mirror of
https://github.com/ChocoTaco1/TacoServer.git
synced 2026-01-19 16:14:44 +00:00
3298 lines
91 KiB
C#
3298 lines
91 KiB
C#
$InvincibleTime = 6;
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// Load dts shapes and merge animations
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exec("scripts/light_male.cs");
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exec("scripts/medium_male.cs");
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exec("scripts/heavy_male.cs");
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exec("scripts/light_female.cs");
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exec("scripts/medium_female.cs");
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exec("scripts/bioderm_light.cs");
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exec("scripts/bioderm_medium.cs");
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exec("scripts/bioderm_heavy.cs");
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$CorpseTimeoutValue = 22 * 1000;
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//Damage Rate for entering Liquid
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$DamageLava = 0.0325;
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$DamageHotLava = 0.0325;
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$DamageCrustyLava = 0.0325;
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$PlayerDeathAnim::TorsoFrontFallForward = 1;
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$PlayerDeathAnim::TorsoFrontFallBack = 2;
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$PlayerDeathAnim::TorsoBackFallForward = 3;
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$PlayerDeathAnim::TorsoLeftSpinDeath = 4;
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$PlayerDeathAnim::TorsoRightSpinDeath = 5;
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$PlayerDeathAnim::LegsLeftGimp = 6;
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$PlayerDeathAnim::LegsRightGimp = 7;
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$PlayerDeathAnim::TorsoBackFallForward = 8;
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$PlayerDeathAnim::HeadFrontDirect = 9;
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$PlayerDeathAnim::HeadBackFallForward = 10;
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$PlayerDeathAnim::ExplosionBlowBack = 11;
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datablock SensorData(PlayerSensor)
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{
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detects = true;
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detectsUsingLOS = true;
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detectsPassiveJammed = true;
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detectRadius = 1000;
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detectionPings = false;
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detectsFOVOnly = true;
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detectFOVPercent = 1.3;
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useObjectFOV = true;
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};
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//----------------------------------------------------------------------------
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datablock EffectProfile(ArmorJetEffect)
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{
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effectname = "armor/thrust";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(ImpactSoftEffect)
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{
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effectname = "armor/light_land_soft";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(ImpactHardEffect)
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{
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effectname = "armor/light_land_hard";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(ImpactMetalEffect)
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{
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effectname = "armor/light_land_metal";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(ImpactSnowEffect)
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{
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effectname = "armor/light_land_snow";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(CorpseLootingEffect)
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{
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effectname = "weapons/generic_switch";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock EffectProfile(MountVehicleEffect)
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{
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effectname = "vehicles/mount_dis";
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minDistance = 5;
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maxDistance = 20;
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};
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datablock EffectProfile(UnmountVehicleEffect)
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{
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effectname = "weapons/generic_switch";
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minDistance = 5;
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maxDistance = 20;
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};
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datablock EffectProfile(GenericPainEffect)
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{
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effectname = "misc/generic_pain";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock EffectProfile(GenericDeathEffect)
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{
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effectname = "misc/generic_death";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock EffectProfile(ImpactHeavyWaterEasyEffect)
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{
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effectname = "armor/general_water_smallsplash";
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minDistance = 5;
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maxDistance = 15;
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};
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datablock EffectProfile(ImpactHeavyMediumWaterEffect)
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{
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effectname = "armor/general_water_medsplash";
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minDistance = 5;
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maxDistance = 15;
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};
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datablock EffectProfile(ImpactHeavyWaterHardEffect)
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{
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effectname = "armor/general_water_bigsplash";
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minDistance = 5;
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maxDistance = 15;
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};
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//----------------------------------------------------------------------------
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//datablock AudioProfile( DeathCrySound )
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//{
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// fileName = "";
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// description = AudioClose3d;
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// preload = true;
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//};
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//
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//datablock AudioProfile( PainCrySound )
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//{
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// fileName = "";
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// description = AudioClose3d;
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// preload = true;
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//};
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datablock AudioProfile(ArmorJetSound)
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{
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filename = "fx/armor/thrust.wav";
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description = CloseLooping3d;
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preload = true;
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effect = ArmorJetEffect;
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};
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datablock AudioProfile(ArmorWetJetSound)
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{
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filename = "fx/armor/thrust_uw.wav";
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description = CloseLooping3d;
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preload = true;
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effect = ArmorJetEffect;
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};
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datablock AudioProfile(MountVehicleSound)
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{
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filename = "fx/vehicles/mount_dis.wav";
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description = AudioClose3d;
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preload = true;
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effect = MountVehicleEffect;
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};
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datablock AudioProfile(UnmountVehicleSound)
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{
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filename = "fx/vehicles/mount.wav";
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description = AudioClose3d;
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preload = true;
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effect = UnmountVehicleEffect;
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};
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datablock AudioProfile(CorpseLootingSound)
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{
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fileName = "fx/weapons/generic_switch.wav";
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description = AudioClosest3d;
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preload = true;
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effect = CorpseLootingEffect;
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};
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datablock AudioProfile(ArmorMoveBubblesSound)
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{
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filename = "fx/armor/bubbletrail2.wav";
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description = CloseLooping3d;
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preload = true;
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};
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datablock AudioProfile(WaterBreathMaleSound)
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{
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filename = "fx/armor/breath_uw.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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datablock AudioProfile(WaterBreathFemaleSound)
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{
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filename = "fx/armor/breath_fem_uw.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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datablock AudioProfile(waterBreathBiodermSound)
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{
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filename = "fx/armor/breath_bio_uw.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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datablock AudioProfile(SkiAllSoftSound)
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{
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filename = "fx/armor/ski_soft.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(SkiAllHardSound)
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{
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filename = "fx/armor/ski_soft.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(SkiAllMetalSound)
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{
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filename = "fx/armor/ski_soft.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(SkiAllSnowSound)
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{
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filename = "fx/armor/ski_soft.wav";
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description = AudioClosest3d;
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preload = true;
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};
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//SOUNDS ----- LIGHT ARMOR--------
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datablock AudioProfile(LFootLightSoftSound)
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{
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filename = "fx/armor/light_LF_soft.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightSoftSound)
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{
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filename = "fx/armor/light_RF_soft.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightHardSound)
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{
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filename = "fx/armor/light_LF_hard.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightHardSound)
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{
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filename = "fx/armor/light_RF_hard.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightMetalSound)
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{
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filename = "fx/armor/light_LF_metal.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightMetalSound)
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{
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filename = "fx/armor/light_RF_metal.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightSnowSound)
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{
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filename = "fx/armor/light_LF_snow.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightSnowSound)
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{
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filename = "fx/armor/light_RF_snow.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightShallowSplashSound)
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{
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filename = "fx/armor/light_LF_water.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightShallowSplashSound)
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{
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filename = "fx/armor/light_RF_water.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightWadingSound)
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{
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filename = "fx/armor/light_LF_wade.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightWadingSound)
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{
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filename = "fx/armor/light_RF_wade.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightUnderwaterSound)
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{
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filename = "fx/armor/light_LF_uw.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightUnderwaterSound)
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{
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filename = "fx/armor/light_RF_uw.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightBubblesSound)
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{
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filename = "fx/armor/light_LF_bubbles.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightBubblesSound)
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{
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filename = "fx/armor/light_RF_bubbles.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(ImpactLightSoftSound)
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{
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filename = "fx/armor/light_land_soft.wav";
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description = AudioClose3d;
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preload = true;
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effect = ImpactSoftEffect;
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};
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datablock AudioProfile(ImpactLightHardSound)
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{
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filename = "fx/armor/light_land_hard.wav";
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description = AudioClose3d;
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preload = true;
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effect = ImpactHardEffect;
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};
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datablock AudioProfile(ImpactLightMetalSound)
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{
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filename = "fx/armor/light_land_metal.wav";
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description = AudioClose3d;
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preload = true;
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effect = ImpactMetalEffect;
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};
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datablock AudioProfile(ImpactLightSnowSound)
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{
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filename = "fx/armor/light_land_snow.wav";
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description = AudioClosest3d;
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preload = true;
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effect = ImpactSnowEffect;
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};
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datablock AudioProfile(ImpactLightWaterEasySound)
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{
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filename = "fx/armor/general_water_smallsplash2.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(ImpactLightWaterMediumSound)
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{
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filename = "fx/armor/general_water_medsplash.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(ImpactLightWaterHardSound)
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{
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filename = "fx/armor/general_water_bigsplash.wav";
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description = AudioDefault3d;
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preload = true;
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};
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datablock AudioProfile(ExitingWaterLightSound)
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{
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filename = "fx/armor/general_water_exit2.wav";
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description = AudioClose3d;
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preload = true;
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};
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//SOUNDS ----- Medium ARMOR--------
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datablock AudioProfile(LFootMediumSoftSound)
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{
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filename = "fx/armor/med_LF_soft.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(RFootMediumSoftSound)
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{
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filename = "fx/armor/med_RF_soft.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(LFootMediumHardSound)
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{
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filename = "fx/armor/med_LF_hard.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootMediumHardSound)
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{
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filename = "fx/armor/med_RF_hard.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(LFootMediumMetalSound)
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{
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filename = "fx/armor/med_LF_metal.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootMediumMetalSound)
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{
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filename = "fx/armor/med_RF_metal.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(LFootMediumSnowSound)
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{
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filename = "fx/armor/med_LF_snow.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(RFootMediumSnowSound)
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{
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filename = "fx/armor/med_RF_snow.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(LFootMediumShallowSplashSound)
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{
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filename = "fx/armor/med_LF_water.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootMediumShallowSplashSound)
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{
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filename = "fx/armor/med_RF_water.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(LFootMediumWadingSound)
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{
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filename = "fx/armor/med_LF_uw.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootMediumWadingSound)
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{
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filename = "fx/armor/med_RF_uw.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(LFootMediumUnderwaterSound)
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{
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filename = "fx/armor/med_LF_uw.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(RFootMediumUnderwaterSound)
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{
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filename = "fx/armor/med_RF_uw.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(LFootMediumBubblesSound)
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{
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filename = "fx/armor/light_LF_bubbles.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootMediumBubblesSound)
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{
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filename = "fx/armor/light_RF_bubbles.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(ImpactMediumSoftSound)
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{
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filename = "fx/armor/med_land_soft.wav";
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description = AudioClosest3d;
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preload = true;
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effect = ImpactSoftEffect;
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};
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datablock AudioProfile(ImpactMediumHardSound)
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{
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filename = "fx/armor/med_land_hard.wav";
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description = AudioClose3d;
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preload = true;
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effect = ImpactHardEffect;
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};
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datablock AudioProfile(ImpactMediumMetalSound)
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{
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filename = "fx/armor/med_land_metal.wav";
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description = AudioClose3d;
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preload = true;
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effect = ImpactMetalEffect;
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};
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datablock AudioProfile(ImpactMediumSnowSound)
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{
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filename = "fx/armor/med_land_snow.wav";
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description = AudioClosest3d;
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preload = true;
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effect = ImpactSnowEffect;
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};
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datablock AudioProfile(ImpactMediumWaterEasySound)
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{
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filename = "fx/armor/general_water_smallsplash.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(ImpactMediumWaterMediumSound)
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{
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filename = "fx/armor/general_water_medsplash.wav";
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description = AudioClose3d;
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|
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);
|
|
}
|