From 6c7caeee3d848bce6b849506c0ed0cf7bad11ca4 Mon Sep 17 00:00:00 2001 From: ChocoTaco1 Date: Mon, 30 May 2022 12:49:09 -0400 Subject: [PATCH] Comments Added line 75 and 414 --- Classic/scripts/projectiles.cs | 76 +++++++++++++++++----------------- 1 file changed, 39 insertions(+), 37 deletions(-) diff --git a/Classic/scripts/projectiles.cs b/Classic/scripts/projectiles.cs index 6624394..9f24021 100644 --- a/Classic/scripts/projectiles.cs +++ b/Classic/scripts/projectiles.cs @@ -11,7 +11,7 @@ // GrenadeProjectileData : ProjectileData // SeekerProjectileData : ProjectileData // SniperProjectileData : ProjectileData -// +// //-------------------------------------------------------------------------- //-------------------------------------- Default functions // @@ -33,12 +33,12 @@ function SniperProjectileData::onCollision(%data, %projectile, %targetObject, %m { %damLoc = firstWord(%targetObject.getDamageLocation(%position)); if(%damLoc $= "head") - { + { %targetObject.getOwnerClient().headShot = 1; %modifier = %data.rifleHeadMultiplier; } else - { + { %modifier = 1; %targetObject.getOwnerClient().headShot = 0; } @@ -72,10 +72,11 @@ function ShapeBaseImageData::onFire(%data, %obj, %slot) { %obj.cantFire = 1; %preventTime = %data.stateTimeoutValue[4]; + //%preventTime = (%data.stateTimeoutValue[4] + %data.stateTimeoutValue[3]) - 0.032; %obj.reloadSchedule = schedule(%preventTime * 1000, %obj, resetFire, %obj); } // --------------------------------------------------------------------------- - + %data.lightStart = getSimTime(); if( %obj.station $= "" && %obj.isCloaked() ) @@ -89,7 +90,7 @@ function ShapeBaseImageData::onFire(%data, %obj, %slot) else { // if( %obj.getEnergyLevel() > 20 ) - // { + // { // %obj.setCloaked( false ); // %obj.reCloak = %obj.schedule( 500, "setCloaked", true ); // } @@ -97,15 +98,15 @@ function ShapeBaseImageData::onFire(%data, %obj, %slot) //We check if the player is still cloaked now. So no need to limit to 20% energy for the cloak in/out animation %obj.setCloaked( false ); %obj.reCloak = schedule( 500, 0, "checkCloakState", %obj); - } + } } if( %obj.client > 0 ) - { + { %obj.setInvincibleMode(0 ,0.00); - %obj.setInvincible( false ); // fire your weapon and your invincibility goes away. + %obj.setInvincible( false ); // fire your weapon and your invincibility goes away. } - + %vehicle = 0; if(%data.usesEnergy) { @@ -119,11 +120,11 @@ function ShapeBaseImageData::onFire(%data, %obj, %slot) } else %energy = %obj.getEnergyLevel(); - + if(%data.useCapacitor && %data.usesEnergy) - { + { if( %useEnergyObj.turretObject.getCapacitorLevel() < %data.minEnergy ) - { + { return; } } @@ -164,7 +165,7 @@ function ShapeBaseImageData::onFire(%data, %obj, %slot) %obj.lastProjectile = %p; %obj.deleteLastProjectile = %data.deleteLastProjectile; MissionCleanup.add(%p); - + // AI hook if(%obj.client) %obj.client.projectile = %p; @@ -172,9 +173,9 @@ function ShapeBaseImageData::onFire(%data, %obj, %slot) if(%data.usesEnergy) { if(%data.useMountEnergy) - { + { if( %data.useCapacitor ) - { + { %vehicle.turretObject.setCapacitorLevel( %vehicle.turretObject.getCapacitorLevel() - %data.fireEnergy ); } else @@ -222,7 +223,7 @@ function MissileLauncherImage::onFire(%data,%obj,%slot) // z0dd - ZOD, 9/3/02. Anti rapid fire mortar/missile fix. if(!%p) { - return; + return; } //-------------------------------------------------------- MissileSet.add(%p); @@ -253,7 +254,7 @@ function MissileLauncherImage::onWetFire(%data, %obj, %slot) // z0dd - ZOD, 9/3/02. Anti rapid fire mortar/missile fix. if(!%p) { - return; + return; } //-------------------------------------------------------- MissileSet.add(%p); @@ -269,7 +270,7 @@ function MissileBarrelLarge::onFire(%data,%obj,%slot) // z0dd - ZOD, 9/3/02. Anti rapid fire mortar/missile fix. if(!%p) { - return; + return; } //-------------------------------------------------------- MissileSet.add(%p); // z0dd - ZOD, 8/10/03. Bots need this. @@ -298,7 +299,7 @@ function MortarImage::onFire(%data,%obj,%slot) // z0dd - ZOD, 9/3/02. Anti rapid fire mortar/missile fix. if(!%p) { - return; + return; } // z0dd - ZOD, 5/22/03, Spawn a mortar at the end of the projectiles lifetime. // Addresses long range mortar spam exploit. @@ -358,7 +359,7 @@ function SniperRifleImage::onFire(%data,%obj,%slot) %obj.lastProjectile = %p; MissionCleanup.add(%p); serverPlay3D(SniperRifleFireSound, %obj.getTransform()); - + // AI hook if(%obj.client) %obj.client.projectile = %p; @@ -375,7 +376,7 @@ function ElfGunImage::onFire(%data, %obj, %slot) // z0dd - ZOD, 9/3/02. Anti rapid fire mortar/missile fix. if(!%p) { - return; + return; } //-------------------------------------------------------- if(!%p.hasTarget()) @@ -389,7 +390,7 @@ function TargetingLaserImage::onFire(%data,%obj,%slot) // z0dd - ZOD, 9/3/02. Anti rapid fire mortar/missile fix. if(!%p) { - return; + return; } //-------------------------------------------------------- %p.setTarget(%obj.team); @@ -403,13 +404,14 @@ function ShockLanceImage::onFire(%this, %obj, %slot) %obj.setInvincibleMode(0, 0.00); %obj.setInvincible( false ); } - + // z0dd - ZOD, 4/10/04. ilys - Added rapidfire shocklance fix if(%obj.cantfire !$= "") return; %obj.cantfire = 1; %preventTime = %this.stateTimeoutValue[4]; + //%preventTime = (%data.stateTimeoutValue[4] + %data.stateTimeoutValue[3]) - 0.032; %obj.reloadSchedule = schedule(%preventTime * 1000, %obj, resetFire, %obj); if( %obj.getEnergyLevel() < %this.minEnergy ) // z0dd - ZOD, 5/22/03. Check energy level first @@ -427,7 +429,7 @@ function ShockLanceImage::onFire(%this, %obj, %slot) else { // if( %obj.getEnergyLevel() > 20 ) - // { + // { // %obj.setCloaked( false ); // %obj.reCloak = %obj.schedule( 500, "setCloaked", true ); // } @@ -435,7 +437,7 @@ function ShockLanceImage::onFire(%this, %obj, %slot) //We check if the player is still cloaked now. So no need to limit to 20% energy for the cloak in/out animation %obj.setCloaked( false ); %obj.reCloak = schedule( 500, 0, "checkCloakState", %obj); - } + } } %muzzlePos = %obj.getMuzzlePoint(%slot); @@ -482,7 +484,7 @@ function ShockLanceImage::onFire(%this, %obj, %slot) MissionCleanup.add(%p); %damageMultiplier = 1.0; - + if(%hitObj.getDataBlock().getClassName() $= "PlayerData") { // Now we see if we hit from behind... @@ -512,13 +514,13 @@ function ShockLanceImage::onFire(%this, %obj, %slot) } // -------------------------------------------------------------- } - + %totalDamage = %this.Projectile.DirectDamage * %damageMultiplier; %hitObj.getDataBlock().damageObject(%hitobj, %p.sourceObject, %hitpos, %totalDamage, $DamageType::ShockLance); %noDisplay = false; } - } + } if( %noDisplay ) { @@ -554,7 +556,7 @@ function ELFProjectileData::zapTarget(%data, %projectile, %target, %targeter) if( %target.teamDamageStateOnZap || !%teammates ) %target.setRechargeRate(%oldERate - %data.drainEnergy); else - %target.setRechargeRate(%oldERate); + %target.setRechargeRate(%oldERate); %projectile.checkELFStatus(%data, %target, %targeter); } @@ -705,7 +707,7 @@ function RadiusExplosion(%explosionSource, %position, %radius, %damage, %impulse //%amount = (1.0 - (%dist / %radius)) * %coverage * %damage; //error( "damage: " @ %amount @ " at distance: " @ %dist @ " radius: " @ %radius @ " maxDamage: " @ %damage ); - + %data = %targetObject.getDataBlock(); %className = %data.className; @@ -714,7 +716,7 @@ function RadiusExplosion(%explosionSource, %position, %radius, %damage, %impulse %p = %targetObject.getWorldBoxCenter(); %momVec = VectorSub(%p, %position); %momVec = VectorNormalize(%momVec); - + //------------------------------------------------------------------------------ // z0dd - ZOD, 7/08/02. More kick when player damages self with disc or mortar. // Stronger DJs and mortar jumps without impacting others (mainly HoFs) @@ -730,7 +732,7 @@ function RadiusExplosion(%explosionSource, %position, %radius, %damage, %impulse } } //------------------------------------------------------------------------------ - + %impulseVec = VectorScale(%momVec, %impulse * (1.0 - (%dist / %radius))); %doImpulse = true; } @@ -740,27 +742,27 @@ function RadiusExplosion(%explosionSource, %position, %radius, %damage, %impulse %momVec = VectorSub(%p, %position); %momVec = VectorNormalize(%momVec); %impulseVec = VectorScale(%momVec, %impulse * (1.0 - (%dist / %radius))); - + if( getWord( %momVec, 2 ) < -0.5 ) %momVec = "0 0 1"; - + // Add obj's velocity into the momentum vector %velocity = %targetObject.getVelocity(); //%momVec = VectorNormalize( vectorAdd( %momVec, %velocity) ); %doImpulse = true; } else - { + { %momVec = "0 0 1"; %doImpulse = false; } - + if(%amount > 0) %data.damageObject(%targetObject, %sourceObject, %position, %amount, %damageType, %momVec, %explosionSource.theClient, %explosionSource); else if( %explosionSource.getDataBlock().getName() $= "ConcussionGrenadeThrown" && %data.getClassName() $= "PlayerData" ) { %data.applyConcussion( %dist, %radius, %sourceObject, %targetObject ); - + if(!$teamDamage && %sourceObject != %targetObject && %sourceObject.client.team == %targetObject.client.team) { messageClient(%targetObject.client, 'msgTeamConcussionGrenade', '\c1You were hit by %1\'s concussion grenade.', getTaggedString(%sourceObject.client.name));