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129
docs/base/@vl2/scripts.vl2/scripts/weapons/targetingLaser.cs
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129
docs/base/@vl2/scripts.vl2/scripts/weapons/targetingLaser.cs
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//--------------------------------------------------------------------------
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// Targeting laser
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//
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//--------------------------------------------------------------------------
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datablock EffectProfile(TargetingLaserSwitchEffect)
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{
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effectname = "weapons/generic_switch";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock EffectProfile(TargetingLaserPaintEffect)
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{
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effectname = "weapons/targetinglaser_paint";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock AudioProfile(TargetingLaserSwitchSound)
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{
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filename = "fx/weapons/generic_switch.wav";
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description = AudioClosest3d;
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preload = true;
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effect = TargetingLaserSwitchEffect;
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};
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datablock AudioProfile(TargetingLaserPaintSound)
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{
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filename = "fx/weapons/targetinglaser_paint.wav";
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description = CloseLooping3d;
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preload = true;
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effect = TargetingLaserPaintEffect;
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};
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//--------------------------------------
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// Projectile
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//--------------------------------------
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datablock TargetProjectileData(BasicTargeter)
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{
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directDamage = 0.0;
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hasDamageRadius = false;
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indirectDamage = 0.0;
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damageRadius = 0.0;
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velInheritFactor = 1.0;
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maxRifleRange = 1000;
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beamColor = "0.1 1.0 0.1";
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startBeamWidth = 0.20;
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pulseBeamWidth = 0.15;
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beamFlareAngle = 3.0;
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minFlareSize = 0.0;
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maxFlareSize = 400.0;
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pulseSpeed = 6.0;
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pulseLength = 0.150;
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textureName[0] = "special/nonlingradient";
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textureName[1] = "special/flare";
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textureName[2] = "special/pulse";
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textureName[3] = "special/expFlare";
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beacon = true;
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};
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//--------------------------------------
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// Rifle and item...
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//--------------------------------------
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datablock ItemData(TargetingLaser)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_targeting.dts";
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image = TargetingLaserImage;
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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 targeting laser rifle";
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computeCRC = true;
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};
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datablock ShapeBaseImageData(TargetingLaserImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_targeting.dts";
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item = TargetingLaser;
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offset = "0 0 0";
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projectile = BasicTargeter;
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projectileType = TargetProjectile;
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deleteLastProjectile = true;
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usesEnergy = true;
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minEnergy = 3;
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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stateSound[0] = TargetingLaserSwitchSound;
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stateTimeoutValue[0] = 0.5;
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateName[1] = "ActivateReady";
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stateTransitionOnAmmo[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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stateEnergyDrain[3] = 3;
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stateFire[3] = true;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateTransitionOnTriggerUp[3] = "Deconstruction";
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stateTransitionOnNoAmmo[3] = "Deconstruction";
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stateSound[3] = TargetingLaserPaintSound;
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stateName[4] = "NoAmmo";
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stateTransitionOnAmmo[4] = "Ready";
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stateName[5] = "Deconstruction";
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stateScript[5] = "deconstruct";
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stateTransitionOnTimeout[5] = "Ready";
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};
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