From 40d797c2310b667aef3f669dcaff566c03b12a87 Mon Sep 17 00:00:00 2001 From: ChocoTaco Date: Fri, 15 Mar 2019 12:42:16 -0400 Subject: [PATCH] Formatting --- Classic/scripts/LakRabbitGame.cs | 322 +++++++++++++++---------------- 1 file changed, 161 insertions(+), 161 deletions(-) diff --git a/Classic/scripts/LakRabbitGame.cs b/Classic/scripts/LakRabbitGame.cs index 4753c60..cd8ef6c 100644 --- a/Classic/scripts/LakRabbitGame.cs +++ b/Classic/scripts/LakRabbitGame.cs @@ -432,72 +432,7 @@ function Armor::damageObject(%data, %targetObject, %sourceObject, %position, %am switch$(%damageType) { - case $DamageType::Disc: - if(%ma && %percentDam >= 98) - { - %points = %distanceBonus; - %sound = %defaultSound; - } - if(%percentDam >= 25 && !%ma && %distance >= 80 && %velTarget > 20) - { - %points = %longDistanceBonus; - %velBonus /= 2; - %long = 1; - %sound = %defaultSound; - } - - // special knockback if you hit too close, max 15% chance (point blank).. 5% at 30meters, 1% chance for any MA - - // Slap based on a Disc headshot - //%chance = mFloor(25 - %distance/3); - //if(%ma && getRandom(1,50) <= %chance && %targetObject.client.headshot) - - - //Normal Slap - %chance = mFloor(15 - %distance/3); - if(%chance <= 0) %chance = 1; - - if(%ma && getRandom(1,100) <= %chance) - { - if(%targetObject.holdingFlag) - { - Game.playerDroppedFlag(%targetObject); - //Added so cloak is turned off when slapped. - %targetObject.setCloaked(false); - %targetObject.freeDJ = 1; - } - if(%sourceObject.holdingFlag && Game.duelMode) - { - duelBonus(%sourceObject.client); - $LakDamaged[%targetObject.client] = 0; - } - - // lower damage and make invincible to ground damage to make it a little more fun - %amount = 0.01; - %targetObject.setKnockback(true); - %targetObject.schedule(15000, "setKnockback", false); - - %p = %targetObject.getWorldBoxCenter(); - %muzzleVec = %sourceObject.getMuzzleVector(0); - %impulseVec = VectorScale(%muzzleVec, 25000); - %targetObject.applyImpulse(%p, %impulseVec); - %sound = '~wfx/misc/slapshot.wav'; - - %slapmsg = getRandom(1,3); - switch$(%slapmsg) - { - case 1: - messageAll('msgSlapMessege','\c0%1 wonders what the five fingers said to the face.', %targetObject.client.name ); - case 2: - messageAll('msgSlapMessege','\c0%1 gets slapped the heck out!', %targetObject.client.name ); - case 3: - messageAll('msgSlapMessege','\c0%1 is taking a short tour around the map.', %targetObject.client.name ); - } - } - %weapon = "Disc"; - case $DamageType::Grenade: - if(Game.PubPro) - { + case $DamageType::Disc: if(%ma && %percentDam >= 98) { %points = %distanceBonus; @@ -510,114 +445,179 @@ function Armor::damageObject(%data, %targetObject, %sourceObject, %position, %am %long = 1; %sound = %defaultSound; } - } - else - { + + // special knockback if you hit too close, max 15% chance (point blank).. 5% at 30meters, 1% chance for any MA + + // Slap based on a Disc headshot + //%chance = mFloor(25 - %distance/3); + //if(%ma && getRandom(1,50) <= %chance && %targetObject.client.headshot) + + + //Normal Slap + %chance = mFloor(15 - %distance/3); + if(%chance <= 0) %chance = 1; + + if(%ma && getRandom(1,100) <= %chance) + { + if(%targetObject.holdingFlag) + { + Game.playerDroppedFlag(%targetObject); + //Added so cloak is turned off when slapped. + %targetObject.setCloaked(false); + %targetObject.freeDJ = 1; + } + if(%sourceObject.holdingFlag && Game.duelMode) + { + duelBonus(%sourceObject.client); + $LakDamaged[%targetObject.client] = 0; + } + + // lower damage and make invincible to ground damage to make it a little more fun + %amount = 0.01; + %targetObject.setKnockback(true); + %targetObject.schedule(15000, "setKnockback", false); + + %p = %targetObject.getWorldBoxCenter(); + %muzzleVec = %sourceObject.getMuzzleVector(0); + %impulseVec = VectorScale(%muzzleVec, 25000); + %targetObject.applyImpulse(%p, %impulseVec); + %sound = '~wfx/misc/slapshot.wav'; + + %slapmsg = getRandom(1,3); + switch$(%slapmsg) + { + case 1: + messageAll('msgSlapMessege','\c0%1 wonders what the five fingers said to the face.', %targetObject.client.name ); + case 2: + messageAll('msgSlapMessege','\c0%1 gets slapped the heck out!', %targetObject.client.name ); + case 3: + messageAll('msgSlapMessege','\c0%1 is taking a short tour around the map.', %targetObject.client.name ); + } + } + %weapon = "Disc"; + case $DamageType::Grenade: + if(Game.PubPro) + { + if(%ma && %percentDam >= 98) + { + %points = %distanceBonus; + %sound = %defaultSound; + } + if(%percentDam >= 25 && !%ma && %distance >= 80 && %velTarget > 20) + { + %points = %longDistanceBonus; + %velBonus /= 2; + %long = 1; + %sound = %defaultSound; + } + } + else + { + if(%ma && %percentDam >= 98) + { + %points = %distanceBonus/1.85; + %sound = %defaultSound; + } + if(%percentDam >= 25 && !%ma && %distance >= 100 && %velTarget > 30) + { + %points = %longDistanceBonus/1.85; + %velBonus /= 4; + %long = 1; + %sound = %defaultSound; + } + } + %weapon = "Grenade-Launcher"; + case $DamageType::Mortar: if(%ma && %percentDam >= 98) { - %points = %distanceBonus/1.85; + %points = %distanceBonus*2.66; %sound = %defaultSound; } if(%percentDam >= 25 && !%ma && %distance >= 100 && %velTarget > 30) { - %points = %longDistanceBonus/1.85; - %velBonus /= 4; + %points = %longDistanceBonus; + %velBonus /= 2; %long = 1; %sound = %defaultSound; } - } - %weapon = "Grenade-Launcher"; - case $DamageType::Mortar: - if(%ma && %percentDam >= 98) - { - %points = %distanceBonus*2.66; - %sound = %defaultSound; - } - if(%percentDam >= 25 && !%ma && %distance >= 100 && %velTarget > 30) - { - %points = %longDistanceBonus; - %velBonus /= 2; - %long = 1; - %sound = %defaultSound; - } - if(!Game.duelMode) - %amount /= 2; - %weapon = "Mortar"; - case $DamageType::Mine: - %amount /= %amount > 0 ? 3 : 1; - - if(%ma) - { - %accuracy = " [Accuracy:" @ %percentDam @ "%]"; - %points = (%percentDam/7)+2; - %velBonus = 0; - %sound = '~wfx/misc/coin.wav'; - - if(%percentDam >= 99) + if(!Game.duelMode) + %amount /= 2; + %weapon = "Mortar"; + case $DamageType::Mine: + %amount /= %amount > 0 ? 3 : 1; + + if(%ma) { - %sound = '~wfx/misc/Cheer.wav'; - %points *= 2.0; - } - } - if(!%ma) - %amount = 0; - %weapon = "MINE"; - case $DamageType::ShockLance: - %height = getHeight(%sourceObject); - %heightBonus = (mPow(%height,1.20)/14)+1; //was 10 - %velBonus /= 2; - %points = mFloor(%distance/2) + (%heightBonus); - - %accuracy = " [Height:" @ %height @"m]"; - // borlak -- check rear shocklance hit - %muzzlePos = %sourceObject.getMuzzlePoint(0); - %forwardVec = %targetObject.getForwardVector(); - %objDir2D = getWord(%forwardVec, 0) @ " " @ getWord(%forwardVec,1) @ " " @ "0.0"; - %objPos = %targetObject.getPosition(); - %dif = VectorSub(%objPos, %muzzlePos); - %dif = getWord(%dif, 0) @ " " @ getWord(%dif, 1) @ " 0"; - %dif = VectorNormalize(%dif); - %dot = VectorDot(%dif, %objDir2D); + %accuracy = " [Accuracy:" @ %percentDam @ "%]"; + %points = (%percentDam/7)+2; + %velBonus = 0; + %sound = '~wfx/misc/coin.wav'; - if(%dot >= mCos(1.05)) - { - if(%sourceObject.holdingFlag && TestForMA(%targetObject, 6)) - { - %sourceObject.setCloaked(true); - if($host::dontcloakflag) - %sourceObject.holdingFlag.setCloaked(false); + if(%percentDam >= 99) + { + %sound = '~wfx/misc/Cheer.wav'; + %points *= 2.0; + } } - - %points *= 2; - %special = "-in-the-back"; - } - if(%ma) - %points += 3; - %sound = %defaultSound; - %sourceObject.client.totalShockHits++; - %weapon = "ShockLance"; - case $DamageType::Blaster: - if(%ma) - { - %points = %distanceBonus/2; + if(!%ma) + %amount = 0; + %weapon = "MINE"; + case $DamageType::ShockLance: + %height = getHeight(%sourceObject); + %heightBonus = (mPow(%height,1.20)/14)+1; //was 10 %velBonus /= 2; - %sound = %defaultSound; - } - %weapon = "Blaster"; - case $DamageType::Plasma: - if(%ma && %percentDam >= 98) - { - %points = %distanceBonus/1.3+2; - %sound = %defaultSound; - } - if(%percentDam >= 25 && !%ma && %distance >= 40 && %velTarget > 30) - { - %points = %longDistanceBonus*1.5; - %velBonus /= 1.75; - %long = 1; - %sound = %defaultSound; - } - %weapon = "Plasma"; + %points = mFloor(%distance/2) + (%heightBonus); + + %accuracy = " [Height:" @ %height @"m]"; + // borlak -- check rear shocklance hit + %muzzlePos = %sourceObject.getMuzzlePoint(0); + %forwardVec = %targetObject.getForwardVector(); + %objDir2D = getWord(%forwardVec, 0) @ " " @ getWord(%forwardVec,1) @ " " @ "0.0"; + %objPos = %targetObject.getPosition(); + %dif = VectorSub(%objPos, %muzzlePos); + %dif = getWord(%dif, 0) @ " " @ getWord(%dif, 1) @ " 0"; + %dif = VectorNormalize(%dif); + %dot = VectorDot(%dif, %objDir2D); + + if(%dot >= mCos(1.05)) + { + if(%sourceObject.holdingFlag && TestForMA(%targetObject, 6)) + { + %sourceObject.setCloaked(true); + if($host::dontcloakflag) + %sourceObject.holdingFlag.setCloaked(false); + } + + %points *= 2; + %special = "-in-the-back"; + } + if(%ma) + %points += 3; + %sound = %defaultSound; + %sourceObject.client.totalShockHits++; + %weapon = "ShockLance"; + case $DamageType::Blaster: + if(%ma) + { + %points = %distanceBonus/2; + %velBonus /= 2; + %sound = %defaultSound; + } + %weapon = "Blaster"; + case $DamageType::Plasma: + if(%ma && %percentDam >= 98) + { + %points = %distanceBonus/1.3+2; + %sound = %defaultSound; + } + if(%percentDam >= 25 && !%ma && %distance >= 40 && %velTarget > 30) + { + %points = %longDistanceBonus*1.5; + %velBonus /= 1.75; + %long = 1; + %sound = %defaultSound; + } + %weapon = "Plasma"; } }