = "grenade_flash.dts"; // z0dd - ZOD, 5/19/03. Was grenade.dts
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mass = 0.7;
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elasticity = 0.2;
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friction = 1;
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pickupRadius = 2;
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maxDamage = 0.4;
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explosion = FlashGrenadeExplosion;
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indirectDamage = 0.5;
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damageRadius = 10.0;
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radiusDamageType = $DamageType::Grenade;
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kickBackStrength = 1000;
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computeCRC = true;
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maxWhiteout = 0.9; // z0dd - ZOD, 9/8/02. Was 1.2
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};
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datablock ItemData(FlashGrenade)
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{
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className = HandInventory;
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catagory = "Handheld";
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shapeFile = "grenade_flash.dts"; // z0dd - ZOD, 5/19/03. Was grenade.dts
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mass = 0.7;
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elasticity = 0.2;
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friction = 1;
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pickupRadius = 2;
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thrownItem = FlashGrenadeThrown;
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pickUpName = "some flash grenades";
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isGrenade = true;
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//computeCRC = true; // z0dd - ZOD, 5/19/03. Only need to check this model once.
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};
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//--------------------------------------------------------------------------
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// Functions:
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//--------------------------------------------------------------------------
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function FlashGrenadeThrown::onCollision( %data, %obj, %col )
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{
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// Do nothing...
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}
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