//-------------------------------------- // SuperChaingun //-------------------------------------- //-------------------------------------------------------------------------- // Projectile //-------------------------------------- datablock TracerProjectileData(SuperChaingunBullet) { doDynamicClientHits = true; directDamage =0.0825 * 4; directDamageType = $DamageType::SuperChaingun; explosion = ChaingunExplosion; splash = ChaingunSplash; hasDamageRadius = true; indirectDamage = 0.45 * 400; damageRadius = 4.0 * 2; radiusDamageType = $DamageType::SuperChaingun; kickBackStrength = 1750; sound = ChaingunProjectile; dryVelocity = 425.0; wetVelocity = 100.0; velInheritFactor = 1.0; fizzleTimeMS = 3000; lifetimeMS = 3000; explodeOnDeath = false; reflectOnWaterImpactAngle = 0.0; explodeOnWaterImpact = false; deflectionOnWaterImpact = 0.0; fizzleUnderwaterMS = 3000; tracerLength = 15.0; tracerAlpha = false; tracerMinPixels = 6; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerTex[0] = "special/tracer00"; tracerTex[1] = "special/tracercross"; tracerWidth = 0.10; crossSize = 0.20; crossViewAng = 0.990; renderCross = true; decalData[0] = ChaingunDecal1; decalData[1] = ChaingunDecal2; decalData[2] = ChaingunDecal3; decalData[3] = ChaingunDecal4; decalData[4] = ChaingunDecal5; decalData[5] = ChaingunDecal6; hasLight = true; lightRadius = 5.0; lightColor = "0.5 0.5 0.175"; }; //-------------------------------------------------------------------------- // Ammo //-------------------------------------- datablock ItemData(SuperChaingunAmmo) { className = Ammo; catagory = "Ammo"; shapeFile = "ammo_chaingun.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "some super chaingun ammo"; computeCRC = true; }; //-------------------------------------------------------------------------- // Weapon //-------------------------------------- datablock ShapeBaseImageData(SuperChaingunImage) { className = WeaponImage; shapeFile = "weapon_chaingun.dts"; item = SuperChaingun; ammo = SuperChaingunAmmo; projectile = SuperChaingunBullet; projectileType = TracerProjectile; emap = true; casing = ShellDebris; shellExitDir = "0.3 0.5 1.0"; shellExitOffset = "0.15 -0.56 -0.1"; shellExitVariance = 15.0; shellVelocity = 4.0; projectileSpread = 2.0 / 1000.0; //-------------------------------------- stateName[0] = "Activate"; stateSequence[0] = "Activate"; stateSound[0] = ChaingunSwitchSound; stateAllowImageChange[0] = false; // stateTimeoutValue[0] = 0.5; stateTransitionOnTimeout[0] = "Ready"; stateTransitionOnNoAmmo[0] = "NoAmmo"; //-------------------------------------- stateName[1] = "Ready"; stateSpinThread[1] = Stop; // stateTransitionOnTriggerDown[1] = "Spinup"; stateTransitionOnNoAmmo[1] = "NoAmmo"; //-------------------------------------- stateName[2] = "NoAmmo"; stateTransitionOnAmmo[2] = "Ready"; stateSpinThread[2] = Stop; stateTransitionOnTriggerDown[2] = "DryFire"; //-------------------------------------- stateName[3] = "Spinup"; stateSpinThread[3] = SpinUp; stateSound[3] = ChaingunSpinupSound; // stateTimeoutValue[3] = 0.0; stateWaitForTimeout[3] = false; stateTransitionOnTimeout[3] = "Fire"; stateTransitionOnTriggerUp[3] = "Spindown"; //-------------------------------------- stateName[4] = "Fire"; stateSequence[4] = "Fire"; stateSequenceRandomFlash[4] = true; stateSpinThread[4] = FullSpeed; stateSound[4] = ChaingunFireSound; //stateRecoil[4] = LightRecoil; stateAllowImageChange[4] = false; stateScript[4] = "onFire"; stateFire[4] = true; stateEjectShell[4] = true; // stateTimeoutValue[4] = 0.01; stateTransitionOnTimeout[4] = "Fire"; stateTransitionOnTriggerUp[4] = "Spindown"; stateTransitionOnNoAmmo[4] = "EmptySpindown"; //-------------------------------------- stateName[5] = "Spindown"; stateSound[5] = ChaingunSpinDownSound; stateSpinThread[5] = SpinDown; // stateTimeoutValue[5] = 0.0; stateWaitForTimeout[5] = true; stateTransitionOnTimeout[5] = "Ready"; stateTransitionOnTriggerDown[5] = "Spinup"; //-------------------------------------- stateName[6] = "EmptySpindown"; stateSound[6] = ChaingunSpinDownSound; stateSpinThread[6] = SpinDown; // stateTimeoutValue[6] = 0.5; stateTransitionOnTimeout[6] = "NoAmmo"; //-------------------------------------- stateName[7] = "DryFire"; stateSound[7] = ChaingunDryFireSound; stateTimeoutValue[7] = 0.5; stateTransitionOnTimeout[7] = "NoAmmo"; }; datablock ItemData(SuperChaingun) { className = Weapon; catagory = "Spawn Items"; shapeFile = "weapon_chaingun.dts"; image = SuperChaingunImage; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "a super chaingun"; computeCRC = true; emap = true; }; function SuperChaingunImage::onFire(%data,%obj,%slot) { if (%obj.superChaingunMode == 1) { %pos = %obj.getMuzzlePoint(%slot); %vec = %obj.getMuzzleVector(%slot); %res = containerRayCast(%pos,vectorAdd(%pos,vectorScale(%vec,2000)), $TypeMasks::PlayerObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType,%obj); if (%res) %hitLoc = getWords(%res,1,3); else %hitLoc = vectorAdd(%pos,vectorScale(%vec,2000)); %p = discharge(%pos,%vec); %p.setEnergyPercentage(1); createLifeLight(%hitLoc,1,1000); addToShock(%p); %p.schedule(1000,"delete"); zap(0,25,%hitLoc); %obj.decInventory(%data.ammo,1); } else if (%obj.superChaingunMode > 1) { if (!(%obj.lasteffectpulse+2000 < getSimTime())) return; %obj.lasteffectpulse = GetSimTime(); %pos = %obj.getMuzzlePoint(%slot); %vec = %obj.getMuzzleVector(%slot); %res = containerRayCast(%pos,vectorAdd(%pos,vectorScale(%vec,2000)), $TypeMasks::PlayerObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType| $TypeMasks::ForceFieldObjectType ,%obj); if (%res) Aidpulse(getWords(%res,1,3),%obj.client,%obj.superChaingunMode-2); } else //for (%i = 0; %i < 1; %i++) //{ Parent::onFire(%data, %obj, %slot); //} } function SuperChaingunImage::onMount(%this,%obj,%slot) { %obj.usingSuperChaingun = true; if (!%obj.superChaingunMode) %obj.superChaingunMode = 0; if (!%obj.superChaingunMode2) %obj.superChaingunMode2 = 0; displaySCGStatus(%obj); WeaponImage::onMount(%this,%obj,%slot); } function SuperChaingunImage::onUnmount(%data, %obj, %slot) { %obj.usingSuperChaingun = false; WeaponImage::onUnmount(%data, %obj, %slot); } function displaySCGStatus(%obj) { if (%obj.superChaingunMode == 1) bottomPrint(%obj.client,">>>Super Chain Gun<<<\nIons. Progression: " @ ($Ion::StopIon ? "disabled" : "enabled") @ ".",2,2); else if (%obj.superChaingunMode == 2) bottomPrint(%obj.client,">>>Super Chain Gun<<<\nRepair Pulse.",2,2); else if (%obj.superChaingunMode == 3) bottomPrint(%obj.client,">>>Super Chain Gun<<<\nCloak Pulse.",2,2); else if (%obj.superChaingunMode == 4) bottomPrint(%obj.client,">>>Super Chain Gun<<<\nDeconstruction Pulse",2,2); else if (%obj.superChaingunMode == 5) bottomPrint(%obj.client,">>>Super Chain Gun<<<\nElectro-static Pulse.",2,2); else if (%obj.superChaingunMode == 6) bottomPrint(%obj.client,">>>Super Chain Gun<<<\nMorph Pulse.",2,2); else bottomPrint(%obj.client,">>>Super Chain Gun<<<\nRapid fire bullets.",2,2); }