diff --git a/Classic/scripts/player.cs b/Classic/scripts/player.cs new file mode 100644 index 0000000..af0c3e6 --- /dev/null +++ b/Classic/scripts/player.cs @@ -0,0 +1,3297 @@ +$InvincibleTime = 6; +// Load dts shapes and merge animations +exec("scripts/light_male.cs"); +exec("scripts/medium_male.cs"); +exec("scripts/heavy_male.cs"); +exec("scripts/light_female.cs"); +exec("scripts/medium_female.cs"); +exec("scripts/bioderm_light.cs"); +exec("scripts/bioderm_medium.cs"); +exec("scripts/bioderm_heavy.cs"); + +$CorpseTimeoutValue = 22 * 1000; + +//Damage Rate for entering Liquid +$DamageLava = 0.0325; +$DamageHotLava = 0.0325; +$DamageCrustyLava = 0.0325; + +$PlayerDeathAnim::TorsoFrontFallForward = 1; +$PlayerDeathAnim::TorsoFrontFallBack = 2; +$PlayerDeathAnim::TorsoBackFallForward = 3; +$PlayerDeathAnim::TorsoLeftSpinDeath = 4; +$PlayerDeathAnim::TorsoRightSpinDeath = 5; +$PlayerDeathAnim::LegsLeftGimp = 6; +$PlayerDeathAnim::LegsRightGimp = 7; +$PlayerDeathAnim::TorsoBackFallForward = 8; +$PlayerDeathAnim::HeadFrontDirect = 9; +$PlayerDeathAnim::HeadBackFallForward = 10; +$PlayerDeathAnim::ExplosionBlowBack = 11; + +datablock SensorData(PlayerSensor) +{ + detects = true; + detectsUsingLOS = true; + detectsPassiveJammed = true; + detectRadius = 2000; + detectionPings = false; + detectsFOVOnly = true; + detectFOVPercent = 1.3; + useObjectFOV = true; +}; + +//---------------------------------------------------------------------------- + +datablock EffectProfile(ArmorJetEffect) +{ + effectname = "armor/thrust"; + minDistance = 5.0; + maxDistance = 10.0; +}; + +datablock EffectProfile(ImpactSoftEffect) +{ + effectname = "armor/light_land_soft"; + minDistance = 5.0; + maxDistance = 10.0; +}; + +datablock EffectProfile(ImpactHardEffect) +{ + effectname = "armor/light_land_hard"; + minDistance = 5.0; + maxDistance = 10.0; +}; + +datablock EffectProfile(ImpactMetalEffect) +{ + effectname = "armor/light_land_metal"; + minDistance = 5.0; + maxDistance = 10.0; +}; + +datablock EffectProfile(ImpactSnowEffect) +{ + effectname = "armor/light_land_snow"; + minDistance = 5.0; + maxDistance = 10.0; +}; + +datablock EffectProfile(CorpseLootingEffect) +{ + effectname = "weapons/generic_switch"; + minDistance = 2.5; + maxDistance = 2.5; +}; + +datablock EffectProfile(MountVehicleEffect) +{ + effectname = "vehicles/mount_dis"; + minDistance = 5; + maxDistance = 20; +}; + +datablock EffectProfile(UnmountVehicleEffect) +{ + effectname = "weapons/generic_switch"; + minDistance = 5; + maxDistance = 20; +}; + +datablock EffectProfile(GenericPainEffect) +{ + effectname = "misc/generic_pain"; + minDistance = 2.5; + maxDistance = 2.5; +}; + +datablock EffectProfile(GenericDeathEffect) +{ + effectname = "misc/generic_death"; + minDistance = 2.5; + maxDistance = 2.5; +}; + +datablock EffectProfile(ImpactHeavyWaterEasyEffect) +{ + effectname = "armor/general_water_smallsplash"; + minDistance = 5; + maxDistance = 15; +}; + +datablock EffectProfile(ImpactHeavyMediumWaterEffect) +{ + effectname = "armor/general_water_medsplash"; + minDistance = 5; + maxDistance = 15; +}; + +datablock EffectProfile(ImpactHeavyWaterHardEffect) +{ + effectname = "armor/general_water_bigsplash"; + minDistance = 5; + maxDistance = 15; +}; + +//---------------------------------------------------------------------------- +//datablock AudioProfile( DeathCrySound ) +//{ +// fileName = ""; +// description = AudioClose3d; +// preload = true; +//}; +// +//datablock AudioProfile( PainCrySound ) +//{ +// fileName = ""; +// description = AudioClose3d; +// preload = true; +//}; + +datablock AudioProfile(ArmorJetSound) +{ + filename = "fx/armor/thrust.wav"; + description = CloseLooping3d; + preload = true; + effect = ArmorJetEffect; +}; + +datablock AudioProfile(ArmorWetJetSound) +{ + filename = "fx/armor/thrust_uw.wav"; + description = CloseLooping3d; + preload = true; + effect = ArmorJetEffect; +}; + +datablock AudioProfile(MountVehicleSound) +{ + filename = "fx/vehicles/mount_dis.wav"; + description = AudioClose3d; + preload = true; + effect = MountVehicleEffect; +}; + +datablock AudioProfile(UnmountVehicleSound) +{ + filename = "fx/vehicles/mount.wav"; + description = AudioClose3d; + preload = true; + effect = UnmountVehicleEffect; +}; + +datablock AudioProfile(CorpseLootingSound) +{ + fileName = "fx/weapons/generic_switch.wav"; + description = AudioClosest3d; + preload = true; + effect = CorpseLootingEffect; +}; + +datablock AudioProfile(ArmorMoveBubblesSound) +{ + filename = "fx/armor/bubbletrail2.wav"; + description = CloseLooping3d; + preload = true; +}; + +datablock AudioProfile(WaterBreathMaleSound) +{ + filename = "fx/armor/breath_uw.wav"; + description = ClosestLooping3d; + preload = true; +}; + +datablock AudioProfile(WaterBreathFemaleSound) +{ + filename = "fx/armor/breath_fem_uw.wav"; + description = ClosestLooping3d; + preload = true; +}; + +datablock AudioProfile(waterBreathBiodermSound) +{ + filename = "fx/armor/breath_bio_uw.wav"; + description = ClosestLooping3d; + preload = true; +}; + +datablock AudioProfile(SkiAllSoftSound) +{ + filename = "fx/armor/ski_soft.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(SkiAllHardSound) +{ + filename = "fx/armor/ski_soft.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(SkiAllMetalSound) +{ + filename = "fx/armor/ski_soft.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(SkiAllSnowSound) +{ + filename = "fx/armor/ski_soft.wav"; + description = AudioClosest3d; + preload = true; +}; + +//SOUNDS ----- LIGHT ARMOR-------- +datablock AudioProfile(LFootLightSoftSound) +{ + filename = "fx/armor/light_LF_soft.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(RFootLightSoftSound) +{ + filename = "fx/armor/light_RF_soft.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(LFootLightHardSound) +{ + filename = "fx/armor/light_LF_hard.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootLightHardSound) +{ + filename = "fx/armor/light_RF_hard.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(LFootLightMetalSound) +{ + filename = "fx/armor/light_LF_metal.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootLightMetalSound) +{ + filename = "fx/armor/light_RF_metal.wav"; + description = AudioClose3d; + preload = true; +}; +datablock AudioProfile(LFootLightSnowSound) +{ + filename = "fx/armor/light_LF_snow.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(RFootLightSnowSound) +{ + filename = "fx/armor/light_RF_snow.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(LFootLightShallowSplashSound) +{ + filename = "fx/armor/light_LF_water.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootLightShallowSplashSound) +{ + filename = "fx/armor/light_RF_water.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(LFootLightWadingSound) +{ + filename = "fx/armor/light_LF_wade.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootLightWadingSound) +{ + filename = "fx/armor/light_RF_wade.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(LFootLightUnderwaterSound) +{ + filename = "fx/armor/light_LF_uw.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(RFootLightUnderwaterSound) +{ + filename = "fx/armor/light_RF_uw.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(LFootLightBubblesSound) +{ + filename = "fx/armor/light_LF_bubbles.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootLightBubblesSound) +{ + filename = "fx/armor/light_RF_bubbles.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(ImpactLightSoftSound) +{ + filename = "fx/armor/light_land_soft.wav"; + description = AudioClose3d; + preload = true; + effect = ImpactSoftEffect; +}; + +datablock AudioProfile(ImpactLightHardSound) +{ + filename = "fx/armor/light_land_hard.wav"; + description = AudioClose3d; + preload = true; + effect = ImpactHardEffect; +}; + +datablock AudioProfile(ImpactLightMetalSound) +{ + filename = "fx/armor/light_land_metal.wav"; + description = AudioClose3d; + preload = true; + effect = ImpactMetalEffect; +}; + +datablock AudioProfile(ImpactLightSnowSound) +{ + filename = "fx/armor/light_land_snow.wav"; + description = AudioClosest3d; + preload = true; + effect = ImpactSnowEffect; +}; + +datablock AudioProfile(ImpactLightWaterEasySound) +{ + filename = "fx/armor/general_water_smallsplash2.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(ImpactLightWaterMediumSound) +{ + filename = "fx/armor/general_water_medsplash.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(ImpactLightWaterHardSound) +{ + filename = "fx/armor/general_water_bigsplash.wav"; + description = AudioDefault3d; + preload = true; +}; + +datablock AudioProfile(ExitingWaterLightSound) +{ + filename = "fx/armor/general_water_exit2.wav"; + description = AudioClose3d; + preload = true; +}; + +//SOUNDS ----- Medium ARMOR-------- +datablock AudioProfile(LFootMediumSoftSound) +{ + filename = "fx/armor/med_LF_soft.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(RFootMediumSoftSound) +{ + filename = "fx/armor/med_RF_soft.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(LFootMediumHardSound) +{ + filename = "fx/armor/med_LF_hard.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootMediumHardSound) +{ + filename = "fx/armor/med_RF_hard.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(LFootMediumMetalSound) +{ + filename = "fx/armor/med_LF_metal.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootMediumMetalSound) +{ + filename = "fx/armor/med_RF_metal.wav"; + description = AudioClose3d; + preload = true; +}; +datablock AudioProfile(LFootMediumSnowSound) +{ + filename = "fx/armor/med_LF_snow.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(RFootMediumSnowSound) +{ + filename = "fx/armor/med_RF_snow.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(LFootMediumShallowSplashSound) +{ + filename = "fx/armor/med_LF_water.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootMediumShallowSplashSound) +{ + filename = "fx/armor/med_RF_water.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(LFootMediumWadingSound) +{ + filename = "fx/armor/med_LF_uw.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootMediumWadingSound) +{ + filename = "fx/armor/med_RF_uw.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(LFootMediumUnderwaterSound) +{ + filename = "fx/armor/med_LF_uw.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(RFootMediumUnderwaterSound) +{ + filename = "fx/armor/med_RF_uw.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(LFootMediumBubblesSound) +{ + filename = "fx/armor/light_LF_bubbles.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootMediumBubblesSound) +{ + filename = "fx/armor/light_RF_bubbles.wav"; + description = AudioClose3d; + preload = true; +}; +datablock AudioProfile(ImpactMediumSoftSound) +{ + filename = "fx/armor/med_land_soft.wav"; + description = AudioClosest3d; + preload = true; + effect = ImpactSoftEffect; +}; + +datablock AudioProfile(ImpactMediumHardSound) +{ + filename = "fx/armor/med_land_hard.wav"; + description = AudioClose3d; + preload = true; + effect = ImpactHardEffect; +}; + +datablock AudioProfile(ImpactMediumMetalSound) +{ + filename = "fx/armor/med_land_metal.wav"; + description = AudioClose3d; + preload = true; + effect = ImpactMetalEffect; +}; + +datablock AudioProfile(ImpactMediumSnowSound) +{ + filename = "fx/armor/med_land_snow.wav"; + description = AudioClosest3d; + preload = true; + effect = ImpactSnowEffect; +}; + +datablock AudioProfile(ImpactMediumWaterEasySound) +{ + filename = "fx/armor/general_water_smallsplash.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(ImpactMediumWaterMediumSound) +{ + filename = "fx/armor/general_water_medsplash.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(ImpactMediumWaterHardSound) +{ + filename = "fx/armor/general_water_bigsplash.wav"; + description = AudioDefault3d; + preload = true; +}; + +datablock AudioProfile(ExitingWaterMediumSound) +{ + filename = "fx/armor/general_water_exit.wav"; + description = AudioClose3d; + preload = true; +}; + +//SOUNDS ----- HEAVY ARMOR-------- +datablock AudioProfile(LFootHeavySoftSound) +{ + filename = "fx/armor/heavy_LF_soft.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(RFootHeavySoftSound) +{ + filename = "fx/armor/heavy_RF_soft.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(LFootHeavyHardSound) +{ + filename = "fx/armor/heavy_LF_hard.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootHeavyHardSound) +{ + filename = "fx/armor/heavy_RF_hard.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(LFootHeavyMetalSound) +{ + filename = "fx/armor/heavy_LF_metal.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootHeavyMetalSound) +{ + filename = "fx/armor/heavy_RF_metal.wav"; + description = AudioClose3d; + preload = true; +}; +datablock AudioProfile(LFootHeavySnowSound) +{ + filename = "fx/armor/heavy_LF_snow.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(RFootHeavySnowSound) +{ + filename = "fx/armor/heavy_RF_snow.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(LFootHeavyShallowSplashSound) +{ + filename = "fx/armor/heavy_LF_water.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootHeavyShallowSplashSound) +{ + filename = "fx/armor/heavy_RF_water.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(LFootHeavyWadingSound) +{ + filename = "fx/armor/heavy_LF_uw.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootHeavyWadingSound) +{ + filename = "fx/armor/heavy_RF_uw.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(LFootHeavyUnderwaterSound) +{ + filename = "fx/armor/heavy_LF_uw.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(RFootHeavyUnderwaterSound) +{ + filename = "fx/armor/heavy_RF_uw.wav"; + description = AudioClosest3d; + preload = true; +}; + +datablock AudioProfile(LFootHeavyBubblesSound) +{ + filename = "fx/armor/light_LF_bubbles.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(RFootHeavyBubblesSound) +{ + filename = "fx/armor/light_RF_bubbles.wav"; + description = AudioClose3d; + preload = true; +}; +datablock AudioProfile(ImpactHeavySoftSound) +{ + filename = "fx/armor/heavy_land_soft.wav"; + description = AudioClose3d; + preload = true; + effect = ImpactSoftEffect; +}; + +datablock AudioProfile(ImpactHeavyHardSound) +{ + filename = "fx/armor/heavy_land_hard.wav"; + description = AudioClose3d; + preload = true; + effect = ImpactHardEffect; +}; + +datablock AudioProfile(ImpactHeavyMetalSound) +{ + filename = "fx/armor/heavy_land_metal.wav"; + description = AudioClose3d; + preload = true; + effect = ImpactMetalEffect; +}; + +datablock AudioProfile(ImpactHeavySnowSound) +{ + filename = "fx/armor/heavy_land_snow.wav"; + description = AudioClosest3d; + preload = true; + effect = ImpactSnowEffect; +}; + +datablock AudioProfile(ImpactHeavyWaterEasySound) +{ + filename = "fx/armor/general_water_smallsplash.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(ImpactHeavyWaterMediumSound) +{ + filename = "fx/armor/general_water_medsplash.wav"; + description = AudioClose3d; + preload = true; +}; + +datablock AudioProfile(ImpactHeavyWaterHardSound) +{ + filename = "fx/armor/general_water_bigsplash.wav"; + description = AudioDefault3d; + preload = true; +}; + +datablock AudioProfile(ExitingWaterHeavySound) +{ + filename = "fx/armor/general_water_exit2.wav"; + description = AudioClose3d; + preload = true; +}; + +//---------------------------------------------------------------------------- +// Splash +//---------------------------------------------------------------------------- + +datablock ParticleData(PlayerSplashMist) +{ + dragCoefficient = 2.0; + gravityCoefficient = -0.05; + inheritedVelFactor = 0.0; + constantAcceleration = 0.0; + lifetimeMS = 400; + lifetimeVarianceMS = 100; + useInvAlpha = false; + spinRandomMin = -90.0; + spinRandomMax = 500.0; + textureName = "particleTest"; + colors[0] = "0.7 0.8 1.0 1.0"; + colors[1] = "0.7 0.8 1.0 0.5"; + colors[2] = "0.7 0.8 1.0 0.0"; + sizes[0] = 0.5; + sizes[1] = 0.5; + sizes[2] = 0.8; + times[0] = 0.0; + times[1] = 0.5; + times[2] = 1.0; +}; + +datablock ParticleEmitterData(PlayerSplashMistEmitter) +{ + ejectionPeriodMS = 5; + periodVarianceMS = 0; + ejectionVelocity = 3.0; + velocityVariance = 2.0; + ejectionOffset = 0.0; + thetaMin = 85; + thetaMax = 85; + phiReferenceVel = 0; + phiVariance = 360; + overrideAdvances = false; + lifetimeMS = 250; + particles = "PlayerSplashMist"; +}; + + +datablock ParticleData(PlayerBubbleParticle) +{ + dragCoefficient = 0.0; + gravityCoefficient = -0.50; + inheritedVelFactor = 0.0; + constantAcceleration = 0.0; + lifetimeMS = 400; + lifetimeVarianceMS = 100; + useInvAlpha = false; + textureName = "special/bubbles"; + colors[0] = "0.7 0.8 1.0 0.4"; + colors[1] = "0.7 0.8 1.0 0.4"; + colors[2] = "0.7 0.8 1.0 0.0"; + sizes[0] = 0.1; + sizes[1] = 0.3; + sizes[2] = 0.3; + times[0] = 0.0; + times[1] = 0.5; + times[2] = 1.0; +}; + +datablock ParticleEmitterData(PlayerBubbleEmitter) +{ + ejectionPeriodMS = 1; + periodVarianceMS = 0; + ejectionVelocity = 2.0; + ejectionOffset = 0.5; + velocityVariance = 0.5; + thetaMin = 0; + thetaMax = 80; + phiReferenceVel = 0; + phiVariance = 360; + overrideAdvances = false; + particles = "PlayerBubbleParticle"; +}; + +datablock ParticleData(PlayerFoamParticle) +{ + dragCoefficient = 2.0; + gravityCoefficient = -0.05; + inheritedVelFactor = 0.0; + constantAcceleration = 0.0; + lifetimeMS = 400; + lifetimeVarianceMS = 100; + useInvAlpha = false; + spinRandomMin = -90.0; + spinRandomMax = 500.0; + textureName = "particleTest"; + colors[0] = "0.7 0.8 1.0 0.20"; + colors[1] = "0.7 0.8 1.0 0.20"; + colors[2] = "0.7 0.8 1.0 0.00"; + sizes[0] = 0.2; + sizes[1] = 0.4; + sizes[2] = 1.6; + times[0] = 0.0; + times[1] = 0.5; + times[2] = 1.0; +}; + +datablock ParticleEmitterData(PlayerFoamEmitter) +{ + ejectionPeriodMS = 10; + periodVarianceMS = 0; + ejectionVelocity = 3.0; + velocityVariance = 1.0; + ejectionOffset = 0.0; + thetaMin = 85; + thetaMax = 85; + phiReferenceVel = 0; + phiVariance = 360; + overrideAdvances = false; + particles = "PlayerFoamParticle"; +}; + + +datablock ParticleData( PlayerFoamDropletsParticle ) +{ + dragCoefficient = 1; + gravityCoefficient = 0.2; + inheritedVelFactor = 0.2; + constantAcceleration = -0.0; + lifetimeMS = 600; + lifetimeVarianceMS = 0; + textureName = "special/droplet"; + colors[0] = "0.7 0.8 1.0 1.0"; + colors[1] = "0.7 0.8 1.0 0.5"; + colors[2] = "0.7 0.8 1.0 0.0"; + sizes[0] = 0.8; + sizes[1] = 0.3; + sizes[2] = 0.0; + times[0] = 0.0; + times[1] = 0.5; + times[2] = 1.0; +}; + +datablock ParticleEmitterData( PlayerFoamDropletsEmitter ) +{ + ejectionPeriodMS = 7; + periodVarianceMS = 0; + ejectionVelocity = 2; + velocityVariance = 1.0; + ejectionOffset = 0.0; + thetaMin = 60; + thetaMax = 80; + phiReferenceVel = 0; + phiVariance = 360; + overrideAdvances = false; + orientParticles = true; + particles = "PlayerFoamDropletsParticle"; +}; + + + +datablock ParticleData( PlayerSplashParticle ) +{ + dragCoefficient = 1; + gravityCoefficient = 0.2; + inheritedVelFactor = 0.2; + constantAcceleration = -0.0; + lifetimeMS = 600; + lifetimeVarianceMS = 0; + textureName = "special/droplet"; + colors[0] = "0.7 0.8 1.0 1.0"; + colors[1] = "0.7 0.8 1.0 0.5"; + colors[2] = "0.7 0.8 1.0 0.0"; + sizes[0] = 0.5; + sizes[1] = 0.5; + sizes[2] = 0.5; + times[0] = 0.0; + times[1] = 0.5; + times[2] = 1.0; +}; + +datablock ParticleEmitterData( PlayerSplashEmitter ) +{ + ejectionPeriodMS = 1; + periodVarianceMS = 0; + ejectionVelocity = 3; + velocityVariance = 1.0; + ejectionOffset = 0.0; + thetaMin = 60; + thetaMax = 80; + phiReferenceVel = 0; + phiVariance = 360; + overrideAdvances = false; + orientParticles = true; + lifetimeMS = 100; + particles = "PlayerSplashParticle"; +}; + +datablock SplashData(PlayerSplash) +{ + numSegments = 15; + ejectionFreq = 15; + ejectionAngle = 40; + ringLifetime = 0.5; + lifetimeMS = 300; + velocity = 4.0; + startRadius = 0.0; + acceleration = -3.0; + texWrap = 5.0; + + texture = "special/water2"; + + emitter[0] = PlayerSplashEmitter; + emitter[1] = PlayerSplashMistEmitter; + + colors[0] = "0.7 0.8 1.0 0.0"; + colors[1] = "0.7 0.8 1.0 0.3"; + colors[2] = "0.7 0.8 1.0 0.7"; + colors[3] = "0.7 0.8 1.0 0.0"; + times[0] = 0.0; + times[1] = 0.4; + times[2] = 0.8; + times[3] = 1.0; +}; + +//---------------------------------------------------------------------------- +// Jet data +//---------------------------------------------------------------------------- +datablock ParticleData(HumanArmorJetParticle) +{ + dragCoefficient = 0.0; + gravityCoefficient = 0; + inheritedVelFactor = 0.2; + constantAcceleration = 0.0; + lifetimeMS = 100; + lifetimeVarianceMS = 0; + textureName = "particleTest"; + colors[0] = "0.32 0.47 0.47 1.0"; + colors[1] = "0.32 0.47 0.47 0"; + sizes[0] = 0.40; + sizes[1] = 0.15; +}; + +datablock ParticleEmitterData(HumanArmorJetEmitter) +{ + ejectionPeriodMS = 3; + periodVarianceMS = 0; + ejectionVelocity = 3; + velocityVariance = 2.9; + ejectionOffset = 0.0; + thetaMin = 0; + thetaMax = 5; + phiReferenceVel = 0; + phiVariance = 360; + overrideAdvances = false; + particles = "HumanArmorJetParticle"; +}; + +datablock JetEffectData(HumanArmorJetEffect) +{ + texture = "special/jetExhaust02"; + coolColor = "0.0 0.0 1.0 1.0"; + hotColor = "0.2 0.4 0.7 1.0"; + activateTime = 0.2; + deactivateTime = 0.05; + length = 0.75; + width = 0.2; + speed = -15; + stretch = 2.0; + yOffset = 0.2; +}; + +datablock JetEffectData(HumanMediumArmorJetEffect) +{ + texture = "special/jetExhaust02"; + coolColor = "0.0 0.0 1.0 1.0"; + hotColor = "0.2 0.4 0.7 1.0"; + activateTime = 0.2; + deactivateTime = 0.05; + length = 0.75; + width = 0.2; + speed = -15; + stretch = 2.0; + yOffset = 0.4; +}; + +datablock JetEffectData(HumanLightFemaleArmorJetEffect) +{ + texture = "special/jetExhaust02"; + coolColor = "0.0 0.0 1.0 1.0"; + hotColor = "0.2 0.4 0.7 1.0"; + activateTime = 0.2; + deactivateTime = 0.05; + length = 0.75; + width = 0.2; + speed = -15; + stretch = 2.0; + yOffset = 0.2; +}; + +datablock JetEffectData(BiodermArmorJetEffect) +{ + texture = "special/jetExhaust02"; + coolColor = "0.0 0.0 1.0 1.0"; + hotColor = "0.8 0.6 0.2 1.0"; + activateTime = 0.2; + deactivateTime = 0.05; + length = 0.75; + width = 0.2; + speed = -15; + stretch = 2.0; + yOffset = 0.0; +}; + +//---------------------------------------------------------------------------- +// Foot puffs +//---------------------------------------------------------------------------- +datablock ParticleData(LightPuff) +{ + dragCoefficient = 2.0; + gravityCoefficient = -0.01; + inheritedVelFactor = 0.0; + constantAcceleration = 0.0; + lifetimeMS = 500; + lifetimeVarianceMS = 100; + useInvAlpha = true; + spinRandomMin = -35.0; + spinRandomMax = 35.0; + textureName = "particleTest"; + colors[0] = "0.46 0.36 0.26 0.4"; + colors[1] = "0.46 0.46 0.36 0.0"; + sizes[0] = 0.4; + sizes[1] = 1.0; +}; + +datablock ParticleEmitterData(LightPuffEmitter) +{ + ejectionPeriodMS = 35; + periodVarianceMS = 10; + ejectionVelocity = 0.1; + velocityVariance = 0.05; + ejectionOffset = 0.0; + thetaMin = 5; + thetaMax = 20; + phiReferenceVel = 0; + phiVariance = 360; + overrideAdvances = false; + useEmitterColors = true; + particles = "LightPuff"; +}; + +//---------------------------------------------------------------------------- +// Liftoff dust +//---------------------------------------------------------------------------- +datablock ParticleData(LiftoffDust) +{ + dragCoefficient = 1.0; + gravityCoefficient = -0.01; + inheritedVelFactor = 0.0; + constantAcceleration = 0.0; + lifetimeMS = 1000; + lifetimeVarianceMS = 100; + useInvAlpha = true; + spinRandomMin = -90.0; + spinRandomMax = 500.0; + textureName = "particleTest"; + colors[0] = "0.46 0.36 0.26 0.0"; + colors[1] = "0.46 0.46 0.36 0.4"; + colors[2] = "0.46 0.46 0.36 0.0"; + sizes[0] = 0.2; + sizes[1] = 0.6; + sizes[2] = 1.0; + times[0] = 0.0; + times[1] = 0.5; + times[2] = 1.0; +}; + +datablock ParticleEmitterData(LiftoffDustEmitter) +{ + ejectionPeriodMS = 5; + periodVarianceMS = 0; + ejectionVelocity = 2.0; + velocityVariance = 0.0; + ejectionOffset = 0.0; + thetaMin = 90; + thetaMax = 90; + phiReferenceVel = 0; + phiVariance = 360; + overrideAdvances = false; + useEmitterColors = true; + particles = "LiftoffDust"; +}; + +//---------------------------------------------------------------------------- + +datablock ParticleData(BiodermArmorJetParticle) : HumanArmorJetParticle +{ + colors[0] = "0.50 0.48 0.36 1.0"; + colors[1] = "0.50 0.48 0.36 0"; +}; + +datablock ParticleEmitterData(BiodermArmorJetEmitter) : HumanArmorJetEmitter +{ + particles = "BiodermArmorJetParticle"; +}; + + +//---------------------------------------------------------------------------- +datablock DecalData(LightMaleFootprint) +{ + sizeX = 0.125; + sizeY = 0.25; + textureName = "special/footprints/L_male"; +}; + +datablock DebrisData( PlayerDebris ) +{ + explodeOnMaxBounce = false; + + elasticity = 0.35; + friction = 0.5; + + lifetime = 4.0; + lifetimeVariance = 0.0; + + minSpinSpeed = 60; + maxSpinSpeed = 600; + + numBounces = 5; + bounceVariance = 0; + + staticOnMaxBounce = true; + gravModifier = 1.0; + + useRadiusMass = true; + baseRadius = 1; + + velocity = 18.0; + velocityVariance = 12.0; +}; + +// z0dd - ZOD, 4/21/02. Altered most of these properties +datablock PlayerData(LightMaleHumanArmor) : LightPlayerDamageProfile +{ + emap = true; + + className = Armor; + shapeFile = "light_male.dts"; + cameraMaxDist = 3; + computeCRC = true; + + canObserve = true; + cmdCategory = "Clients"; + cmdIcon = CMDPlayerIcon; + cmdMiniIconName = "commander/MiniIcons/com_player_grey"; + + hudImageNameFriendly[0] = "gui/hud_playertriangle"; + hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy"; + hudRenderModulated[0] = true; + + hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey"; + hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey"; + hudRenderModulated[1] = true; + hudRenderAlways[1] = true; + hudRenderCenter[1] = true; + hudRenderDistance[1] = true; + + hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey"; + hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey"; + hudRenderModulated[2] = true; + hudRenderAlways[2] = true; + hudRenderCenter[2] = true; + hudRenderDistance[2] = true; + + cameraDefaultFov = 90.0; + cameraMinFov = 5.0; + cameraMaxFov = 120.0; + + debrisShapeName = "debris_player.dts"; + debris = playerDebris; + + aiAvoidThis = true; + + minLookAngle = -1.5; + maxLookAngle = 1.5; + maxFreelookAngle = 3.0; + + mass = 90; + drag = 0.134; + maxdrag = 0.3; + density = 19; + maxDamage = 0.66; + maxEnergy = 60; + repairRate = 0.0033; + energyPerDamagePoint = 75.0; // shield energy required to block one point of damage + + rechargeRate = 0.256; + jetForce = 37.28 * 90; + underwaterJetForce = 28.00 * 90 * 1.5; + underwaterVertJetFactor = 1.5; + jetEnergyDrain = 0.90; + underwaterJetEnergyDrain = 0.7; + minJetEnergy = 3; + maxJetHorizontalPercentage = 0.6; + + runForce = 55.20 * 90; + runEnergyDrain = 0; + minRunEnergy = 0; + maxForwardSpeed = 15; + maxBackwardSpeed = 13; + maxSideSpeed = 13; + + maxUnderwaterForwardSpeed = 13; + maxUnderwaterBackwardSpeed = 11; + maxUnderwaterSideSpeed = 11; + + jumpForce = 8.34 * 90; + jumpEnergyDrain = 0; + minJumpEnergy = 0; + jumpDelay = 0; + + recoverDelay = 8; + recoverRunForceScale = 1.4; + + minImpactSpeed = 45; + speedDamageScale = 0.0022; + + jetSound = ArmorJetSound; + wetJetSound = ArmorJetSound; + jetEmitter = HumanArmorJetEmitter; + jetEffect = HumanArmorJetEffect; + + boundingBox = "1.2 1.2 2.3"; + pickupRadius = 0.75; + + // damage location details + boxNormalHeadPercentage = 0.83; + boxNormalTorsoPercentage = 0.49; + boxHeadLeftPercentage = 0; + boxHeadRightPercentage = 1; + boxHeadBackPercentage = 0; + boxHeadFrontPercentage = 1; + + //Foot Prints + decalData = LightMaleFootprint; + decalOffset = 0.25; + + footPuffEmitter = LightPuffEmitter; + footPuffNumParts = 15; + footPuffRadius = 0.25; + + dustEmitter = LiftoffDustEmitter; + + splash = PlayerSplash; + splashVelocity = 4.0; + splashAngle = 67.0; + splashFreqMod = 300.0; + splashVelEpsilon = 0.60; + bubbleEmitTime = 0.4; + splashEmitter[0] = PlayerFoamDropletsEmitter; + splashEmitter[1] = PlayerFoamEmitter; + splashEmitter[2] = PlayerBubbleEmitter; + mediumSplashSoundVelocity = 10.0; + hardSplashSoundVelocity = 20.0; + exitSplashSoundVelocity = 5.0; + + // Controls over slope of runnable/jumpable surfaces + runSurfaceAngle = 70; + jumpSurfaceAngle = 80; + + minJumpSpeed = 20; + maxJumpSpeed = 30; + + noFrictionOnSki = true; + horizMaxSpeed = 500; + horizResistSpeed = 48.74; + horizResistFactor = 0; + maxJetForwardSpeed = 30; + + upMaxSpeed = 52; + upResistSpeed = 20.89; + upResistFactor = 0.35; + + // heat inc'ers and dec'ers + heatDecayPerSec = 1.0 / 4.0; // takes 4 seconds to clear heat sig. + heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig. + + footstepSplashHeight = 0.35; + //Footstep Sounds + LFootSoftSound = LFootLightSoftSound; + RFootSoftSound = RFootLightSoftSound; + LFootHardSound = LFootLightHardSound; + RFootHardSound = RFootLightHardSound; + LFootMetalSound = LFootLightMetalSound; + RFootMetalSound = RFootLightMetalSound; + LFootSnowSound = LFootLightSnowSound; + RFootSnowSound = RFootLightSnowSound; + LFootShallowSound = LFootLightShallowSplashSound; + RFootShallowSound = RFootLightShallowSplashSound; + LFootWadingSound = LFootLightWadingSound; + RFootWadingSound = RFootLightWadingSound; + LFootUnderwaterSound = LFootLightUnderwaterSound; + RFootUnderwaterSound = RFootLightUnderwaterSound; + LFootBubblesSound = LFootLightBubblesSound; + RFootBubblesSound = RFootLightBubblesSound; + movingBubblesSound = ArmorMoveBubblesSound; + waterBreathSound = WaterBreathMaleSound; + + impactSoftSound = ImpactLightSoftSound; + impactHardSound = ImpactLightHardSound; + impactMetalSound = ImpactLightMetalSound; + impactSnowSound = ImpactLightSnowSound; + + skiSoftSound = SkiAllSoftSound; + skiHardSound = SkiAllHardSound; + skiMetalSound = SkiAllMetalSound; + skiSnowSound = SkiAllSnowSound; + + impactWaterEasy = ImpactLightWaterEasySound; + impactWaterMedium = ImpactLightWaterMediumSound; + impactWaterHard = ImpactLightWaterHardSound; + + groundImpactMinSpeed = 14.0; + groundImpactShakeFreq = "3.0 3.0 3.0"; + groundImpactShakeAmp = "1.0 1.0 1.0"; + groundImpactShakeDuration = 0.6; + groundImpactShakeFalloff = 10.0; + + exitingWater = ExitingWaterLightSound; + + maxWeapons = 3; // Max number of different weapons the player can have + maxGrenades = 1; // Max number of different grenades the player can have + maxMines = 1; // Max number of different mines the player can have + + // Inventory restrictions + max[RepairKit] = 1; + max[Mine] = 3; + max[Grenade] = 5; + max[Blaster] = 1; + max[Plasma] = 1; + max[PlasmaAmmo] = 20; + max[Disc] = 1; + max[DiscAmmo] = 15; + max[SniperRifle] = 1; + max[SniperRifleAmmo] = 12; // z0dd - ZOD, 5/07/04. Added sniper uses ammo if gameplay changes in affect. + max[GrenadeLauncher] = 1; + max[GrenadeLauncherAmmo]= 10; + max[Mortar] = 0; + max[MortarAmmo] = 0; + max[MissileLauncher] = 0; + max[MissileLauncherAmmo]= 0; + max[Chaingun] = 1; + max[ChaingunAmmo] = 100; + max[RepairGun] = 1; + max[CloakingPack] = 1; + max[SensorJammerPack] = 1; + max[EnergyPack] = 1; + max[RepairPack] = 1; + max[ShieldPack] = 1; + max[AmmoPack] = 1; + max[SatchelCharge] = 1; + max[MortarBarrelPack] = 0; + max[MissileBarrelPack] = 0; + max[AABarrelPack] = 0; + max[PlasmaBarrelPack] = 0; + max[ELFBarrelPack] = 0; + max[InventoryDeployable]= 0; + max[MotionSensorDeployable] = 1; + max[PulseSensorDeployable] = 1; + max[TurretOutdoorDeployable] = 0; + max[TurretIndoorDeployable] = 0; + max[FlashGrenade] = 5; + max[ConcussionGrenade] = 5; + max[FlareGrenade] = 5; + max[TargetingLaser] = 1; + max[ELFGun] = 1; + max[ShockLance] = 1; + max[CameraGrenade] = 2; + max[Beacon] = 3; + + observeParameters = "0.5 4.5 4.5"; + shieldEffectScale = "0.7 0.7 1.0"; +}; + +//---------------------------------------------------------------------------- + +datablock DecalData(MediumMaleFootprint) +{ + sizeX = 0.125; + sizeY = 0.25; + textureName = "special/footprints/M_male"; +}; + +// z0dd - ZOD, 4/21/02. Altered most of these properties +datablock PlayerData(MediumMaleHumanArmor) : MediumPlayerDamageProfile +{ + emap = true; + + className = Armor; + shapeFile = "medium_male.dts"; + cameraMaxDist = 3; + computeCRC = true; + + canObserve = true; + cmdCategory = "Clients"; + cmdIcon = CMDPlayerIcon; + cmdMiniIconName = "commander/MiniIcons/com_player_grey"; + + hudImageNameFriendly[0] = "gui/hud_playertriangle"; + hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy"; + hudRenderModulated[0] = true; + + hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey"; + hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey"; + hudRenderModulated[1] = true; + hudRenderAlways[1] = true; + hudRenderCenter[1] = true; + hudRenderDistance[1] = true; + + hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey"; + hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey"; + hudRenderModulated[2] = true; + hudRenderAlways[2] = true; + hudRenderCenter[2] = true; + hudRenderDistance[2] = true; + + cameraDefaultFov = 90.0; + cameraMinFov = 5.0; + cameraMaxFov = 120.0; + + debrisShapeName = "debris_player.dts"; + debris = playerDebris; + + aiAvoidThis = true; + + minLookAngle = -1.5; + maxLookAngle = 1.5; + maxFreelookAngle = 3.0; + + mass = 130; + drag = 0.2; + maxdrag = 0.4; + density = 20; + maxDamage = 1.1; + maxEnergy = 80; + repairRate = 0.0033; + energyPerDamagePoint = 75.0; // shield energy required to block one point of damage + + rechargeRate = 0.256; + jetForce = 33.79 * 130; + underwaterJetForce = 27.00 * 130 * 1.5; + underwaterVertJetFactor = 1.5; + jetEnergyDrain = 1.1; + underwaterJetEnergyDrain = 0.65; + minJetEnergy = 3; + maxJetHorizontalPercentage = 0.5; + + runForce = 46 * 130; + runEnergyDrain = 0; + minRunEnergy = 0; + maxForwardSpeed = 12; + maxBackwardSpeed = 10; + maxSideSpeed = 10; + + maxUnderwaterForwardSpeed = 10; + maxUnderwaterBackwardSpeed = 8; + maxUnderwaterSideSpeed = 8; + + recoverDelay = 8; + recoverRunForceScale = 0.8; + + // heat inc'ers and dec'ers + heatDecayPerSec = 1.0 / 4.0; // takes 4 seconds to clear heat sig. + heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig. + + jumpForce = 8.5 * 130; + jumpEnergyDrain = 0; + minJumpEnergy = 0; + jumpDelay = 0; + + // Controls over slope of runnable/jumpable surfaces + runSurfaceAngle = 70; + jumpSurfaceAngle = 80; + + minJumpSpeed = 15; + maxJumpSpeed = 25; + + noFrictionOnSki = true; + horizMaxSpeed = 500; + horizResistSpeed = 41.78; + horizResistFactor = 0; + maxJetForwardSpeed = 25; + + upMaxSpeed = 52; + upResistSpeed = 20.89; + upResistFactor = 0.23; + + minImpactSpeed = 45; + speedDamageScale = 0.0023; + + jetSound = ArmorJetSound; + wetJetSound = ArmorWetJetSound; + + jetEmitter = HumanArmorJetEmitter; + jetEffect = HumanMediumArmorJetEffect; + + boundingBox = "1.45 1.45 2.4"; + pickupRadius = 0.75; + + // damage location details + boxNormalHeadPercentage = 0.83; + boxNormalTorsoPercentage = 0.49; + boxHeadLeftPercentage = 0; + boxHeadRightPercentage = 1; + boxHeadBackPercentage = 0; + boxHeadFrontPercentage = 1; + + //Foot Prints + decalData = MediumMaleFootprint; + decalOffset = 0.35; + + footPuffEmitter = LightPuffEmitter; + footPuffNumParts = 15; + footPuffRadius = 0.25; + + dustEmitter = LiftoffDustEmitter; + + splash = PlayerSplash; + splashVelocity = 4.0; + splashAngle = 67.0; + splashFreqMod = 300.0; + splashVelEpsilon = 0.60; + bubbleEmitTime = 0.4; + splashEmitter[0] = PlayerFoamDropletsEmitter; + splashEmitter[1] = PlayerFoamEmitter; + splashEmitter[2] = PlayerBubbleEmitter; + mediumSplashSoundVelocity = 10.0; + hardSplashSoundVelocity = 20.0; + exitSplashSoundVelocity = 5.0; + + footstepSplashHeight = 0.35; + //Footstep Sounds + LFootSoftSound = LFootMediumSoftSound; + RFootSoftSound = RFootMediumSoftSound; + LFootHardSound = LFootMediumHardSound; + RFootHardSound = RFootMediumHardSound; + LFootMetalSound = LFootMediumMetalSound; + RFootMetalSound = RFootMediumMetalSound; + LFootSnowSound = LFootMediumSnowSound; + RFootSnowSound = RFootMediumSnowSound; + LFootShallowSound = LFootMediumShallowSplashSound; + RFootShallowSound = RFootMediumShallowSplashSound; + LFootWadingSound = LFootMediumWadingSound; + RFootWadingSound = RFootMediumWadingSound; + LFootUnderwaterSound = LFootMediumUnderwaterSound; + RFootUnderwaterSound = RFootMediumUnderwaterSound; + LFootBubblesSound = LFootMediumBubblesSound; + RFootBubblesSound = RFootMediumBubblesSound; + movingBubblesSound = ArmorMoveBubblesSound; + waterBreathSound = WaterBreathMaleSound; + + impactSoftSound = ImpactMediumSoftSound; + impactHardSound = ImpactMediumHardSound; + impactMetalSound = ImpactMediumMetalSound; + impactSnowSound = ImpactMediumSnowSound; + + skiSoftSound = SkiAllSoftSound; + skiHardSound = SkiAllHardSound; + skiMetalSound = SkiAllMetalSound; + skiSnowSound = SkiAllSnowSound; + + impactWaterEasy = ImpactMediumWaterEasySound; + impactWaterMedium = ImpactMediumWaterMediumSound; + impactWaterHard = ImpactMediumWaterHardSound; + + groundImpactMinSpeed = 13.0; + groundImpactShakeFreq = "3.5 3.5 3.5"; + groundImpactShakeAmp = "1.0 1.0 1.0"; + groundImpactShakeDuration = 0.7; + groundImpactShakeFalloff = 10.0; + + exitingWater = ExitingWaterMediumSound; + + maxWeapons = 4; // Max number of different weapons the player can have + maxGrenades = 1; // Max number of different grenades the player can have + maxMines = 1; // Max number of different mines the player can have + + // Inventory restrictions + max[RepairKit] = 1; + max[Mine] = 3; + max[Grenade] = 6; + max[Blaster] = 1; + max[Plasma] = 1; + max[PlasmaAmmo] = 40; + max[Disc] = 1; + max[DiscAmmo] = 15; + max[SniperRifle] = 0; + max[SniperRifleAmmo] = 0; // z0dd - ZOD, 5/07/04. Added sniper uses ammo if gameplay changes in affect. + max[GrenadeLauncher] = 1; + max[GrenadeLauncherAmmo]= 15; // z0dd - ZOD, 9/28/02. Was 12 + max[Mortar] = 0; + max[MortarAmmo] = 0; + max[MissileLauncher] = 1; + max[MissileLauncherAmmo]= 4; + max[Chaingun] = 1; + max[ChaingunAmmo] = 150; + max[RepairGun] = 1; + max[CloakingPack] = 0; + max[SensorJammerPack] = 1; + max[EnergyPack] = 1; + max[RepairPack] = 1; + max[ShieldPack] = 1; + max[AmmoPack] = 1; + max[SatchelCharge] = 1; + max[MortarBarrelPack] = 1; + max[MissileBarrelPack] = 1; + max[AABarrelPack] = 1; + max[PlasmaBarrelPack] = 1; + max[ELFBarrelPack] = 1; + max[InventoryDeployable]= 1; + max[MotionSensorDeployable] = 1; + max[PulseSensorDeployable] = 1; + max[TurretOutdoorDeployable] = 1; + max[TurretIndoorDeployable] = 1; + max[FlashGrenade] = 6; + max[ConcussionGrenade] = 6; + max[FlareGrenade] = 6; + max[TargetingLaser] = 1; + max[ELFGun] = 1; + max[ShockLance] = 1; + max[CameraGrenade] = 3; + max[Beacon] = 3; + + observeParameters = "0.5 4.5 4.5"; + + shieldEffectScale = "0.7 0.7 1.0"; +}; + +//---------------------------------------------------------------------------- +datablock DecalData(HeavyMaleFootprint) +{ + sizeX = 0.25; + sizeY = 0.5; + textureName = "special/footprints/H_male"; +}; + +// z0dd - ZOD, 4/21/02. Altered most of these properties +datablock PlayerData(HeavyMaleHumanArmor) : HeavyPlayerDamageProfile +{ + emap = true; + + className = Armor; + shapeFile = "heavy_male.dts"; + cameraMaxDist = 3; + computeCRC = true; + + canObserve = true; + cmdCategory = "Clients"; + cmdIcon = CMDPlayerIcon; + cmdMiniIconName = "commander/MiniIcons/com_player_grey"; + + hudImageNameFriendly[0] = "gui/hud_playertriangle"; + hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy"; + hudRenderModulated[0] = true; + + hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey"; + hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey"; + hudRenderModulated[1] = true; + hudRenderAlways[1] = true; + hudRenderCenter[1] = true; + hudRenderDistance[1] = true; + + hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey"; + hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey"; + hudRenderModulated[2] = true; + hudRenderAlways[2] = true; + hudRenderCenter[2] = true; + hudRenderDistance[2] = true; + + cameraDefaultFov = 90.0; + cameraMinFov = 5.0; + cameraMaxFov = 120.0; + + debrisShapeName = "debris_player.dts"; + debris = playerDebris; + + aiAvoidThis = true; + + minLookAngle = -1.5; + maxLookAngle = 1.5; + maxFreelookAngle = 3.0; + + mass = 180; + drag = 0.23; + maxdrag = 0.5; + density = 27; + maxDamage = 1.32; + maxEnergy = 110; + repairRate = 0.0033; + energyPerDamagePoint = 54.0; // shield energy required to block one point of damage + + rechargeRate = 0.256; + jetForce = 29.58 * 180; + underwaterJetForce = 25.25 * 180 * 1.5; + underwaterVertJetFactor = 1.5; + jetEnergyDrain = 1.25; + underwaterJetEnergyDrain = 0.65; + minJetEnergy = 3; + maxJetHorizontalPercentage = 0.6; + + runForce = 40.25 * 180; + runEnergyDrain = 0; + minRunEnergy = 0; + maxForwardSpeed = 7.5; + maxBackwardSpeed = 5; + maxSideSpeed = 5; + + maxUnderwaterForwardSpeed = 5; + maxUnderwaterBackwardSpeed = 3; + maxUnderwaterSideSpeed = 3; + + recoverDelay = 8; + recoverRunForceScale = 0.2; + + jumpForce = 8.35 * 180; + jumpEnergyDrain = 0; + minJumpEnergy = 0; + jumpDelay = 0; + + // heat inc'ers and dec'ers + heatDecayPerSec = 1.0 / 4.0; // takes 4 seconds to clear heat sig. + heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig. + + // Controls over slope of runnable/jumpable surfaces + runSurfaceAngle = 70; + jumpSurfaceAngle = 75; + + minJumpSpeed = 20; + maxJumpSpeed = 30; + + noFrictionOnSki = true; + horizMaxSpeed = 500; + horizResistSpeed = 34.81; + horizResistFactor = 0; + maxJetForwardSpeed = 20; + + upMaxSpeed = 52; + upResistSpeed = 20.89; + upResistFactor = 0.18; + + minImpactSpeed = 45; + speedDamageScale = 0.0030; + + jetSound = ArmorJetSound; + wetJetSound = ArmorJetSound; + jetEmitter = HumanArmorJetEmitter; + + boundingBox = "1.63 1.63 2.6"; + pickupRadius = 0.75; + + // damage location details + boxNormalHeadPercentage = 0.83; + boxNormalTorsoPercentage = 0.49; + boxHeadLeftPercentage = 0; + boxHeadRightPercentage = 1; + boxHeadBackPercentage = 0; + boxHeadFrontPercentage = 1; + + //Foot Prints + decalData = HeavyMaleFootprint; + decalOffset = 0.4; + + footPuffEmitter = LightPuffEmitter; + footPuffNumParts = 15; + footPuffRadius = 0.25; + + dustEmitter = LiftoffDustEmitter; + + splash = PlayerSplash; + splashVelocity = 4.0; + splashAngle = 67.0; + splashFreqMod = 300.0; + splashVelEpsilon = 0.60; + bubbleEmitTime = 0.4; + splashEmitter[0] = PlayerFoamDropletsEmitter; + splashEmitter[1] = PlayerFoamEmitter; + splashEmitter[2] = PlayerBubbleEmitter; + mediumSplashSoundVelocity = 10.0; + hardSplashSoundVelocity = 20.0; + exitSplashSoundVelocity = 5.0; + + footstepSplashHeight = 0.35; + //Footstep Sounds + LFootSoftSound = LFootHeavySoftSound; + RFootSoftSound = RFootHeavySoftSound; + LFootHardSound = LFootHeavyHardSound; + RFootHardSound = RFootHeavyHardSound; + LFootMetalSound = LFootHeavyMetalSound; + RFootMetalSound = RFootHeavyMetalSound; + LFootSnowSound = LFootHeavySnowSound; + RFootSnowSound = RFootHeavySnowSound; + LFootShallowSound = LFootHeavyShallowSplashSound; + RFootShallowSound = RFootHeavyShallowSplashSound; + LFootWadingSound = LFootHeavyWadingSound; + RFootWadingSound = RFootHeavyWadingSound; + LFootUnderwaterSound = LFootHeavyUnderwaterSound; + RFootUnderwaterSound = RFootHeavyUnderwaterSound; + LFootBubblesSound = LFootHeavyBubblesSound; + RFootBubblesSound = RFootHeavyBubblesSound; + movingBubblesSound = ArmorMoveBubblesSound; + waterBreathSound = WaterBreathMaleSound; + + impactSoftSound = ImpactHeavySoftSound; + impactHardSound = ImpactHeavyHardSound; + impactMetalSound = ImpactHeavyMetalSound; + impactSnowSound = ImpactHeavySnowSound; + + skiSoftSound = SkiAllSoftSound; + skiHardSound = SkiAllHardSound; + skiMetalSound = SkiAllMetalSound; + skiSnowSound = SkiAllSnowSound; + + impactWaterEasy = ImpactHeavyWaterEasySound; + impactWaterMedium = ImpactHeavyWaterMediumSound; + impactWaterHard = ImpactHeavyWaterHardSound; + + groundImpactMinSpeed = 11.0; + groundImpactShakeFreq = "4.0 4.0 4.0"; + groundImpactShakeAmp = "1.0 1.0 1.0"; + groundImpactShakeDuration = 0.8; + groundImpactShakeFalloff = 10.0; + + exitingWater = ExitingWaterHeavySound; + + maxWeapons = 5; // Max number of different weapons the player can have + maxGrenades = 1; // Max number of different grenades the player can have + maxMines = 1; // Max number of different mines the player can have + + // Inventory restrictions + max[RepairKit] = 1; + max[Mine] = 3; + max[Grenade] = 8; + max[Blaster] = 1; + max[Plasma] = 1; + max[PlasmaAmmo] = 50; + max[Disc] = 1; + max[DiscAmmo] = 15; + max[SniperRifle] = 0; + max[SniperRifleAmmo] = 0; // z0dd - ZOD, 5/07/04. Added sniper uses ammo if gameplay changes in affect. + max[GrenadeLauncher] = 1; + max[GrenadeLauncherAmmo]= 15; + max[Mortar] = 1; + max[MortarAmmo] = 10; + max[MissileLauncher] = 1; + max[MissileLauncherAmmo]= 8; + max[Chaingun] = 1; + max[ChaingunAmmo] = 200; + max[RepairGun] = 1; + max[CloakingPack] = 0; + max[SensorJammerPack] = 1; + max[EnergyPack] = 1; + max[RepairPack] = 1; + max[ShieldPack] = 1; + max[AmmoPack] = 1; + max[SatchelCharge] = 1; + max[MortarBarrelPack] = 1; + max[MissileBarrelPack] = 1; + max[AABarrelPack] = 1; + max[PlasmaBarrelPack] = 1; + max[ELFBarrelPack] = 1; + max[InventoryDeployable]= 1; + max[MotionSensorDeployable] = 1; + max[PulseSensorDeployable] = 1; + max[TurretOutdoorDeployable] = 1; + max[TurretIndoorDeployable] = 1; + max[FlashGrenade] = 8; + max[ConcussionGrenade] = 8; + max[FlareGrenade] = 8; + max[TargetingLaser] = 1; + max[ELFGun] = 1; + max[ShockLance] = 1; + max[CameraGrenade] = 3; + max[Beacon] = 3; + + observeParameters = "0.5 4.5 4.5"; + + shieldEffectScale = "0.7 0.7 1.0"; +}; + +//---------------------------------------------------------------------------- +datablock PlayerData(LightFemaleHumanArmor) : LightMaleHumanArmor +{ + shapeFile = "light_female.dts"; + waterBreathSound = WaterBreathFemaleSound; + jetEffect = HumanMediumArmorJetEffect; +}; + +//---------------------------------------------------------------------------- +datablock PlayerData(MediumFemaleHumanArmor) : MediumMaleHumanArmor +{ + shapeFile = "medium_female.dts"; + waterBreathSound = WaterBreathFemaleSound; + jetEffect = HumanArmorJetEffect; +}; + +//---------------------------------------------------------------------------- +datablock PlayerData(HeavyFemaleHumanArmor) : HeavyMaleHumanArmor +{ + shapeFile = "heavy_male.dts"; + waterBreathSound = WaterBreathFemaleSound; +}; + +//---------------------------------------------------------------------------- +datablock DecalData(LightBiodermFootprint) +{ + sizeX = 0.25; + sizeY = 0.25; + textureName = "special/footprints/L_bioderm"; +}; + +datablock PlayerData(LightMaleBiodermArmor) : LightMaleHumanArmor +{ + shapeFile = "bioderm_light.dts"; + jetEmitter = BiodermArmorJetEmitter; + jetEffect = BiodermArmorJetEffect; + + + debrisShapeName = "bio_player_debris.dts"; + + //Foot Prints + decalData = LightBiodermFootprint; + decalOffset = 0.3; + + waterBreathSound = WaterBreathBiodermSound; +}; + +//---------------------------------------------------------------------------- +datablock DecalData(MediumBiodermFootprint) +{ + sizeX = 0.25; + sizeY = 0.25; + textureName = "special/footprints/M_bioderm"; +}; + +datablock PlayerData(MediumMaleBiodermArmor) : MediumMaleHumanArmor +{ + shapeFile = "bioderm_medium.dts"; + jetEmitter = BiodermArmorJetEmitter; + jetEffect = BiodermArmorJetEffect; + + debrisShapeName = "bio_player_debris.dts"; + + //Foot Prints + decalData = MediumBiodermFootprint; + decalOffset = 0.35; + + waterBreathSound = WaterBreathBiodermSound; +}; + +//---------------------------------------------------------------------------- +datablock DecalData(HeavyBiodermFootprint) +{ + sizeX = 0.25; + sizeY = 0.5; + textureName = "special/footprints/H_bioderm"; +}; + +datablock PlayerData(HeavyMaleBiodermArmor) : HeavyMaleHumanArmor +{ + emap = false; + + shapeFile = "bioderm_heavy.dts"; + jetEmitter = BiodermArmorJetEmitter; + + debrisShapeName = "bio_player_debris.dts"; + + //Foot Prints + decalData = HeavyBiodermFootprint; + decalOffset = 0.4; + + waterBreathSound = WaterBreathBiodermSound; +}; + + +//---------------------------------------------------------------------------- + +function Armor::onAdd(%data,%obj) +{ + Parent::onAdd(%data, %obj); + // Vehicle timeout + %obj.mountVehicle = true; + + // Default dynamic armor stats + %obj.setRechargeRate(%data.rechargeRate); + %obj.setRepairRate(0); + + %obj.setSelfPowered(); +} + +function Armor::onRemove(%this, %obj) +{ + //Frohny asked me to remove this - all players are deleted now on mission cycle... + //if(%obj.getState() !$= "Dead") + //{ + // error("ERROR PLAYER REMOVED WITHOUT DEATH - TRACE:"); + // trace(1); + // schedule(0,0,trace,0); + //} + + if (%obj.client.player == %obj) + %obj.client.player = 0; +} + +function Armor::onNewDataBlock(%this,%obj) +{ +} + +//------------------------------------------------------------------------------------- +// z0dd - ZOD, 4-15-02. Allow respawn switching during tourney wait. Function rewrite. +function Armor::onDisabled(%this,%obj,%state) +{ + if($MatchStarted) + { + %obj.startFade( 1000, $CorpseTimeoutValue - 1000, true ); + %obj.schedule( $CorpseTimeoutValue, "delete" ); + } + else + { + %obj.schedule( 150, "delete" ); + } +} +//------------------------------------------------------------------------------------- + +function Armor::shouldApplyImpulse(%data, %obj) +{ + return true; +} + +$wasFirstPerson = true; + +function Armor::onMount(%this,%obj,%vehicle,%node) +{ + if (%node == 0) + { + // Node 0 is the pilot's pos. + %obj.setTransform("0 0 0 0 0 1 0"); + %obj.setActionThread(%vehicle.getDatablock().mountPose[%node],true,true); + // ilys - Fix for the Standing Pilot bug + %obj.schedule(300,"setActionThread",%vehicle.getDatablock().mountPose[%node],true,true); + + if(!%obj.inStation) + %obj.lastWeapon = (%obj.getMountedImage($WeaponSlot) == 0 ) ? "" : %obj.getMountedImage($WeaponSlot).item; + + %obj.unmountImage($WeaponSlot); + + if(!%obj.client.isAIControlled()) + { + %obj.setControlObject(%vehicle); + %obj.client.setObjectActiveImage(%vehicle, 2); + } + + //E3 respawn... + + if(%obj == %obj.lastVehicle.lastPilot && %obj.lastVehicle != %vehicle) + { + schedule(15000, %obj.lastVehicle,"vehicleAbandonTimeOut", %obj.lastVehicle); + %obj.lastVehicle.lastPilot = ""; + } + if(%vehicle.lastPilot !$= "" && %vehicle == %vehicle.lastPilot.lastVehicle) + %vehicle.lastPilot.lastVehicle = ""; + + %vehicle.abandon = false; + %vehicle.lastPilot = %obj; + %obj.lastVehicle = %vehicle; + + // update the vehicle's team + if((%vehicle.getTarget() != -1) && %vehicle.getDatablock().cantTeamSwitch $= "") + { + setTargetSensorGroup(%vehicle.getTarget(), %obj.client.getSensorGroup()); + if( %vehicle.turretObject > 0 ) + setTargetSensorGroup(%vehicle.turretObject.getTarget(), %obj.client.getSensorGroup()); + } + + // Send a message to the client so they can decide if they want to change view or not: + commandToClient( %obj.client, 'VehicleMount' ); + + } + else + { + // tailgunner/passenger positions + if(%vehicle.getDataBlock().mountPose[%node] !$= "") + %obj.setActionThread(%vehicle.getDatablock().mountPose[%node]); + else + %obj.setActionThread("root", true); + } + // z0dd - ZOD, 6/27/02. announce to any other passengers that you've boarded + if(%vehicle.getDatablock().numMountPoints > 1) + { + %nodeName = findNodeName(%vehicle, %node); // function in vehicle.cs + for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++) + { + if (%vehicle.getMountNodeObject(%i) > 0) + { + if(%vehicle.getMountNodeObject(%i).client != %obj.client) + { + %team = (%obj.team == %vehicle.getMountNodeObject(%i).client.team ? 'Teammate' : 'Enemy'); + messageClient( %vehicle.getMountNodeObject(%i).client, 'MsgShowPassenger', '\c2%3: \c3%1\c2 has boarded in the \c3%2\c2 position.', %obj.client.name, %nodeName, %team ); + } + commandToClient( %vehicle.getMountNodeObject(%i).client, 'showPassenger', %node, true); + } + } + } + //make sure they don't have any packs active +// if ( %obj.getImageState( $BackpackSlot ) $= "activate") +// %obj.use("Backpack"); + if ( %obj.getImageTrigger( $BackpackSlot ) ) + %obj.setImageTrigger( $BackpackSlot, false ); + + //AI hooks + %obj.client.vehicleMounted = %vehicle; + AIVehicleMounted(%vehicle); + if(%obj.client.isAIControlled()) + %this.AIonMount(%obj, %vehicle, %node); +} + + +function Armor::onUnmount( %this, %obj, %vehicle, %node ) +{ + if ( %node == 0 ) + { + commandToClient( %obj.client, 'VehicleDismount' ); + commandToClient(%obj.client, 'removeReticle'); + + if(%obj.inv[%obj.lastWeapon]) + %obj.use(%obj.lastWeapon); + else + { + if(%obj.getMountedImage($WeaponSlot) == 0) + %obj.selectWeaponSlot( 0 ); + } + //Inform gunner position when pilot leaves... + //if(%vehicle.getDataBlock().showPilotInfo !$= "") + // if((%gunner = %vehicle.getMountNodeObject(1)) != 0) + // commandToClient(%gunner.client, 'PilotInfo', "PILOT EJECTED", 6, 1); + } + // z0dd - ZOD, 6/27/02. announce to any other passengers that you've left + if(%vehicle.getDatablock().numMountPoints > 1) + { + %nodeName = findNodeName(%vehicle, %node); // function in vehicle.cs + for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++) + { + if (%vehicle.getMountNodeObject(%i) > 0) + { + if(%vehicle.getMountNodeObject(%i).client != %obj.client) + { + %team = (%obj.team == %vehicle.getMountNodeObject(%i).client.team ? 'Teammate' : 'Enemy'); + messageClient( %vehicle.getMountNodeObject(%i).client, 'MsgShowPassenger', '\c2%3: \c3%1\c2 has ejected from the \c3%2\c2 position.', %obj.client.name, %nodeName, %team ); + } + commandToClient( %vehicle.getMountNodeObject(%i).client, 'showPassenger', %node, false); + } + } + } + //AI hooks + %obj.client.vehicleMounted = ""; + if(%obj.client.isAIControlled()) + %this.AIonUnMount(%obj, %vehicle, %node); +} + +$ammoType[0] = "PlasmaAmmo"; +$ammoType[1] = "DiscAmmo"; +$ammoType[2] = "GrenadeLauncherAmmo"; +$ammoType[3] = "MortarAmmo"; +$ammoType[4] = "MissileLauncherAmmo"; +$ammoType[5] = "ChaingunAmmo"; +// ------------------------------------- +// z0dd - ZOD, 9/13/02. For TR2 weapons +$ammoType[6] = "TR2DiscAmmo"; +$ammoType[7] = "TR2GrenadeLauncherAmmo"; +$ammoType[8] = "TR2ChaingunAmmo"; +$ammoType[9] = "TR2MortarAmmo"; +// ------------------------------------- +// z0dd - ZOD, 5/07/04. Added sniper uses ammo if gameplay changes in affect. +$ammoType[10] = "SniperRifleAmmo"; + +function Armor::onCollision(%this,%obj,%col,%forceVehicleNode) +{ + if (%obj.getState() $= "Dead") + return; + + %dataBlock = %col.getDataBlock(); + %className = %dataBlock.className; + %client = %obj.client; + // player collided with a vehicle + %node = -1; + if (%forceVehicleNode !$= "" || (%className $= WheeledVehicleData || %className $= FlyingVehicleData || %className $= HoverVehicleData) && + %obj.mountVehicle && %obj.getState() $= "Move" && %col.mountable && !%obj.inStation && %col.getDamageState() !$= "Destroyed") { + + //if the player is an AI, he should snap to the mount points in node order, + //to ensure they mount the turret before the passenger seat, regardless of where they collide... + if (%obj.client.isAIControlled()) + { + %transform = %col.getTransform(); + + //either the AI is *required* to pilot, or they'll pick the first available passenger seat + if (%client.pilotVehicle) + { + //make sure the bot is in light armor + if (%client.player.getArmorSize() $= "Light" || %obj.getArmorSize() $= "Medium") + { + //make sure the pilot seat is empty + if (!%col.getMountNodeObject(0)) + %node = 0; + } + } + else + %node = findAIEmptySeat(%col, %obj); + } + else + %node = findEmptySeat(%col, %obj, %forceVehicleNode); + + //now mount the player in the vehicle + if(%node >= 0) + { + // players can't be pilots, bombardiers or turreteers if they have + // "large" packs -- stations, turrets, turret barrels + if(hasLargePack(%obj)) + { + // check to see if attempting to enter a "sitting" node + if(nodeIsSitting(%datablock, %node)) + { + // send the player a message -- can't sit here with large pack + if(!%obj.noSitMessage) + { + %obj.noSitMessage = true; + %obj.schedule(2000, "resetSitMessage"); + messageClient(%obj.client, 'MsgCantSitHere', '\c2Pack too large, can\'t occupy this seat.~wfx/misc/misc.error.wav'); + } + return; + } + } + if(%col.noEnemyControl && %obj.team != %col.team) + return; + + commandToClient(%obj.client,'SetDefaultVehicleKeys', true); + //If pilot or passenger then bind a few extra keys + if(%node == 0) + commandToClient(%obj.client,'SetPilotVehicleKeys', true); + else + commandToClient(%obj.client,'SetPassengerVehicleKeys', true); + + if(!%obj.inStation) + %col.lastWeapon = ( %col.getMountedImage($WeaponSlot) == 0 ) ? "" : %col.getMountedImage($WeaponSlot).item; + else + %col.lastWeapon = %obj.lastWeapon; + + // z0dd - ZOD, 4/10/04. Lagg_Alot - AI Hook here to state sitting position for vehicle type to fix the AI standing is seat bug. + if (%obj.client.isAIControlled() && %node == 1 && (%type $= "BomberFlyer" || %type $= "AssaultVehicle")) + { + //%client.player.setActionThread(%col.getDataBlock().mountPose[0], true, true); + %client.player.setActionThread(sitting, true, true); + } + + %col.mountObject(%obj,%node); + %col.playAudio(0, MountVehicleSound); + %obj.mVehicle = %col; + + // if player is repairing something, stop it + if(%obj.repairing) + stopRepairing(%obj); + + //this will setup the huds as well... + %dataBlock.playerMounted(%col,%obj, %node); + } + } + else if (%className $= "Armor") { + // player has collided with another player + if(%col.getState() $= "Dead") { + %gotSomething = false; + // it's corpse-looting time! + // weapons -- don't pick up more than you are allowed to carry! + for(%i = 0; ( %obj.weaponCount < %obj.getDatablock().maxWeapons ) && $InvWeapon[%i] !$= ""; %i++) + { + %weap = $NameToInv[$InvWeapon[%i]]; + if ( %col.hasInventory( %weap ) ) + { + if ( %obj.incInventory(%weap, 1) > 0 ) + { + %col.decInventory(%weap, 1); + %gotSomething = true; + messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %weap.pickUpName); + } + } + } + // targeting laser: + if ( %col.hasInventory( "TargetingLaser" ) ) + { + if ( %obj.incInventory( "TargetingLaser", 1 ) > 0 ) + { + %col.decInventory( "TargetingLaser", 1 ); + %gotSomething = true; + messageClient( %obj.client, 'MsgItemPickup', '\c0You picked up a targeting laser.' ); + } + } + // ammo + for(%j = 0; $ammoType[%j] !$= ""; %j++) + { + %ammoAmt = %col.inv[$ammoType[%j]]; + if(%ammoAmt) + { + // incInventory returns the amount of stuff successfully grabbed + %grabAmt = %obj.incInventory($ammoType[%j], %ammoAmt); + if(%grabAmt > 0) + { + %col.decInventory($ammoType[%j], %grabAmt); + %gotSomething = true; + messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', $ammoType[%j].pickUpName); + %obj.client.setWeaponsHudAmmo($ammoType[%j], %obj.getInventory($ammoType[%j])); + } + } + } + // figure out what type, if any, grenades the (live) player has + %playerGrenType = "None"; + for(%x = 0; $InvGrenade[%x] !$= ""; %x++) { + %gren = $NameToInv[$InvGrenade[%x]]; + %playerGrenAmt = %obj.inv[%gren]; + if(%playerGrenAmt > 0) + { + %playerGrenType = %gren; + break; + } + } + // grenades + for(%k = 0; $InvGrenade[%k] !$= ""; %k++) + { + %gren = $NameToInv[$InvGrenade[%k]]; + %corpseGrenAmt = %col.inv[%gren]; + // does the corpse hold any of this grenade type? + if(%corpseGrenAmt) + { + // can the player pick up this grenade type? + if((%playerGrenType $= "None") || (%playerGrenType $= %gren)) + { + %taken = %obj.incInventory(%gren, %corpseGrenAmt); + if(%taken > 0) + { + %col.decInventory(%gren, %taken); + %gotSomething = true; + messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %gren.pickUpName); + %obj.client.setInventoryHudAmount(%gren, %obj.getInventory(%gren)); + } + } + break; + } + } + // figure out what type, if any, mines the (live) player has + %playerMineType = "None"; + for(%y = 0; $InvMine[%y] !$= ""; %y++) + { + %mType = $NameToInv[$InvMine[%y]]; + %playerMineAmt = %obj.inv[%mType]; + if(%playerMineAmt > 0) + { + %playerMineType = %mType; + break; + } + } + // mines + for(%l = 0; $InvMine[%l] !$= ""; %l++) + { + %mine = $NameToInv[$InvMine[%l]]; + %mineAmt = %col.inv[%mine]; + if(%mineAmt) { + if((%playerMineType $= "None") || (%playerMineType $= %mine)) + { + %grabbed = %obj.incInventory(%mine, %mineAmt); + if(%grabbed > 0) + { + %col.decInventory(%mine, %grabbed); + %gotSomething = true; + messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %mine.pickUpName); + %obj.client.setInventoryHudAmount(%mine, %obj.getInventory(%mine)); + } + } + break; + } + } + // beacons + %beacAmt = %col.inv[Beacon]; + if(%beacAmt) + { + %bTaken = %obj.incInventory(Beacon, %beacAmt); + if(%bTaken > 0) + { + %col.decInventory(Beacon, %bTaken); + %gotSomething = true; + messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', Beacon.pickUpName); + %obj.client.setInventoryHudAmount(Beacon, %obj.getInventory(Beacon)); + } + } + // repair kit + %rkAmt = %col.inv[RepairKit]; + if(%rkAmt) + { + %rkTaken = %obj.incInventory(RepairKit, %rkAmt); + if(%rkTaken > 0) + { + %col.decInventory(RepairKit, %rkTaken); + %gotSomething = true; + messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', RepairKit.pickUpName); + %obj.client.setInventoryHudAmount(RepairKit, %obj.getInventory(RepairKit)); + } + } + } + if(%gotSomething) + %col.playAudio(0, CorpseLootingSound); + } +} + +// ------------------------------------------------------------ +// z0dd - ZOD, 9/27/02. Delay on grabbing flag after tossing it +function Player::resetFlagTossWait(%this) +{ + %this.flagTossWait = false; +} +// ------------------------------------------------------------ + +function Player::resetSitMessage(%obj) +{ + %obj.noSitMessage = false; +} + +function Player::setInvincible(%this, %val) +{ + %this.invincible = %val; +} + +function Player::causedRecentDamage(%this, %val) +{ + %this.causedRecentDamage = %val; +} + +function hasLargePack(%player) +{ + %pack = %player.getMountedImage($BackpackSlot); + if(%pack.isLarge) + return true; + else + return false; +} + +function nodeIsSitting(%vehDBlock, %node) +{ + // pilot == always a "sitting" node + if(%node == 0) + return true; + else { + switch$ (%vehDBlock.getName()) + { + // note: for assault tank -- both nodes are sitting + // for any single-user vehicle -- pilot node is sitting + case "BomberFlyer": + // bombardier == sitting; tailgunner == not sitting + if(%node == 1) + return true; + else + return false; + case "HAPCFlyer": + // only the pilot node is sitting + return false; + default: + return true; + } + } +} + +//---------------------------------------------------------------------------- +function Player::setMountVehicle(%this, %val) +{ + %this.mountVehicle = %val; +} + +function Armor::doDismount(%this, %obj, %forced) +{ + // This function is called by player.cc when the jump trigger + // is true while mounted + if (!%obj.isMounted()) + return; + + if(isObject(%obj.getObjectMount().shield)) + %obj.getObjectMount().shield.delete(); + + commandToClient(%obj.client,'SetDefaultVehicleKeys', false); + + // Position above dismount point + + %pos = getWords(%obj.getTransform(), 0, 2); + %oldPos = %pos; + %vec[0] = " 0 0 1"; + %vec[1] = " 0 0 1"; + %vec[2] = " 0 0 -1"; + %vec[3] = " 1 0 0"; + %vec[4] = "-1 0 0"; + %numAttempts = 5; + %success = -1; + %impulseVec = "0 0 0"; + if (%obj.getObjectMount().getDatablock().hasDismountOverrides() == true) + { + %vec[0] = %obj.getObjectMount().getDatablock().getDismountOverride(%obj.getObjectMount(), %obj); + %vec[0] = MatrixMulVector(%obj.getObjectMount().getTransform(), %vec[0]); + } + else + { + %vec[0] = MatrixMulVector( %obj.getTransform(), %vec[0]); + } + + %pos = "0 0 0"; + for (%i = 0; %i < %numAttempts; %i++) + { + %pos = VectorAdd(%oldPos, VectorScale(%vec[%i], 5)); // z0dd - ZOD, 4/24/02. More ejection clearance. 5 was 3 + if (%obj.checkDismountPoint(%oldPos, %pos)) + { + %success = %i; + %impulseVec = %vec[%i]; + break; + } + } + if (%forced && %success == -1) + { + %pos = %oldPos; + } + + // hide the dashboard HUD and delete elements based on node + commandToClient(%obj.client, 'setHudMode', 'Standard', "", 0); + // Unmount and control body + if(%obj.vehicleTurret) + %obj.vehicleTurret.getDataBlock().playerDismount(%obj.vehicleTurret); + %obj.unmount(); + if(%obj.mVehicle) + %obj.mVehicle.getDataBlock().playerDismounted(%obj.mVehicle, %obj); + + // bots don't change their control objects when in vehicles + if(!%obj.client.isAIControlled()) + { + %vehicle = %obj.getControlObject(); + %obj.setControlObject(0); + } + + %obj.mountVehicle = false; + %obj.schedule(1500, "setMountVehicle", true); // z0dd - ZOD, 3/29/02. Reduce time between being able to mount vehicles . Was 4000 + + // Position above dismount point + %obj.setTransform(%pos); + %obj.playAudio(0, UnmountVehicleSound); + %obj.applyImpulse(%pos, VectorScale(%impulseVec, %obj.getDataBlock().mass * 3)); + %obj.setPilot(false); + %obj.vehicleTurret = ""; + + // ----------------------------------------------------- + // z0dd - ZOD, 4/8/02. Set player velocity when ejecting + %vel = %obj.getVelocity(); + %vec = vectorDot(%vel, vectorNormalize(%vel)); + if(%vec > 50) + { + %scale = 50 / %vec; + %obj.setVelocity(VectorScale(%vel, %scale)); + } + // ----------------------------------------------------- +} + +function resetObserveFollow( %client, %dismount ) +{ + if( %dismount ) + { + if( !isObject( %client.player ) ) + return; + + for( %i = 0; %i < %client.observeCount; %i++ ) + { + // z0dd - ZOD, 5/21/03. Make sure this client actually obs this client + if ( %client.observers[%i].clientObserve != %client ) + continue; + + %client.observers[%i].camera.setOrbitMode( %client.player, %client.player.getTransform(), 0.5, 4.5, 4.5); + } + } + else + { + if( !%client.player.isMounted() ) + return; + + // grab the vehicle... + %mount = %client.player.getObjectMount(); + if( %mount.getDataBlock().observeParameters $= "" ) + %params = %client.player.getTransform(); + else + %params = %mount.getDataBlock().observeParameters; + + for( %i = 0; %i < %client.observeCount; %i++ ) + { + // z0dd - ZOD, 5/21/03. Make sure this client actually obs this client + if ( %client.observers[%i].clientObserve != %client ) + continue; + + %client.observers[%i].camera.setOrbitMode(%mount, %mount.getTransform(), getWord( %params, 0 ), getWord( %params, 1 ), getWord( %params, 2 )); + } + } +} + + +//---------------------------------------------------------------------------- + +function Player::scriptKill(%player, %damageType) +{ + %player.scriptKilled = 1; + %player.setInvincible(false); + %player.damage(0, %player.getPosition(), 10000, %damageType); +} + +function Armor::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType, %momVec, %mineSC) +{ +//error("Armor::damageObject( "@%data@", "@%targetObject@", "@%sourceObject@", "@%position@", "@%amount@", "@%damageType@", "@%momVec@" )"); + if(%targetObject.invincible || %targetObject.getState() $= "Dead") + return; + + //---------------------------------------------------------------- + // z0dd - ZOD, 6/09/02. Check to see if this vehicle is destroyed, + // if it is do no damage. Fixes vehicle ghosting bug. We do not + // check for isObject here, destroyed objects fail it even though + // they exist as objects, go figure. + if(%damageType == $DamageType::Impact) + if(%sourceObject.getDamageState() $= "Destroyed") + return; + + if (%targetObject.isMounted() && %targetObject.scriptKilled $= "") + { + %mount = %targetObject.getObjectMount(); + if(%mount.team == %targetObject.team) + { + %found = -1; + for (%i = 0; %i < %mount.getDataBlock().numMountPoints; %i++) + { + if (%mount.getMountNodeObject(%i) == %targetObject) + { + %found = %i; + break; + } + } + + if (%found != -1) + { + if (%mount.getDataBlock().isProtectedMountPoint[%found]) + { + // z0dd - ZOD, 5/07/04. Let players be damaged if gameplay changes in affect. + if(!$Host::ClassicLoadPlayerChanges) + { + %mount.getDataBlock().damageObject(%mount, %sourceObject, %position, %amount, %damageType); + return; + } + else + { + if(%damageType != $DamageType::Laser && %damageType != $DamageType::Bullet && %damageType != $DamageType::Blaster) + return; + } + } + } + } + } + + %targetClient = %targetObject.getOwnerClient(); + if(isObject(%mineSC)) + %sourceClient = %mineSC; + else + %sourceClient = isObject(%sourceObject) ? %sourceObject.getOwnerClient() : 0; + + %targetTeam = %targetClient.team; + + //if the source object is a player object, player's don't have sensor groups + // if it's a turret, get the sensor group of the target + // if its a vehicle (of any type) use the sensor group + if (%sourceClient) + %sourceTeam = %sourceClient.getSensorGroup(); + else if(%damageType == $DamageType::Suicide) + %sourceTeam = 0; + //-------------------------------------------------------------------------------------------------------------------- + // z0dd - ZOD, 4/8/02. Check to see if this turret has a valid owner, if not clear the variable. + else if(isObject(%sourceObject) && %sourceObject.getClassName() $= "Turret") + { + %sourceTeam = getTargetSensorGroup(%sourceObject.getTarget()); + if(%sourceObject.owner !$="" && (%sourceObject.owner.team != %sourceObject.team || !isObject(%sourceObject.owner))) + { + %sourceObject.owner = ""; + } + } + //-------------------------------------------------------------------------------------------------------------------- + else if( isObject(%sourceObject) && + ( %sourceObject.getClassName() $= "FlyingVehicle" || %sourceObject.getClassName() $= "WheeledVehicle" || %sourceObject.getClassName() $= "HoverVehicle")) + %sourceTeam = getTargetSensorGroup(%sourceObject.getTarget()); + else + { + if (isObject(%sourceObject) && %sourceObject.getTarget() >= 0 ) + { + %sourceTeam = getTargetSensorGroup(%sourceObject.getTarget()); + } + else + { + %sourceTeam = -1; + } + } + + // if teamdamage is off, and both parties are on the same team + // (but are not the same person), apply no damage + if(!$teamDamage && (%targetClient != %sourceClient) && (%targetTeam == %sourceTeam)) + return; + + if(%targetObject.isShielded && %damageType != $DamageType::Blaster) + %amount = %data.checkShields(%targetObject, %position, %amount, %damageType); + + if(%amount == 0) + return; + + // Set the damage flash + %damageScale = %data.damageScale[%damageType]; + if(%damageScale !$= "") + %amount *= %damageScale; + + %flash = %targetObject.getDamageFlash() + (%amount * 2); + if (%flash > 0.75) + %flash = 0.75; + + %previousDamage = %targetObject.getDamagePercent(); + %targetObject.setDamageFlash(%flash); + %targetObject.applyDamage(%amount); + Game.onClientDamaged(%targetClient, %sourceClient, %damageType, %sourceObject); + + %targetClient.lastDamagedBy = %damagingClient; + %targetClient.lastDamaged = getSimTime(); + + //now call the "onKilled" function if the client was... you know... + if(%targetObject.getState() $= "Dead") + { + // where did this guy get it? + %damLoc = %targetObject.getDamageLocation(%position); + + // should this guy be blown apart? + if( %damageType == $DamageType::Explosion || + %damageType == $DamageType::TankMortar || + %damageType == $DamageType::Mortar || + %damageType == $DamageType::MortarTurret || + %damageType == $DamageType::BomberBombs || + %damageType == $DamageType::SatchelCharge || + %damageType == $DamageType::Missile ) + { + if( %previousDamage >= 0.35 ) // only if <= 35 percent damage remaining + { + %targetObject.setMomentumVector(%momVec); + %targetObject.blowup(); + } + } + + // this should be funny... + if( %damageType == $DamageType::VehicleSpawn ) + { + %targetObject.setMomentumVector("0 0 1"); + %targetObject.blowup(); + } + + // If we were killed, max out the flash + %targetObject.setDamageFlash(0.75); + + %damLoc = %targetObject.getDamageLocation(%position); + Game.onClientKilled(%targetClient, %sourceClient, %damageType, %sourceObject, %damLoc); + } + else if ( %amount > 0.1 ) + { + if( %targetObject.station $= "" && %targetObject.isCloaked() ) + { + %targetObject.setCloaked( false ); + %targetObject.reCloak = %targetObject.schedule( 500, "setCloaked", true ); + } + + playPain( %targetObject ); + } +} + +function Armor::onImpact(%data, %playerObject, %collidedObject, %vec, %vecLen) +{ + %data.damageObject(%playerObject, 0, VectorAdd(%playerObject.getPosition(),%vec), + %vecLen * %data.speedDamageScale, $DamageType::Ground); +} + +function Armor::applyConcussion( %this, %dist, %radius, %sourceObject, %targetObject ) +{ + %percentage = 1 - ( %dist / %radius ); + %random = getRandom(); + + if( %sourceObject == %targetObject ) + { + %flagChance = 1.0; + %itemChance = 1.0; + } + else + { + %flagChance = 0.7; + %itemChance = 0.7; + } + + %probabilityFlag = %flagChance * %percentage; + %probabilityItem = %itemChance * %percentage; + + if( %random <= %probabilityFlag ) + { + Game.applyConcussion( %targetObject ); + } + + if( %random <= %probabilityItem ) + { + %player = %targetObject; + %numWeapons = 0; + + // blaster 0 + // plasma 1 + // chain 2 + // disc 3 + // grenade 4 + // snipe 5 + // elf 6 + // mortar 7 + + //get our inventory + if( %weaps[0] = %player.getInventory("Blaster") > 0 ) %numWeapons++; + if( %weaps[1] = %player.getInventory("Plasma") > 0 ) %numWeapons++; + if( %weaps[2] = %player.getInventory("Chaingun") > 0 ) %numWeapons++; + if( %weaps[3] = %player.getInventory("Disc") > 0 ) %numWeapons++; + if( %weaps[4] = %player.getInventory("GrenadeLauncher") > 0 ) %numWeapons++; + if( %weaps[5] = %player.getInventory("SniperRifle") > 0 ) %numWeapons++; + if( %weaps[6] = %player.getInventory("ELFGun") > 0 ) %numWeapons++; + if( %weaps[7] = %player.getInventory("Mortar") > 0 ) %numWeapons++; + + %foundWeapon = false; + %attempts = 0; + + if( %numWeapons > 0 ) + { + while( !%foundWeapon ) + { + %rand = mFloor( getRandom() * 8 ); + if( %weaps[ %rand ] ) + { + %foundWeapon = true; + + switch ( %rand ) + { + case 0: + %player.use("Blaster"); + case 1: + %player.use("Plasma"); + case 2: + %player.use("Chaingun"); + case 3: + %player.use("Disc"); + case 4: + %player.use("GrenadeLauncher"); + case 5: + %player.use("SniperRifle"); + case 6: + %player.use("ElfGun"); + case 7: + %player.use("Mortar"); + } + + %image = %player.getMountedImage( $WeaponSlot ); + %player.throw( %image.item ); + %player.client.setWeaponsHudItem( %image.item, 0, 0 ); + %player.throwPack(); + } + else + { + %attempts++; + if( %attempts > 10 ) + %foundWeapon = true; + } + } + } + else + { + %targetObject.throwPack(); + %targetObject.throwWeapon(); + } + } +} + +//---------------------------------------------------------------------------- + +$DeathCry[1] = 'avo.deathCry_01'; +$DeathCry[2] = 'avo.deathCry_02'; +$PainCry[1] = 'avo.grunt'; +$PainCry[2] = 'avo.pain'; + +function playDeathCry( %obj ) +{ + %client = %obj.client; + %random = getRandom(1) + 1; + %desc = AudioClosest3d; + + playTargetAudio( %client.target, $DeathCry[%random], %desc, false ); +} + +function playPain( %obj ) +{ + %client = %obj.client; + %random = getRandom(1) + 1; + %desc = AudioClosest3d; + + playTargetAudio( %client.target, $PainCry[%random], %desc, false); +} + +//---------------------------------------------------------------------------- + +//$DefaultPlayerArmor = LightMaleHumanArmor; +$DefaultPlayerArmor = Light; + +function Player::setArmor(%this,%size) +{ + // Takes size as "Light","Medium", "Heavy" + %client = %this.client; + if (%client.race $= "Bioderm") + // Only have male bioderms. + %armor = %size @ "Male" @ %client.race @ Armor; + else + %armor = %size @ %client.sex @ %client.race @ Armor; + //echo("Player::armor: " @ %armor); + %this.setDataBlock(%armor); + %client.armor = %size; +} + +function getDamagePercent(%maxDmg, %dmgLvl) +{ + return (%dmgLvl / %maxDmg); +} + +function Player::getArmorSize(%this) +{ + // return size as "Light","Medium", "Heavy" + %dataBlock = %this.getDataBlock().getName(); + if (getSubStr(%dataBlock, 0, 5) $= "Light") + return "Light"; + else if (getSubStr(%dataBlock, 0, 6) $= "Medium") + return "Medium"; + else if (getSubStr(%dataBlock, 0, 5) $= "Heavy") + return "Heavy"; + else + return "Unknown"; +} + +function Player::pickup(%this,%obj,%amount) +{ + %data = %obj.getDataBlock(); + // Don't pick up a pack if we already have one mounted + if (%data.className $= Pack && + %this.getMountedImage($BackpackSlot) != 0) + return 0; + // don't pick up a weapon (other than targeting laser) if player's at maxWeapons + else if(%data.className $= Weapon + && %data.getName() !$= "TargetingLaser" // Special case + && %this.weaponCount >= %this.getDatablock().maxWeapons) + return 0; + // don't allow players to throw large packs at pilots (thanks Wizard) + else if(%data.className $= Pack && %data.image.isLarge && %this.isPilot()) + return 0; + return ShapeBase::pickup(%this,%obj,%amount); +} + +function Player::use( %this,%data ) +{ + // If player is in a station then he can't use any items + if(%this.station !$= "") + return false; + + // Convert the word "Backpack" to whatever is in the backpack slot. + if ( %data $= "Backpack" ) + { + if ( %this.inStation ) + return false; + + if ( %this.isPilot() ) + { + messageClient( %this.client, 'MsgCantUsePack', '\c2You can\'t use your pack while piloting.~wfx/misc/misc.error.wav' ); + return( false ); + } + else if ( %this.isWeaponOperator() ) + { + messageClient( %this.client, 'MsgCantUsePack', '\c2You can\'t use your pack while in a weaponry position.~wfx/misc/misc.error.wav' ); + return( false ); + } + + %image = %this.getMountedImage( $BackpackSlot ); + if ( %image ) + %data = %image.item; + } + + // Can't use some items when piloting or your a weapon operator + if ( %this.isPilot() || %this.isWeaponOperator() ) + if ( %data.getName() !$= "RepairKit" ) + return false; + + return ShapeBase::use( %this, %data ); +} + +function Player::maxInventory(%this,%data) +{ + %max = ShapeBase::maxInventory(%this,%data); + if (%this.getInventory(AmmoPack)) + %max += AmmoPack.max[%data.getName()]; + return %max; +} + +function Player::isPilot(%this) +{ + %vehicle = %this.getObjectMount(); + // There are two "if" statements to avoid a script warning. + if (%vehicle) + if (%vehicle.getMountNodeObject(0) == %this) + return true; + return false; +} + +function Player::isWeaponOperator(%this) +{ + %vehicle = %this.getObjectMount(); + if ( %vehicle ) + { + %weaponNode = %vehicle.getDatablock().weaponNode; + if ( %weaponNode > 0 && %vehicle.getMountNodeObject( %weaponNode ) == %this ) + return( true ); + } + + return( false ); +} + +function Player::liquidDamage(%obj, %data, %damageAmount, %damageType) +{ + if(%obj.getState() !$= "Dead") + { + %data.damageObject(%obj, 0, "0 0 0", %damageAmount, %damageType); + %obj.lDamageSchedule = %obj.schedule(50, "liquidDamage", %data, %damageAmount, %damageType); + } + else + %obj.lDamageSchedule = ""; +} + +function Armor::onEnterLiquid(%data, %obj, %coverage, %type) +{ + if(isObject(%obj)) { + if(%obj.client.isAiControlled()) + return; + } + switch(%type) + { + case 0: + //Water + case 1: + //Ocean Water + case 2: + //River Water + case 3: + //Stagnant Water + case 4: + //Lava + %obj.liquidDamage(%data, $DamageLava, $DamageType::Lava); + case 5: + //Hot Lava + %obj.liquidDamage(%data, $DamageHotLava, $DamageType::Lava); + case 6: + //Crusty Lava + %obj.liquidDamage(%data, $DamageCrustyLava, $DamageType::Lava); + case 7: + //Quick Sand + } +} + +function Armor::onLeaveLiquid(%data, %obj, %type) +{ + switch(%type) + { + case 0: + //Water + case 1: + //Ocean Water + case 2: + //River Water + case 3: + //Stagnant Water + case 4: + //Lava + case 5: + //Hot Lava + case 6: + //Crusty Lava + case 7: + //Quick Sand + } + + if(%obj.lDamageSchedule !$= "") + { + cancel(%obj.lDamageSchedule); + %obj.lDamageSchedule = ""; + } +} + +function Armor::onTrigger(%data, %player, %triggerNum, %val) +{ + if (%triggerNum == 4) + { + // Throw grenade + if (%val == 1) + { + %player.grenTimer = 1; + } + else + { + if (%player.grenTimer == 0) + { + // Bad throw for some reason + } + else + { + %player.use(Grenade); + %player.grenTimer = 0; + } + } + } + else if (%triggerNum == 5) + { + // Throw mine + if (%val == 1) + { + %player.mineTimer = 1; + } + else + { + if (%player.mineTimer == 0) + { + // Bad throw for some reason + } + else + { + %player.use(Mine); + %player.mineTimer = 0; + } + } + } + else if (%triggerNum == 3) + { + // val = 1 when jet key (LMB) first pressed down + // val = 0 when jet key released + // MES - do we need this at all any more? + if(%val == 1) + %player.isJetting = true; + else + %player.isJetting = false; + } +} + +function Player::setMoveState(%obj, %move) +{ + %obj.disableMove(%move); +} + +function Armor::onLeaveMissionArea(%data, %obj) +{ + Game.leaveMissionArea(%data, %obj); +} + +function Armor::onEnterMissionArea(%data, %obj) +{ + Game.enterMissionArea(%data, %obj); +} + +function Armor::animationDone(%data, %obj) +{ + if(%obj.animResetWeapon !$= "") + { + if(%obj.getMountedImage($WeaponSlot) == 0) + if(%obj.inv[%obj.lastWeapon]) + %obj.use(%obj.lastWeapon); + %obj.animSetWeapon = ""; + } +} + +function playDeathAnimation(%player, %damageLocation, %type) +{ + %vertPos = firstWord(%damageLocation); + %quadrant = getWord(%damageLocation, 1); + + //echo("vert Pos: " @ %vertPos); + //echo("quad: " @ %quadrant); + + if( %type == $DamageType::Explosion || %type == $DamageType::Mortar || %type == $DamageType::Grenade) + { + if(%quadrant $= "front_left" || %quadrant $= "front_right") + %curDie = $PlayerDeathAnim::ExplosionBlowBack; + else + %curDie = $PlayerDeathAnim::TorsoBackFallForward; + } + else if(%vertPos $= "head") + { + if(%quadrant $= "front_left" || %quadrant $= "front_right" ) + %curDie = $PlayerDeathAnim::HeadFrontDirect; + else + %curDie = $PlayerDeathAnim::HeadBackFallForward; + } + else if(%vertPos $= "torso") + { + if(%quadrant $= "front_left" ) + %curDie = $PlayerDeathAnim::TorsoLeftSpinDeath; + else if(%quadrant $= "front_right") + %curDie = $PlayerDeathAnim::TorsoRightSpinDeath; + else if(%quadrant $= "back_left" ) + %curDie = $PlayerDeathAnim::TorsoBackFallForward; + else if(%quadrant $= "back_right") + %curDie = $PlayerDeathAnim::TorsoBackFallForward; + } + else if (%vertPos $= "legs") + { + if(%quadrant $= "front_left" || %quadrant $= "back_left") + %curDie = $PlayerDeathAnim::LegsLeftGimp; + if(%quadrant $= "front_right" || %quadrant $= "back_right") + %curDie = $PlayerDeathAnim::LegsRightGimp; + } + + if(%curDie $= "" || %curDie < 1 || %curDie > 11) + %curDie = 1; + + %player.setActionThread("Death" @ %curDie); +} + +function Armor::onDamage(%data, %obj) +{ + if(%obj.station !$= "" && %obj.getDamageLevel() == 0) + %obj.station.getDataBlock().endRepairing(%obj.station); +}