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337
docs/base/@vl2/scripts.vl2/scripts/weapons/blaster.cs
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337
docs/base/@vl2/scripts.vl2/scripts/weapons/blaster.cs
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//--------------------------------------
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// Default blaster
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//--------------------------------------
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//--------------------------------------------------------------------------
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// Force-Feedback Effects
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//--------------------------------------
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datablock EffectProfile(BlasterSwitchEffect)
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{
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effectname = "weapons/blaster_activate";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock EffectProfile(BlasterFireEffect)
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{
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effectname = "weapons/blaster_fire";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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//--------------------------------------------------------------------------
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// Sounds
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//--------------------------------------
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datablock AudioProfile(BlasterSwitchSound)
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{
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filename = "fx/weapons/blaster_activate.wav";
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description = AudioClosest3d;
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preload = true;
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effect = BlasterSwitchEffect;
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};
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datablock AudioProfile(BlasterFireSound)
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{
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filename = "fx/weapons/blaster_fire.WAV";
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description = AudioDefault3d;
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preload = true;
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effect = BlasterFireEffect;
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};
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datablock AudioProfile(BlasterProjectileSound)
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{
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filename = "fx/weapons/blaster_projectile.WAV";
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description = ProjectileLooping3d;
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preload = true;
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};
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datablock AudioProfile(blasterExpSound)
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{
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filename = "fx/weapons/blaster_impact.WAV";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(BlasterDryFireSound)
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{
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filename = "fx/weapons/chaingun_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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};
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//--------------------------------------------------------------------------
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// Splash
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//--------------------------------------------------------------------------
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datablock ParticleData( BlasterSplashParticle )
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{
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dragCoefficient = 1;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = -1.4;
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lifetimeMS = 300;
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lifetimeVarianceMS = 0;
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textureName = "special/droplet";
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colors[0] = "0.7 0.8 1.0 1.0";
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colors[1] = "0.7 0.8 1.0 0.5";
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colors[2] = "0.7 0.8 1.0 0.0";
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sizes[0] = 0.05;
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sizes[1] = 0.2;
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sizes[2] = 0.2;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData( BlasterSplashEmitter )
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{
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ejectionPeriodMS = 4;
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periodVarianceMS = 0;
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ejectionVelocity = 4;
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velocityVariance = 1.0;
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ejectionOffset = 0.0;
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thetaMin = 0;
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thetaMax = 50;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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lifetimeMS = 100;
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particles = "BlasterSplashParticle";
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};
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datablock SplashData(BlasterSplash)
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{
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numSegments = 15;
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ejectionFreq = 15;
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ejectionAngle = 40;
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ringLifetime = 0.35;
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lifetimeMS = 300;
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velocity = 3.0;
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startRadius = 0.0;
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acceleration = -3.0;
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texWrap = 5.0;
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texture = "special/water2";
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emitter[0] = BlasterSplashEmitter;
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colors[0] = "0.7 0.8 1.0 1.0";
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colors[1] = "0.7 0.8 1.0 1.0";
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colors[2] = "0.7 0.8 1.0 0.0";
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colors[3] = "0.7 0.8 1.0 0.0";
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times[0] = 0.0;
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times[1] = 0.4;
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times[2] = 0.8;
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times[3] = 1.0;
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};
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//--------------------------------------------------------------------------
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// Explosion
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//--------------------------------------
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datablock ParticleData(BlasterExplosionParticle1)
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{
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dragCoefficient = 2;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = -0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 000;
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textureName = "special/crescent4";
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colors[0] = "1.0 0.8 0.2 1.0";
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colors[1] = "1.0 0.4 0.2 1.0";
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colors[2] = "1.0 0.0 0.0 0.0";
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sizes[0] = 0.25;
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sizes[1] = 0.5;
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sizes[2] = 1.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(BlasterExplosionEmitter)
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{
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ejectionPeriodMS = 7;
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periodVarianceMS = 0;
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ejectionVelocity = 2;
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velocityVariance = 1.5;
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ejectionOffset = 0.0;
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thetaMin = 70;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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lifetimeMS = 200;
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particles = "BlasterExplosionParticle1";
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};
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datablock ParticleData(BlasterExplosionParticle2)
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{
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dragCoefficient = 2;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = -0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 000;
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textureName = "special/blasterHit";
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colors[0] = "1.0 0.2 0.2 1.0";
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colors[1] = "1.0 0.2 0.2 0.5";
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colors[2] = "1.0 0.0 0.0 0.0";
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sizes[0] = 0.3;
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sizes[1] = 0.90;
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sizes[2] = 1.50;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(BlasterExplosionEmitter2)
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{
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ejectionPeriodMS = 30;
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periodVarianceMS = 0;
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ejectionVelocity = 1;
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velocityVariance = 0.0;
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ejectionOffset = 0.0;
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thetaMin = 0;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = false;
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lifetimeMS = 200;
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particles = "BlasterExplosionParticle2";
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};
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datablock ExplosionData(BlasterExplosion)
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{
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soundProfile = blasterExpSound;
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emitter[0] = BlasterExplosionEmitter;
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emitter[1] = BlasterExplosionEmitter2;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock EnergyProjectileData(EnergyBolt)
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{
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emitterDelay = -1;
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directDamage = 0.15;
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directDamageType = $DamageType::Blaster;
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kickBackStrength = 0.0;
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bubbleEmitTime = 1.0;
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sound = BlasterProjectileSound;
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velInheritFactor = 0.5;
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explosion = "BlasterExplosion";
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splash = BlasterSplash;
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grenadeElasticity = 0.998;
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grenadeFriction = 0.0;
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armingDelayMS = 500;
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muzzleVelocity = 90.0;
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drag = 0.05;
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gravityMod = 0.0;
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dryVelocity = 200.0;
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wetVelocity = 150.0;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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hasLight = true;
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lightRadius = 3.0;
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lightColor = "0.5 0.175 0.175";
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scale = "0.25 20.0 1.0";
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crossViewAng = 0.99;
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crossSize = 0.55;
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lifetimeMS = 3000;
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blurLifetime = 0.2;
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blurWidth = 0.25;
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blurColor = "0.4 0.0 0.0 1.0";
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texture[0] = "special/blasterBolt";
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texture[1] = "special/blasterBoltCross";
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ShapeBaseImageData(BlasterImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_energy.dts";
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item = Blaster;
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projectile = EnergyBolt;
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projectileType = EnergyProjectile;
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usesEnergy = true;
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fireEnergy = 4;
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minEnergy = 4;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = BlasterSwitchSound;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.3;
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stateFire[3] = true;
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stateRecoil[3] = NoRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateSound[3] = BlasterFireSound;
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stateScript[3] = "onFire";
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateTimeoutValue[6] = 0.3;
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stateSound[6] = BlasterDryFireSound;
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stateTransitionOnTimeout[6] = "Ready";
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};
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datablock ItemData(Blaster)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_energy.dts";
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image = BlasterImage;
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a blaster";
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};
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