TribesReplay/base/scripts/player.cs
Robert MacGregor 7f1fccfdff v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.

- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.

- (bug fix) Immersion iForce force feedback mouse is now working properly again.

- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.

- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.

- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.

- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)

- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.

- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.

- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.

- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.

- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.

- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.

- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.

- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)

- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.

- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.

- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.

- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.

- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.

- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.

- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.

- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)

- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.

- (improvement) Old Password is now required in order to enter a New Password when editing your account.

- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.

- (improvement) Made more room for player names to display on the Server Info box.

- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)

- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.

- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)

- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.

- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.

- (improvement) Added observer points to Tombstone (it previously had none).

- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)

- (community) Player histories are now accurate.

- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00

3164 lines
89 KiB
C#

//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
$InvincibleTime = 6;
// Load dts shapes and merge animations
exec("scripts/light_male.cs");
exec("scripts/medium_male.cs");
exec("scripts/heavy_male.cs");
exec("scripts/light_female.cs");
exec("scripts/medium_female.cs");
exec("scripts/bioderm_light.cs");
exec("scripts/bioderm_medium.cs");
exec("scripts/bioderm_heavy.cs");
$CorpseTimeoutValue = 22 * 1000;
//Damage Rate for entering Liquid
$DamageLava = 0.0325;
$DamageHotLava = 0.0325;
$DamageCrustyLava = 0.0325;
$PlayerDeathAnim::TorsoFrontFallForward = 1;
$PlayerDeathAnim::TorsoFrontFallBack = 2;
$PlayerDeathAnim::TorsoBackFallForward = 3;
$PlayerDeathAnim::TorsoLeftSpinDeath = 4;
$PlayerDeathAnim::TorsoRightSpinDeath = 5;
$PlayerDeathAnim::LegsLeftGimp = 6;
$PlayerDeathAnim::LegsRightGimp = 7;
$PlayerDeathAnim::TorsoBackFallForward = 8;
$PlayerDeathAnim::HeadFrontDirect = 9;
$PlayerDeathAnim::HeadBackFallForward = 10;
$PlayerDeathAnim::ExplosionBlowBack = 11;
datablock SensorData(PlayerSensor)
{
detects = true;
detectsUsingLOS = true;
detectsPassiveJammed = true;
detectRadius = 2000;
detectionPings = false;
detectsFOVOnly = true;
detectFOVPercent = 1.3;
useObjectFOV = true;
};
//----------------------------------------------------------------------------
datablock EffectProfile(ArmorJetEffect)
{
effectname = "armor/thrust";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(ImpactSoftEffect)
{
effectname = "armor/light_land_soft";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(ImpactHardEffect)
{
effectname = "armor/light_land_hard";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(ImpactMetalEffect)
{
effectname = "armor/light_land_metal";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(ImpactSnowEffect)
{
effectname = "armor/light_land_snow";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(CorpseLootingEffect)
{
effectname = "weapons/generic_switch";
minDistance = 2.5;
};
datablock EffectProfile(MountVehicleEffect)
{
effectname = "vehicles/mount_dis";
minDistance = 20;
};
datablock EffectProfile(UnmountVehicleEffect)
{
effectname = "weapons/generic_switch";
minDistance = 20;
};
//----------------------------------------------------------------------------
datablock AudioProfile( DeathCrySound )
{
fileName = "";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile( PainCrySound )
{
fileName = "";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ArmorJetSound)
{
filename = "fx/armor/thrust.wav";
description = CloseLooping3d;
preload = true;
effect = ArmorJetEffect;
};
datablock AudioProfile(ArmorWetJetSound)
{
filename = "fx/armor/thrust_uw.wav";
description = CloseLooping3d;
preload = true;
effect = ArmorJetEffect;
};
datablock AudioProfile(MountVehicleSound)
{
filename = "fx/vehicles/mount_dis.wav";
description = AudioClose3d;
preload = true;
effect = MountVehicleEffect;
};
datablock AudioProfile(UnmountVehicleSound)
{
filename = "fx/vehicles/mount.wav";
description = AudioClose3d;
preload = true;
effect = UnmountVehicleEffect;
};
datablock AudioProfile(CorpseLootingSound)
{
fileName = "fx/weapons/generic_switch.wav";
description = AudioClosest3d;
preload = true;
effect = CorpseLootingEffect;
};
datablock AudioProfile(ArmorMoveBubblesSound)
{
filename = "fx/armor/bubbletrail2.wav";
description = CloseLooping3d;
preload = true;
};
datablock AudioProfile(WaterBreathMaleSound)
{
filename = "fx/armor/breath_uw.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(WaterBreathFemaleSound)
{
filename = "fx/armor/breath_fem_uw.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(waterBreathBiodermSound)
{
filename = "fx/armor/breath_bio_uw.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(SkiAllSoftSound)
{
filename = "fx/armor/ski_soft.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(SkiAllHardSound)
{
filename = "fx/armor/ski_soft.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(SkiAllMetalSound)
{
filename = "fx/armor/ski_soft.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(SkiAllSnowSound)
{
filename = "fx/armor/ski_soft.wav";
description = AudioClosest3d;
preload = true;
};
//SOUNDS ----- LIGHT ARMOR--------
datablock AudioProfile(LFootLightSoftSound)
{
filename = "fx/armor/light_LF_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootLightSoftSound)
{
filename = "fx/armor/light_RF_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootLightHardSound)
{
filename = "fx/armor/light_LF_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootLightHardSound)
{
filename = "fx/armor/light_RF_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootLightMetalSound)
{
filename = "fx/armor/light_LF_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootLightMetalSound)
{
filename = "fx/armor/light_RF_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootLightSnowSound)
{
filename = "fx/armor/light_LF_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootLightSnowSound)
{
filename = "fx/armor/light_RF_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootLightShallowSplashSound)
{
filename = "fx/armor/light_LF_water.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootLightShallowSplashSound)
{
filename = "fx/armor/light_RF_water.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootLightWadingSound)
{
filename = "fx/armor/light_LF_wade.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootLightWadingSound)
{
filename = "fx/armor/light_RF_wade.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootLightUnderwaterSound)
{
filename = "fx/armor/light_LF_uw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootLightUnderwaterSound)
{
filename = "fx/armor/light_RF_uw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootLightBubblesSound)
{
filename = "fx/armor/light_LF_bubbles.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootLightBubblesSound)
{
filename = "fx/armor/light_RF_bubbles.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactLightSoftSound)
{
filename = "fx/armor/light_land_soft.wav";
description = AudioClose3d;
preload = true;
effect = ImpactSoftEffect;
};
datablock AudioProfile(ImpactLightHardSound)
{
filename = "fx/armor/light_land_hard.wav";
description = AudioClose3d;
preload = true;
effect = ImpactHardEffect;
};
datablock AudioProfile(ImpactLightMetalSound)
{
filename = "fx/armor/light_land_metal.wav";
description = AudioClose3d;
preload = true;
effect = ImpactMetalEffect;
};
datablock AudioProfile(ImpactLightSnowSound)
{
filename = "fx/armor/light_land_snow.wav";
description = AudioClosest3d;
preload = true;
effect = ImpactSnowEffect;
};
datablock AudioProfile(ImpactLightWaterEasySound)
{
filename = "fx/armor/general_water_smallsplash2.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactLightWaterMediumSound)
{
filename = "fx/armor/general_water_medsplash.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactLightWaterHardSound)
{
filename = "fx/armor/general_water_bigsplash.wav";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(ExitingWaterLightSound)
{
filename = "fx/armor/general_water_exit2.wav";
description = AudioClose3d;
preload = true;
};
//SOUNDS ----- Medium ARMOR--------
datablock AudioProfile(LFootMediumSoftSound)
{
filename = "fx/armor/med_LF_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootMediumSoftSound)
{
filename = "fx/armor/med_RF_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootMediumHardSound)
{
filename = "fx/armor/med_LF_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootMediumHardSound)
{
filename = "fx/armor/med_RF_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootMediumMetalSound)
{
filename = "fx/armor/med_LF_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootMediumMetalSound)
{
filename = "fx/armor/med_RF_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootMediumSnowSound)
{
filename = "fx/armor/med_LF_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootMediumSnowSound)
{
filename = "fx/armor/med_RF_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootMediumShallowSplashSound)
{
filename = "fx/armor/med_LF_water.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootMediumShallowSplashSound)
{
filename = "fx/armor/med_RF_water.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootMediumWadingSound)
{
filename = "fx/armor/med_LF_uw.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootMediumWadingSound)
{
filename = "fx/armor/med_RF_uw.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootMediumUnderwaterSound)
{
filename = "fx/armor/med_LF_uw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootMediumUnderwaterSound)
{
filename = "fx/armor/med_RF_uw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootMediumBubblesSound)
{
filename = "fx/armor/light_LF_bubbles.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootMediumBubblesSound)
{
filename = "fx/armor/light_RF_bubbles.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactMediumSoftSound)
{
filename = "fx/armor/med_land_soft.wav";
description = AudioClosest3d;
preload = true;
effect = ImpactSoftEffect;
};
datablock AudioProfile(ImpactMediumHardSound)
{
filename = "fx/armor/med_land_hard.wav";
description = AudioClose3d;
preload = true;
effect = ImpactHardEffect;
};
datablock AudioProfile(ImpactMediumMetalSound)
{
filename = "fx/armor/med_land_metal.wav";
description = AudioClose3d;
preload = true;
effect = ImpactMetalEffect;
};
datablock AudioProfile(ImpactMediumSnowSound)
{
filename = "fx/armor/med_land_snow.wav";
description = AudioClosest3d;
preload = true;
effect = ImpactSnowEffect;
};
datablock AudioProfile(ImpactMediumWaterEasySound)
{
filename = "fx/armor/general_water_smallsplash.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactMediumWaterMediumSound)
{
filename = "fx/armor/general_water_medsplash.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactMediumWaterHardSound)
{
filename = "fx/armor/general_water_bigsplash.wav";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(ExitingWaterMediumSound)
{
filename = "fx/armor/general_water_exit.wav";
description = AudioClose3d;
preload = true;
};
//SOUNDS ----- HEAVY ARMOR--------
datablock AudioProfile(LFootHeavySoftSound)
{
filename = "fx/armor/heavy_LF_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootHeavySoftSound)
{
filename = "fx/armor/heavy_RF_soft.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootHeavyHardSound)
{
filename = "fx/armor/heavy_LF_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootHeavyHardSound)
{
filename = "fx/armor/heavy_RF_hard.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootHeavyMetalSound)
{
filename = "fx/armor/heavy_LF_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootHeavyMetalSound)
{
filename = "fx/armor/heavy_RF_metal.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootHeavySnowSound)
{
filename = "fx/armor/heavy_LF_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootHeavySnowSound)
{
filename = "fx/armor/heavy_RF_snow.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootHeavyShallowSplashSound)
{
filename = "fx/armor/heavy_LF_water.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootHeavyShallowSplashSound)
{
filename = "fx/armor/heavy_RF_water.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootHeavyWadingSound)
{
filename = "fx/armor/heavy_LF_uw.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootHeavyWadingSound)
{
filename = "fx/armor/heavy_RF_uw.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(LFootHeavyUnderwaterSound)
{
filename = "fx/armor/heavy_LF_uw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(RFootHeavyUnderwaterSound)
{
filename = "fx/armor/heavy_RF_uw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(LFootHeavyBubblesSound)
{
filename = "fx/armor/light_LF_bubbles.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RFootHeavyBubblesSound)
{
filename = "fx/armor/light_RF_bubbles.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactHeavySoftSound)
{
filename = "fx/armor/heavy_land_soft.wav";
description = AudioClose3d;
preload = true;
effect = ImpactSoftEffect;
};
datablock AudioProfile(ImpactHeavyHardSound)
{
filename = "fx/armor/heavy_land_hard.wav";
description = AudioClose3d;
preload = true;
effect = ImpactHardEffect;
};
datablock AudioProfile(ImpactHeavyMetalSound)
{
filename = "fx/armor/heavy_land_metal.wav";
description = AudioClose3d;
preload = true;
effect = ImpactMetalEffect;
};
datablock AudioProfile(ImpactHeavySnowSound)
{
filename = "fx/armor/heavy_land_snow.wav";
description = AudioClosest3d;
preload = true;
effect = ImpactSnowEffect;
};
datablock AudioProfile(ImpactHeavyWaterEasySound)
{
filename = "fx/armor/general_water_smallsplash.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactHeavyWaterMediumSound)
{
filename = "fx/armor/general_water_medsplash.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactHeavyWaterHardSound)
{
filename = "fx/armor/general_water_bigsplash.wav";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(ExitingWaterHeavySound)
{
filename = "fx/armor/general_water_exit2.wav";
description = AudioClose3d;
preload = true;
};
//----------------------------------------------------------------------------
// Splash
//----------------------------------------------------------------------------
datablock ParticleData(PlayerSplashMist)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlayerSplashMistEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 250;
particles = "PlayerSplashMist";
};
datablock ParticleData(PlayerBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.50;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
textureName = "special/bubbles";
colors[0] = "0.7 0.8 1.0 0.4";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.1;
sizes[1] = 0.3;
sizes[2] = 0.3;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlayerBubbleEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2.0;
ejectionOffset = 0.5;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "PlayerBubbleParticle";
};
datablock ParticleData(PlayerFoamParticle)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.7 0.8 1.0 0.20";
colors[1] = "0.7 0.8 1.0 0.20";
colors[2] = "0.7 0.8 1.0 0.00";
sizes[0] = 0.2;
sizes[1] = 0.4;
sizes[2] = 1.6;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlayerFoamEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "PlayerFoamParticle";
};
datablock ParticleData( PlayerFoamDropletsParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
textureName = "special/droplet";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.8;
sizes[1] = 0.3;
sizes[2] = 0.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( PlayerFoamDropletsEmitter )
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
particles = "PlayerFoamDropletsParticle";
};
datablock ParticleData( PlayerSplashParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
textureName = "special/droplet";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( PlayerSplashEmitter )
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 3;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "PlayerSplashParticle";
};
datablock SplashData(PlayerSplash)
{
numSegments = 15;
ejectionFreq = 15;
ejectionAngle = 40;
ringLifetime = 0.5;
lifetimeMS = 300;
velocity = 4.0;
startRadius = 0.0;
acceleration = -3.0;
texWrap = 5.0;
texture = "special/water2";
emitter[0] = PlayerSplashEmitter;
emitter[1] = PlayerSplashMistEmitter;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 0.3";
colors[2] = "0.7 0.8 1.0 0.7";
colors[3] = "0.7 0.8 1.0 0.0";
times[0] = 0.0;
times[1] = 0.4;
times[2] = 0.8;
times[3] = 1.0;
};
//----------------------------------------------------------------------------
// Jet data
//----------------------------------------------------------------------------
datablock ParticleData(HumanArmorJetParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 100;
lifetimeVarianceMS = 0;
textureName = "particleTest";
colors[0] = "0.32 0.47 0.47 1.0";
colors[1] = "0.32 0.47 0.47 0";
sizes[0] = 0.40;
sizes[1] = 0.15;
};
datablock ParticleEmitterData(HumanArmorJetEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 3;
velocityVariance = 2.9;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 5;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "HumanArmorJetParticle";
};
datablock JetEffectData(HumanArmorJetEffect)
{
texture = "special/jetExhaust02";
coolColor = "0.0 0.0 1.0 1.0";
hotColor = "0.2 0.4 0.7 1.0";
activateTime = 0.2;
deactivateTime = 0.05;
length = 0.75;
width = 0.2;
speed = -15;
stretch = 2.0;
yOffset = 0.2;
};
datablock JetEffectData(HumanMediumArmorJetEffect)
{
texture = "special/jetExhaust02";
coolColor = "0.0 0.0 1.0 1.0";
hotColor = "0.2 0.4 0.7 1.0";
activateTime = 0.2;
deactivateTime = 0.05;
length = 0.75;
width = 0.2;
speed = -15;
stretch = 2.0;
yOffset = 0.4;
};
datablock JetEffectData(HumanLightFemaleArmorJetEffect)
{
texture = "special/jetExhaust02";
coolColor = "0.0 0.0 1.0 1.0";
hotColor = "0.2 0.4 0.7 1.0";
activateTime = 0.2;
deactivateTime = 0.05;
length = 0.75;
width = 0.2;
speed = -15;
stretch = 2.0;
yOffset = 0.2;
};
datablock JetEffectData(BiodermArmorJetEffect)
{
texture = "special/jetExhaust02";
coolColor = "0.0 0.0 1.0 1.0";
hotColor = "0.8 0.6 0.2 1.0";
activateTime = 0.2;
deactivateTime = 0.05;
length = 0.75;
width = 0.2;
speed = -15;
stretch = 2.0;
yOffset = 0.0;
};
//----------------------------------------------------------------------------
// Foot puffs
//----------------------------------------------------------------------------
datablock ParticleData(LightPuff)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 100;
useInvAlpha = true;
spinRandomMin = -35.0;
spinRandomMax = 35.0;
textureName = "particleTest";
colors[0] = "0.46 0.36 0.26 0.4";
colors[1] = "0.46 0.46 0.36 0.0";
sizes[0] = 0.4;
sizes[1] = 1.0;
};
datablock ParticleEmitterData(LightPuffEmitter)
{
ejectionPeriodMS = 35;
periodVarianceMS = 10;
ejectionVelocity = 0.1;
velocityVariance = 0.05;
ejectionOffset = 0.0;
thetaMin = 5;
thetaMax = 20;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
useEmitterColors = true;
particles = "LightPuff";
};
//----------------------------------------------------------------------------
// Liftoff dust
//----------------------------------------------------------------------------
datablock ParticleData(LiftoffDust)
{
dragCoefficient = 1.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 100;
useInvAlpha = true;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.46 0.36 0.26 0.0";
colors[1] = "0.46 0.46 0.36 0.4";
colors[2] = "0.46 0.46 0.36 0.0";
sizes[0] = 0.2;
sizes[1] = 0.6;
sizes[2] = 1.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(LiftoffDustEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 2.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 90;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
useEmitterColors = true;
particles = "LiftoffDust";
};
//----------------------------------------------------------------------------
datablock ParticleData(BiodermArmorJetParticle) : HumanArmorJetParticle
{
colors[0] = "0.50 0.48 0.36 1.0";
colors[1] = "0.50 0.48 0.36 0";
};
datablock ParticleEmitterData(BiodermArmorJetEmitter) : HumanArmorJetEmitter
{
particles = "BiodermArmorJetParticle";
};
//----------------------------------------------------------------------------
datablock DecalData(LightMaleFootprint)
{
sizeX = 0.125;
sizeY = 0.25;
textureName = "special/footprints/L_male";
};
datablock DebrisData( PlayerDebris )
{
explodeOnMaxBounce = false;
elasticity = 0.35;
friction = 0.5;
lifetime = 4.0;
lifetimeVariance = 0.0;
minSpinSpeed = 60;
maxSpinSpeed = 600;
numBounces = 5;
bounceVariance = 0;
staticOnMaxBounce = true;
gravModifier = 1.0;
useRadiusMass = true;
baseRadius = 1;
velocity = 18.0;
velocityVariance = 12.0;
};
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 = -1.4;
maxLookAngle = 1.4;
maxFreelookAngle = 3.0;
mass = 90;
drag = 0.3;
maxdrag = 0.4;
density = 10;
maxDamage = 0.66;
maxEnergy = 60;
repairRate = 0.0033;
energyPerDamagePoint = 75.0; // shield energy required to block one point of damage
rechargeRate = 0.256;
jetForce = 27.51 * 90;
underwaterJetForce = 27.51 * 90 * 2.0;
underwaterVertJetFactor = 1.5;
jetEnergyDrain = 0.8;
underwaterJetEnergyDrain = 0.5;
minJetEnergy = 1;
maxJetHorizontalPercentage = 0.8;
runForce = 55.20 * 90;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 14;
maxBackwardSpeed = 13;
maxSideSpeed = 13;
maxUnderwaterForwardSpeed = 8.4;
maxUnderwaterBackwardSpeed = 7.8;
maxUnderwaterSideSpeed = 7.8;
jumpForce = 8.3 * 90;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 0;
recoverDelay = 9;
recoverRunForceScale = 1.2;
minImpactSpeed = 45;
speedDamageScale = 0.004;
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;
horizMaxSpeed = 68;
horizResistSpeed = 33;
horizResistFactor = 0.35;
maxJetForwardSpeed = 30;
upMaxSpeed = 80;
upResistSpeed = 25;
upResistFactor = 0.3;
// heat inc'ers and dec'ers
heatDecayPerSec = 1.0 / 3.0; // takes 3 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 = 10.0;
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
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[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[ReflectionPack] = 1;
//max[RepulsorPack] = 1;
//max[EnvironmentPack] = 1;
max[SatchelCharge] = 1;
max[MortarBarrelPack] = 0;
max[MissileBarrelPack] = 0;
max[AABarrelPack] = 0;
max[PlasmaBarrelPack] = 0;
max[ELFBarrelPack] = 0;
max[InventoryDeployable]= 0;
//max[AmmoDeployable] = 0;
max[MotionSensorDeployable] = 1;
max[PulseSensorDeployable] = 1;
max[TurretOutdoorDeployable] = 0;
max[TurretIndoorDeployable] = 0;
//max[MineAir] = 3;
//max[MineLand] = 3;
//max[MineSticky] = 3;
max[FlashGrenade] = 5;
max[ConcussionGrenade] = 5;
max[FlareGrenade] = 5;
max[TargetingLaser] = 1;
max[ELFGun] = 1;
max[ShockLance] = 1;
max[CameraGrenade] = 5;
max[Beacon] = 3;
//max[Rock] = 1;
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";
};
datablock PlayerData(MediumMaleHumanArmor) : MediumPlayerDamageProfile
{
emap = true;
className = Armor;
shapeFile = "medium_male.dts";
cameraMaxDist = 3;
computeCRC = true;
debrisShapeName = "debris_player.dts";
debris = playerDebris;
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;
aiAvoidThis = true;
minLookAngle = -1.4;
maxLookAngle = 1.4;
maxFreelookAngle = 3.0;
mass = 130;
drag = 0.4;
maxdrag = 0.5;
density = 10;
maxDamage = 1.1;
maxEnergy = 80;
repairRate = 0.0033;
energyPerDamagePoint = 75.0; // shield energy required to block one point of damage
rechargeRate = 0.256;
jetForce = 25.83 * 130;
underwaterJetForce = 25.83 * 130 * 2.0;
underwaterVertJetFactor = 1.5;
jetEnergyDrain = 1.0;
underwaterJetEnergyDrain = 0.5;
minJetEnergy = 1;
maxJetHorizontalPercentage = 0.8;
runForce = 46 * 130;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 11;
maxBackwardSpeed = 10;
maxSideSpeed = 10;
maxUnderwaterForwardSpeed = 6.6;
maxUnderwaterBackwardSpeed = 6;
maxUnderwaterSideSpeed = 6;
recoverDelay = 9;
recoverRunForceScale = 1.2;
// heat inc'ers and dec'ers
heatDecayPerSec = 1.0 / 3.0; // takes 3 seconds to clear heat sig.
heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig.
jumpForce = 8.3 * 130;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpSurfaceAngle = 75;
jumpDelay = 0;
// Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 70;
jumpSurfaceAngle = 80;
minJumpSpeed = 15;
maxJumpSpeed = 25;
horizMaxSpeed = 60;
horizResistSpeed = 28;
horizResistFactor = 0.32;
maxJetForwardSpeed = 22;
upMaxSpeed = 70;
upResistSpeed = 30;
upResistFactor = 0.23;
minImpactSpeed = 45;
speedDamageScale = 0.004;
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 = 10.0;
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
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[GrenadeLauncher] = 1;
max[GrenadeLauncherAmmo]= 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[ReflectionPack] = 1;
//max[RepulsorPack] = 1;
//max[EnvironmentPack] = 1;
max[SatchelCharge] = 1;
max[MortarBarrelPack] = 1;
max[MissileBarrelPack] = 1;
max[AABarrelPack] = 1;
max[PlasmaBarrelPack] = 1;
max[ELFBarrelPack] = 1;
max[InventoryDeployable]= 1;
//max[AmmoDeployable] = 1;
max[MotionSensorDeployable] = 1;
max[PulseSensorDeployable] = 1;
max[TurretOutdoorDeployable] = 1;
max[TurretIndoorDeployable] = 1;
//max[MineAir] = 3;
//max[MineLand] = 3;
//max[MineSticky] = 3;
max[FlashGrenade] = 6;
max[ConcussionGrenade] = 6;
max[FlareGrenade] = 6;
max[TargetingLaser] = 1;
max[ELFGun] = 1;
max[ShockLance] = 1;
max[CameraGrenade] = 6;
max[Beacon] = 3;
//max[Rock] = 1;
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";
};
datablock PlayerData(HeavyMaleHumanArmor) : HeavyPlayerDamageProfile
{
emap = true;
className = Armor;
shapeFile = "heavy_male.dts";
cameraMaxDist = 3;
computeCRC = true;
debrisShapeName = "debris_player.dts";
debris = playerDebris;
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;
aiAvoidThis = true;
minLookAngle = -1.4;
maxLookAngle = 1.4;
maxFreelookAngle = 3.0;
mass = 180;
drag = 0.5;
maxdrag = 0.6;
density = 10;
maxDamage = 1.32;
maxEnergy = 110;
repairRate = 0.0033;
energyPerDamagePoint = 75.0; // shield energy required to block one point of damage
rechargeRate = 0.256;
jetForce = 22.47 * 180;
underwaterJetForce = 22.47 * 180 * 2.0;
underwaterVertJetFactor = 1.5;
jetEnergyDrain = 1.1;
underwaterJetEnergyDrain = 0.55;
minJetEnergy = 1;
maxJetHorizontalPercentage = 0.8;
runForce = 40.25 * 180;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 6.5;
maxBackwardSpeed = 5;
maxSideSpeed = 5;
maxUnderwaterForwardSpeed = 3.9;
maxUnderwaterBackwardSpeed = 3;
maxUnderwaterSideSpeed = 3;
recoverDelay = 9;
recoverRunForceScale = 1.2;
jumpForce = 8.3 * 180;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 0;
// heat inc'ers and dec'ers
heatDecayPerSec = 1.0 / 3.0; // takes 3 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;
horizMaxSpeed = 52;
horizResistSpeed = 23;
horizResistFactor = 0.29;
maxJetForwardSpeed = 16;
upMaxSpeed = 60;
upResistSpeed = 35;
upResistFactor = 0.18;
minImpactSpeed = 45;
speedDamageScale = 0.006;
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 = 10.0;
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[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[ReflectionPack] = 1;
//max[RepulsorPack] = 1;
//max[EnvironmentPack] = 1;
max[SatchelCharge] = 1;
max[MortarBarrelPack] = 1;
max[MissileBarrelPack] = 1;
max[AABarrelPack] = 1;
max[PlasmaBarrelPack] = 1;
max[ELFBarrelPack] = 1;
max[InventoryDeployable]= 1;
//max[AmmoDeployable] = 1;
max[MotionSensorDeployable] = 1;
max[PulseSensorDeployable] = 1;
max[TurretOutdoorDeployable] = 1;
max[TurretIndoorDeployable] = 1;
//max[MineAir] = 3;
//max[MineLand] = 3;
//max[MineSticky] = 3;
max[FlashGrenade] = 8;
max[ConcussionGrenade] = 8;
max[FlareGrenade] = 8;
max[TargetingLaser] = 1;
max[ELFGun] = 1;
max[ShockLance] = 1;
max[CameraGrenade] = 8;
max[Beacon] = 3;
//max[Rock] = 1;
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)
{
}
function Armor::onDisabled(%this,%obj,%state)
{
%fadeTime = 1000;
%obj.startFade( %fadeTime, ($CorpseTimeoutValue) - %fadeTime, true );
%obj.schedule($CorpseTimeoutValue, "delete");
}
function Armor::shouldApplyImpulse(%data, %obj)
{
return true;
}
$wasFirstPerson = true;
function Armor::onMount(%this,%obj,%vehicle,%node)
{
if (%node == 0)
{
// Node 0 is the pilot's pos.
%obj.setTransform("0 0 0 0 0 1 0");
%obj.setActionThread(%vehicle.getDatablock().mountPose[%node],true,true);
if(!%obj.inStation)
%obj.lastWeapon = (%obj.getMountedImage($WeaponSlot) == 0 ) ? "" : %obj.getMountedImage($WeaponSlot).getName().item;
%obj.unmountImage($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 $= "")
setTargetSensorGroup(%vehicle.getTarget(), %obj.client.getSensorGroup());
// Send a message to the client so they can decide if they want to change view or not:
commandToClient( %obj.client, 'VehicleMount' );
}
else
{
// tailgunner/passenger positions
if(%vehicle.getDataBlock().mountPose[%node] !$= "")
%obj.setActionThread(%vehicle.getDatablock().mountPose[%node]);
else
%obj.setActionThread("root", true);
}
// announce to any other passengers that you've boarded
if(%vehicle.getDatablock().numMountPoints > 1)
for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++)
if (%vehicle.getMountNodeObject(%i) > 0)
commandToClient(%pilot.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( $BackpackSlot, false );
//AI hooks
%obj.client.vehicleMounted = %vehicle;
AIVehicleMounted(%vehicle);
if(%obj.client.isAIControlled())
%this.AIonMount(%obj, %vehicle, %node);
}
function Armor::onUnmount( %this, %obj, %vehicle, %node )
{
if ( %node == 0 )
{
commandToClient( %obj.client, 'VehicleDismount' );
commandToClient(%obj.client, 'removeReticle');
if(%obj.inv[%obj.lastWeapon])
%obj.use(%obj.lastWeapon);
if(%obj.getMountedImage($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);
}
// announce to any other passengers that you've left
if(%vehicle.getDatablock().numMountPoints > 1)
for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++)
if (%vehicle.getMountNodeObject(%i) > 0)
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";
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() $= "Light")
{
//make sure the pilot seat is empty
if (!%col.getMountNodeObject(0))
%node = 0;
}
}
else
%node = findAIEmptySeat(%col, %obj);
}
else
%node = findEmptySeat(%col, %obj, %forceVehicleNode);
//now mount the player in the vehicle
if(%node >= 0)
{
// players can't be pilots, bombardiers or turreteers if they have
// "large" packs -- stations, turrets, turret barrels
if(hasLargePack(%obj)) {
// check to see if attempting to enter a "sitting" node
if(nodeIsSitting(%datablock, %node)) {
// send the player a message -- can't sit here with large pack
if(!%obj.noSitMessage)
{
%obj.noSitMessage = true;
%obj.schedule(2000, "resetSitMessage");
messageClient(%obj.client, 'MsgCantSitHere', '\c2Pack too large, can\'t occupy this seat.~wfx/misc/misc.error.wav');
}
return;
}
}
if(%col.noEnemyControl && %obj.team != %col.team)
return;
commandToClient(%obj.client,'SetDefaultVehicleKeys', true);
//If pilot or passenger then bind a few extra keys
if(%node == 0)
commandToClient(%obj.client,'SetPilotVehicleKeys', true);
else
commandToClient(%obj.client,'SetPassengerVehicleKeys', true);
if(!%obj.inStation)
%col.lastWeapon = ( %col.getMountedImage($WeaponSlot) == 0 ) ? "" : %col.getMountedImage($WeaponSlot).getName().item;
else
%col.lastWeapon = %obj.lastWeapon;
%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 $= %mine))
{
%grabbed = %obj.incInventory(%mine, %mineAmt);
if(%grabbed > 0)
{
%col.decInventory(%mine, %grabbed);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %mine.pickUpName);
%obj.client.setInventoryHudAmount(%mine, %obj.getInventory(%mine));
}
}
break;
}
}
// beacons
%beacAmt = %col.inv[Beacon];
if(%beacAmt)
{
%bTaken = %obj.incInventory(Beacon, %beacAmt);
if(%bTaken > 0)
{
%col.decInventory(Beacon, %bTaken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', Beacon.pickUpName);
%obj.client.setInventoryHudAmount(Beacon, %obj.getInventory(Beacon));
}
}
// repair kit
%rkAmt = %col.inv[RepairKit];
if(%rkAmt)
{
%rkTaken = %obj.incInventory(RepairKit, %rkAmt);
if(%rkTaken > 0)
{
%col.decInventory(RepairKit, %rkTaken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', RepairKit.pickUpName);
%obj.client.setInventoryHudAmount(RepairKit, %obj.getInventory(RepairKit));
}
}
}
if(%gotSomething)
%col.playAudio(0, CorpseLootingSound);
}
}
function Player::resetSitMessage(%obj)
{
%obj.noSitMessage = false;
}
function Player::setInvincible(%this, %val)
{
%this.invincible = %val;
}
function Player::causedRecentDamage(%this, %val)
{
%this.causedRecentDamage = %val;
}
function hasLargePack(%player)
{
%pack = %player.getMountedImage($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], 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(4000, "setMountVehicle", true);
// 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 = "";
}
function resetObserveFollow( %client, %dismount )
{
if( %dismount )
{
if( !isObject( %client.player ) )
return;
for( %i = 0; %i < %client.observeCount; %i++ )
{
%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++ )
{
%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;
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])
{
%mount.getDataBlock().damageObject(%mount, %sourceObject, %position, %amount, %damageType);
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;
else if(isObject(%sourceObject) && %sourceObject.getClassName() $= "Turret")
%sourceTeam = getTargetSensorGroup(%sourceObject.getTarget());
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)
{
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);
}