Comp Reversions

This commit is contained in:
ChocoTaco1 2025-09-27 17:49:57 -04:00
parent d5a0cad2a2
commit e96039866f
11 changed files with 135 additions and 150 deletions

View file

@ -37,7 +37,7 @@ datablock ItemData(FlashGrenadeThrown)
radiusDamageType = $DamageType::Grenade;
kickBackStrength = 1000;
computeCRC = true;
maxWhiteout = 0.78; // z0dd - ZOD, 9/8/02. Was 1.2 //Reduced. Was 0.9 Choco
maxWhiteout = 0.9; // z0dd - ZOD, 9/8/02. Was 1.2
};
datablock ItemData(FlashGrenade)

View file

@ -2,6 +2,37 @@
// Missile launcher
//--------------------------------------
//--------------------------------------------------------------------------
// Force-Feedback Effects
//--------------------------------------
datablock EffectProfile(MissileSwitchEffect)
{
effectname = "weapons/missile_launcher_activate";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(MissileFireEffect)
{
effectname = "weapons/missile_fire";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(MissileDryFireEffect)
{
effectname = "weapons/missile_launcher_dryfire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(MissileExplosionEffect)
{
effectname = "explosions/explosion.xpl23";
minDistance = 10;
maxDistance = 30;
};
//--------------------------------------------------------------------------
// Sounds
//--------------------------------------
@ -10,6 +41,7 @@ datablock AudioProfile(MissileSwitchSound)
filename = "fx/weapons/missile_launcher_activate.wav";
description = AudioClosest3d;
preload = true;
effect = MissileSwitchEffect;
};
datablock AudioProfile(MissileFireSound)
@ -17,6 +49,7 @@ datablock AudioProfile(MissileFireSound)
filename = "fx/weapons/missile_fire.WAV";
description = AudioDefault3d;
preload = true;
effect = MissileFireEffect;
};
datablock AudioProfile(MissileProjectileSound)
@ -45,6 +78,7 @@ datablock AudioProfile(MissileExplosionSound)
filename = "fx/explosions/explosion.xpl23.wav";
description = AudioBIGExplosion3d;
preload = true;
effect = MissileExplosionEffect;
};
datablock AudioProfile(MissileDryFireSound)
@ -52,6 +86,7 @@ datablock AudioProfile(MissileDryFireSound)
filename = "fx/weapons/missile_launcher_dryfire.wav";
description = AudioClose3d;
preload = true;
effect = MissileDryFireEffect;
};
@ -727,9 +762,9 @@ datablock ShapeBaseImageData(MissileLauncherImage)
stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnAmmo[1] = "Ready";
stateTransitionOnNoAmmo[1] = "FirstLoad";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
@ -792,9 +827,6 @@ datablock ShapeBaseImageData(MissileLauncherImage)
stateSequence[10] = "Fire";
stateScript[10] = "onDumbFire";
stateSound[10] = MissileFireSound;
stateName[11] = "FirstLoad";
stateTransitionOnAmmo[11] = "Ready";
};
function MissileLauncherImage::onDumbFire(%data,%obj,%slot)
@ -815,42 +847,3 @@ function MissileLauncherImage::onDumbFire(%data,%obj,%slot)
%obj.decInventory(%data.ammo, 1);
return %p;
}
function MissileLauncherImage::onUnmount(%this,%obj,%slot){
parent::onUnmount(%this,%obj,%slot);
if(isEventPending(%obj.reloadDelaySch))
cancel(%obj.reloadDelaySch);
}
function MissileLauncherImage::onMount(%this,%obj,%slot){
if(%obj.getClassName() !$= "Player")
return;
if (%this.armthread $= "")
%obj.setArmThread(look);
else
%obj.setArmThread(%this.armThread);
if(%obj.getMountedImage($WeaponSlot).ammo !$= ""){
if (%obj.getInventory(%this.ammo)){
%fireAndReloadTime = mFloor((%this.stateTimeoutValue[4] + %this.stateTimeoutValue[3]) * 1000);
if(%obj.lfireTime[%this.getName()] && (getSimTime() - %obj.lfireTime[%this.getName()]) < %fireAndReloadTime){
if(isEventPending(%obj.reloadDelaySch)){
cancel(%obj.reloadDelaySch);
}
%time = mFloor(%fireAndReloadTime - (getSimTime() - %obj.lfireTime[%this.getName()]));
%obj.reloadDelaySch = schedule(%time, 0, "ammoStateDelay", %obj, %slot, true);
}
else{
%obj.setImageAmmo(%slot,true);
}
}
}
%obj.client.setWeaponsHudActive(%this.item);
if(%obj.getMountedImage($WeaponSlot).ammo !$= "")
%obj.client.setAmmoHudCount(%obj.getInventory(%this.ammo));
else
%obj.client.setAmmoHudCount(-1);
}

View file

@ -2,6 +2,44 @@
// Mortar
//--------------------------------------
//--------------------------------------------------------------------------
// Force-Feedback Effects
//--------------------------------------
datablock EffectProfile(MortarSwitchEffect)
{
effectname = "weapons/mortar_activate";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(MortarFireEffect)
{
effectname = "weapons/mortar_fire";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(MortarReloadEffect)
{
effectname = "weapons/mortar_reload";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(MortarDryFireEffect)
{
effectname = "weapons/mortar_dryfire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(MortarExplosionEffect)
{
effectname = "explosions/explosion.xpl03";
minDistance = 30;
maxDistance = 65;
};
//--------------------------------------------------------------------------
// Sounds
//--------------------------------------
@ -10,6 +48,7 @@ datablock AudioProfile(MortarSwitchSound)
filename = "fx/weapons/mortar_activate.wav";
description = AudioClosest3d;
preload = true;
effect = MortarSwitchEffect;
};
datablock AudioProfile(MortarReloadSound)
@ -17,6 +56,7 @@ datablock AudioProfile(MortarReloadSound)
filename = "fx/weapons/mortar_reload.wav";
description = AudioClosest3d;
preload = true;
effect = MortarReloadEffect;
};
datablock AudioProfile(MortarIdleSound)
@ -25,6 +65,7 @@ datablock AudioProfile(MortarIdleSound)
filename = "fx/weapons/plasma_rifle_idle.wav";
description = ClosestLooping3d;
preload = true;
effect = PlasmaIdleEffect;
};
datablock AudioProfile(MortarFireSound)
@ -32,6 +73,7 @@ datablock AudioProfile(MortarFireSound)
filename = "fx/weapons/mortar_fire.wav";
description = AudioDefault3d;
preload = true;
effect = MortarFireEffect;
};
datablock AudioProfile(MortarProjectileSound)
@ -46,6 +88,7 @@ datablock AudioProfile(MortarExplosionSound)
filename = "fx/weapons/mortar_explode.wav";
description = AudioBIGExplosion3d;
preload = true;
effect = MortarExplosionEffect;
};
datablock AudioProfile(UnderwaterMortarExplosionSound)
@ -53,6 +96,7 @@ datablock AudioProfile(UnderwaterMortarExplosionSound)
filename = "fx/weapons/mortar_explode_UW.wav";
description = AudioBIGExplosion3d;
preload = true;
effect = MortarExplosionEffect;
};
datablock AudioProfile(MortarDryFireSound)
@ -60,6 +104,7 @@ datablock AudioProfile(MortarDryFireSound)
filename = "fx/weapons/mortar_dryfire.wav";
description = AudioClose3d;
preload = true;
effect = MortarDryFireEffect;
};
//----------------------------------------------------------------------------
@ -740,8 +785,8 @@ datablock ShapeBaseImageData(MortarImage)
stateSound[0] = MortarSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnAmmo[1] = "Ready";
stateTransitionOnNoAmmo[1] = "FirstLoad";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
@ -775,50 +820,4 @@ datablock ShapeBaseImageData(MortarImage)
stateSound[6] = MortarDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "FirstLoad";
stateTransitionOnAmmo[7] = "Ready";
};
function MortarImage::onUnmount(%this,%obj,%slot){
parent::onUnmount(%this,%obj,%slot);
if(isEventPending(%obj.reloadDelaySch))
cancel(%obj.reloadDelaySch);
}
function MortarImage::onMount(%this,%obj,%slot){
if(%obj.getClassName() !$= "Player")
return;
if (%this.armthread $= "")
%obj.setArmThread(look);
else
%obj.setArmThread(%this.armThread);
if(%obj.getMountedImage($WeaponSlot).ammo !$= ""){
if (%obj.getInventory(%this.ammo)){
%fireAndReloadTime = mFloor((%this.stateTimeoutValue[4] + %this.stateTimeoutValue[3]) * 1000);
if(%obj.lfireTime[%this.getName()] && (getSimTime() - %obj.lfireTime[%this.getName()]) < %fireAndReloadTime){
if(isEventPending(%obj.reloadDelaySch)){
cancel(%obj.reloadDelaySch);
}
%time = mFloor(%fireAndReloadTime - (getSimTime() - %obj.lfireTime[%this.getName()]));
%obj.reloadDelaySch = schedule(%time, 0, "ammoStateDelay", %obj, %slot, true);
}
else{
%obj.setImageAmmo(%slot,true);
}
}
}
%obj.client.setWeaponsHudActive(%this.item);
if(%obj.getMountedImage($WeaponSlot).ammo !$= "")
%obj.client.setAmmoHudCount(%obj.getInventory(%this.ammo));
else
%obj.client.setAmmoHudCount(-1);
}
function ammoStateDelay(%obj, %slot, %state){
if(isObject(%obj) && %obj.getState() !$= "Dead")
%obj.setImageAmmo(%slot, %state);
}