public string ProximityMineDataOnThrow(coItemData datablock, coPlayer player, int amount)
            {
            ShapeBaseShapeBaseDecInventory(player, datablock, 1);

            Torque_Class_Helper tch = new Torque_Class_Helper("ProximityMine", "");
            tch.Props.Add("datablock", datablock);
            tch.Props.Add("sourceObject", player);
            tch.Props.Add("rotation", string.Format("\"0 0 1 {0} \"", new Random().NextDouble()*360));
            tch.Props.Add("static", "false");
            tch.Props.Add("client", player["client"]);
            coProximityMine pm = (tch.Create());

            ((coSimSet) "MissionCleanup").pushToBack(pm);

            return pm;
            }
        public string RocketLauncherImageOnAltFire(coItem thisobj, coPlayer obj, string slot)
            {
            int currentAmmo = ShapeBaseShapeBaseGetInventory(obj, (thisobj["ammo"]));
            if (currentAmmo < thisobj["loadCount"].AsInt())
                thisobj["loadCount"] = currentAmmo.AsString();
            coProjectile projectile = null;
            for (int shotCount = 0; shotCount < thisobj["loadCount"].AsInt(); shotCount++)
                {
                // Decrement inventory ammo. The image's ammo state is updated
                // automatically by the ammo inventory hooks.
                ShapeBaseShapeBaseDecInventory(obj, (thisobj["ammo"]), 1);
                // We fire our weapon using the straight ahead aiming point of the gun
                // We'll need to "skew" the projectile a little bit.  We start by getting
                // the straight ahead aiming point of the gun
                Point3F vec = obj.getMuzzleVector(slot.AsInt());
                Random r = new Random();
                TransformF matrix = new TransformF();
                matrix.MPosition.x = (float) ((r.NextDouble() - .5)*2*Math.PI*0.008);
                matrix.MPosition.y = (float) ((r.NextDouble() - .5)*2*Math.PI*0.008);
                matrix.MPosition.z = (float) ((r.NextDouble() - .5)*2*Math.PI*0.008);
                TransformF mat = math.MatrixCreateFromEuler(matrix);

                // Which we'll use to alter the projectile's initial vector with
                TransformF muzzleVector = math.MatrixMulVector(mat, vec);

                // Get the player's velocity, we'll then add it to that of the projectile
                TransformF objectVelocity = new TransformF(obj.getVelocity());

                muzzleVector = muzzleVector.vectorScale(thisobj["projectile.muzzleVelocity"].AsFloat());
                objectVelocity = objectVelocity.vectorScale(thisobj["projectile.velInheritFactor"].AsFloat());
                TransformF muzzleVelocity = muzzleVector + objectVelocity;

                Torque_Class_Helper tch = new Torque_Class_Helper(thisobj["projectileType"], "");
                tch.Props.Add("dataBlock", thisobj["projectile"]);
                tch.Props.Add("initialVelocity", '"' + muzzleVelocity.ToString() + '"');
                tch.Props.Add("initialPosition", '"' + obj.getMuzzlePoint(slot.AsInt()).AsString() + '"');
                tch.Props.Add("sourceObject", obj);
                tch.Props.Add("sourceSlot", slot);
                tch.Props.Add("client", obj["client"]);


                projectile = tch.Create();
                ((coSimSet) "MissionCleanup").pushToBack(projectile);
                }
            return projectile;
            }
        public void WeaponOnUser(coScriptObject data, coPlayer obj)
            {
            if (obj.getMountedImage(WeaponSlot) == data["image"].AsInt())
                return;

            AudioServerPlay3D("WeaponUseSound", obj.getTransform());


            obj.mountImage(data["image"], WeaponSlot, true, "");

            if (obj["client"].AsBool())
                {
                if (data["description"] != "")

                    MessageClient(obj["client"], "MsgWeaponUsed", "\\c3%1 \\c5 selected.", data["description"]);
                else
                    MessageClient(obj["client"], "MsgWeaponUsed", console.addTaggedString(@"\c0Weapon selected"));
                }

            if (obj.isInNamespaceHierarchy("Player"))
                return;

            obj.allowAllPoses();
            coSimObject image = data["image"];

            if (image["jumpingDisallowed"].AsBool())
                obj.allowJumping(false);

            if (image["jetJumpingDisallowed"].AsBool())
                obj.allowJetJumping(false);

            if (image["sprintDisallowed"].AsBool())
                obj.allowSprinting(false);

            if (image["crouchDisallowed"].AsBool())
                obj.allowCrouching(false);

            if (image["proneDisallowed"].AsBool())
                obj.allowProne(false);

            if (image["swimmingDisallowed"].AsBool())
                obj.allowSwimming(false);
            }
        public void HealthPatchOnCollision(coItemData healthkit_datablock, coSceneObject healthkit_instance, coPlayer player)
            {
            if (player.getDamageLevel() <= 0.00 || player.getState() == "Dead")
                return;

            player.applyRepair(healthkit_datablock["repairAmount"].AsFloat());

            healthkit_instance.call("schedulePop");


            //coGameConnection client = player["client"];
            //if (!client.isObject())
            //    return;
            //using (BackgroundWorker bwr = new BackgroundWorker())
            //    {
            //    bwr.DoWork += bwr_UpdateHealth;
            //    bwr.RunWorkerAsync(new HealthKitHelper(player, healthkit_instance));
            //    }

            AudioServerPlay3D("HealthUseSound", player.getTransform());
            }
        public void WeaponImageOnMount(coScriptObject thisobj, coPlayer player, int slot)
            {
            coGameConnection client = player["client"];

            string ammoName = "";
            ammoName = ((coItemData)thisobj["ammo"]).getName();


            int currentammo = 0;
            int ammountinClips = 0;
            if (thisobj.isField("clip"))
                {
                if (ShapeBaseShapeBaseGetInventory(player, thisobj["ammo"]).AsBool())
                    {
                    player.setImageAmmo(slot, true);
                    currentammo = ShapeBaseShapeBaseGetInventory(player, thisobj["ammo"]);
                    }
                else if (ShapeBaseShapeBaseGetInventory(player, thisobj["clip"]) > 0)
                    {
                    ShapeBaseShapeBaseSetInventory(player, thisobj["ammo"], thisobj["ammo.maxInventory"].AsInt());
                    player.setImageAmmo(slot, true);

                    currentammo = thisobj["ammo.maxInventory"].AsInt();
                    ammountinClips += player["remaining" + ammoName].AsInt();
                    }
                else
                    {
                    ammountinClips += player["remaining" + ammoName].AsInt();
                    }

                ammountinClips = ShapeBaseShapeBaseGetInventory(player, thisobj["clip"]);
                ammountinClips *= thisobj["ammo.maxInventory"].AsInt();

                if ((player["client"] != "") && !player["isAiControlled"].AsBool())
                    {
                    GameConnectionRefreshWeaponHud(client, currentammo, thisobj["item.previewImage"], thisobj["item.reticle"], thisobj["item.zoomReticle"], ammountinClips);
                    }
                }
            else if (thisobj["ammo"] != "")
                {
                if (ShapeBaseShapeBaseGetInventory(player, thisobj["ammo"]).AsBool())
                    {
                    player.setImageAmmo(slot, true);
                    currentammo = ShapeBaseShapeBaseGetInventory(player, thisobj["ammo"]);
                    }
                else
                    currentammo = 0;


                if (player["client"] != "" && !player["isAiControlled"].AsBool())
                    GameConnectionRefreshWeaponHud(client, 1, thisobj["item.previewImage"], thisobj["item.reticle"], thisobj["item.zoomReticle"], currentammo);
                }
            }
 public void ProxMineImageOnFire(coProximityMineData image, coPlayer player, int slot)
     {
     ShapeBaseShapeBaseThrow(player, image["item"]);
     }
Beispiel #7
0
        public void GameConnectionOnDeath(coGameConnection client, coPlayer sourceobject, coGameConnection sourceclient, string damagetype, string damloc)
            {
            if (client.isObject())
                {
                if (client["ownedTurrets"] == "")
                    client["ownedTurrets"] = new Torque_Class_Helper("SimSet").Create().AsString();

                coSimSet simSet = client["ownedTurrets"];

                for (uint i = 0; i < simSet.getCount(); i++)
                    {
                    ((coSimObject)simSet.getObject(i)).schedule("10", "delete");
                    }
                }


            // clear the weaponHUD

            GameConnectionRefreshWeaponHud(client, 0, "", "", "", 0);

            coPlayer player = client["player"];

            // Clear out the name on the corpse
            player.setShapeName("");

            // Update the numerical Health HUD

            //PlayerUpdateHealth(player);


            // Switch the client over to the death cam and unhook the player object.
            coCamera camera = client["camera"];

            if (camera.isObject() && player.isObject())
                {
                camera.call("setMode", "Corpse", player, "", "");
                client.setControlObject(camera);
                }
            else
                {
                console.print("------------>Failed to Switch the client over to the death cam.");
                }

            client["player"] = "0";

            // Display damage appropriate kill message
            string sendMsgFunction = "sendMsgClientKilled_" + damagetype;
            if (!console.isFunction(sendMsgFunction))
                {
                sendMsgFunction = "sendMsgClientKilled_Default";
                }

            console.Call(sendMsgFunction, new string[] { "MsgClientKilled", client, sourceclient, damloc });
            // Dole out points and check for win
            if ((damagetype == "Suicide") || (sourceclient == client))
                {
                IncDeaths(client, "1", "1");
                IncScore(client, "-1", "0");
                }
            else
                {
                IncDeaths(client, "1", "0");
                IncScore(sourceclient, "1", "1");
                IncKills(sourceclient, "1", "0");
                }
            }
Beispiel #8
0
        public void GameConnectionLoadOut(coGameConnection client, coPlayer player)
            {
            ShapeBaseClearWeaponCycle(player);

            ShapeBaseShapeBaseSetInventory(player, "Ryder", 1);
            ShapeBaseShapeBaseSetInventory(player, "RyderClip", ShapeBaseShapeBaseMaxInventory(player, "RyderClip"));
            ShapeBaseShapeBaseSetInventory(player, "RyderAmmo", ShapeBaseShapeBaseMaxInventory(player, "RyderAmmo"));

            ShapeBaseAddToWeaponCycle(player, "Ryder");


            ShapeBaseShapeBaseSetInventory(player, "Lurker", 1);
            ShapeBaseShapeBaseSetInventory(player, "LurkerClip", ShapeBaseShapeBaseMaxInventory(player, "LurkerClip"));
            ShapeBaseShapeBaseSetInventory(player, "LurkerAmmo", ShapeBaseShapeBaseMaxInventory(player, "LurkerAmmo"));

            ShapeBaseAddToWeaponCycle(player, "Lurker");

            ShapeBaseShapeBaseSetInventory(player, "LurkerGrenadeLauncher", 1);
            ShapeBaseShapeBaseSetInventory(player, "LurkerGrenadeAmmo", ShapeBaseShapeBaseMaxInventory(player, "LurkerGrenadeAmmo"));

            ShapeBaseAddToWeaponCycle(player, "LurkerGrenadeLauncher");

            ShapeBaseShapeBaseSetInventory(player, "ProxMine", ShapeBaseShapeBaseMaxInventory(player, "ProxMine"));

            ShapeBaseAddToWeaponCycle(player, "ProxMine");


            ShapeBaseShapeBaseSetInventory(player, "DeployableTurret", ShapeBaseShapeBaseMaxInventory(player, "DeployableTurret"));
            ShapeBaseAddToWeaponCycle(player, "DeployableTurret");


            coSimDataBlock playerdatablock = player.getDataBlock();
            string junk = playerdatablock["mainWeapon.image"];

            if (junk == "")
                player.mountImage("LurkerWeaponImage", 0, true, "");
            else
                player.mountImage(junk, 0, true, "");

            //ShapeBase.mountImage(player, junk == "" ? junk : "LurkerWeaponImage", 0, true, "");
            }
 public void ProxMineImageOnUnmount(coProximityMineData thisobj, coPlayer player, int slot)
     {
     GameConnectionRefreshWeaponHud(player["client"], 0, "", "", "", 0);
     }
        public void ServerCmdcarUnmountObj(coGameConnection client, coPlayer obj)
            {
            obj.unmount();
            obj.setControlObject(obj);

            TransformF ejectpos = obj.getTransform();
            ejectpos += new TransformF(0, 0, 5);
            obj.setTransform(ejectpos);

            coVehicle mvehicle = obj["mVehicle"];

            Point3F ejectvel = mvehicle.getVelocity();
            ejectvel += new Point3F(0, 0, 10);

            ejectvel = ejectvel.vectorScale(((coSimDataBlock) (obj.getDataBlock()))["mass"].AsFloat());

            obj.applyImpulse(ejectpos.MPosition, ejectvel);
            }
 public void ShapeBaseAddToWeaponCycle(coPlayer player, string weapon)
     {
     player["cycleWeapon[" + player["totalCycledWeapons"].AsString() + "]"] = weapon;
     player["totalCycledWeapons"] = (player["totalCycledWeapons"].AsInt() + 1).AsString();
     }
 public void WeaponImageOnClipEmpty(coScriptObject thisobj, coPlayer obj, int slot)
     {
     thisobj.schedule("0", "reloadAmmoClip", obj, slot.AsString());
     }
        public int WeaponImageStashSpareAmmo(coItemData thisobj, coPlayer player)
            {
            // If the amount in our pocket plus what we are about to add from the clip
            // Is over a clip, add a clip to inventory and keep the remainder
            // on the player
            coItemData ammo = thisobj["ammo"];
            if (ShapeBaseShapeBaseGetInventory(player, ammo) < thisobj["ammo.maxInventory"].AsInt())
                {
                string nameOfAmmoField = "remaining" + ammo.getName();


                int amountInPocket = player[nameOfAmmoField].AsInt();

                int amountIngun = ShapeBaseShapeBaseGetInventory(player, thisobj["ammo"]);
                int combinedammo = amountInPocket + amountIngun;

                if (combinedammo >= thisobj["ammo.maxInventory"].AsInt())
                    {
                    player[nameOfAmmoField] = (combinedammo - thisobj["ammo.maxInventory"].AsInt()).AsString();

                    ShapeBaseShapeBaseIncInventory(player, thisobj["clip"], 1);
                    }
                else if (ShapeBaseShapeBaseGetInventory(player, thisobj["clip"]) > 0)
                    player[nameOfAmmoField] = combinedammo.AsString();

                return player[nameOfAmmoField].AsInt();
                }

            return 0;
            }
 public int VehicleDataFindEmptySeat(coVehicleData thisobj, coVehicle vehicle, coPlayer player)
     {
     for (int i = 0; i < thisobj["numMountPoints"].AsInt(); i++)
         {
         int node = vehicle.getMountNodeObject(i);
         if (node != 0)
             return i;
         }
     return -1;
     }
 public int VehicleDataSwitchSeats(coVehicleData thisobj, coVehicle vehicle, coPlayer player)
     {
     for (int i = 0; i < thisobj["numMountPoints"].AsInt(); i++)
         {
         int node = vehicle.getMountNodeObject(i);
         if (node == player || node > 0)
             continue;
         if (node == 0)
             return i;
         }
     return -1;
     }
        public void VehicleDataSetMountVehicle(coVehicleData thisobj, coVehicle vehicle, coPlayer player)
            {
            if (!vehicle.isObject() || vehicle.getDamageState() == "Destroyed")
                return;

            int node = VehicleDataFindEmptySeat(thisobj, vehicle, player);
            if (node == -1)
                return;
            vehicle.mountObject(player, node, new TransformF(true));
            player["mVehicle"] = vehicle;
            }
 public void VehicleDataMountPlayer(coVehicleData thisobj, coVehicle vehicle, coPlayer player)
     {
     if (!vehicle.isObject() || vehicle.getDamageState() == "Destroyed")
         return;
     player.startFade(1000, 0, true);
     thisobj.schedule("1000", "setMountVehicle", vehicle, player);
     player.schedule("1500", "startFade", "1000", "0", "false");
     }
Beispiel #18
0
        public TransformF PointInSpawnSphere(coPlayer objectToSpawn, coSpawnSphere spawnSphere)
            {
            bool spawnLocationFound = false;
            int attemptsToSpawn = 0;

            TransformF spherLocationP3F = new TransformF();


            while (!spawnLocationFound && attemptsToSpawn < 5)
                {
                spherLocationP3F = spawnSphere.getTransform();

                Random r = new Random();

                float angleY = (float)tMath.mDegToRad((r.NextDouble() * 100) * tMath.M_2PI_F);
                float angleXZ = (float)tMath.mDegToRad((r.NextDouble() * 100) * tMath.M_2PI_F);

                int radius = spawnSphere["radius"].AsInt();
                spherLocationP3F.MPosition.x += (float)(Math.Cos(angleY) * Math.Sin(angleXZ) * (r.Next(radius * -1, radius)));
                spherLocationP3F.MPosition.y += (float)(Math.Cos(angleXZ) * (r.Next(radius * -1, radius)));
                spawnLocationFound = true;

                // Now have to check that another object doesn't already exist at this spot.
                // Use the bounding box of the object to check if where we are about to spawn in is
                // clear.


                TransformF boundingboxsize = new TransformF(((coSimDataBlock)objectToSpawn.getDataBlock())["boundingBox"]);
                float searchRadius = boundingboxsize.MPosition.x;
                float boxSizeY = boundingboxsize.MPosition.y;
                if (boxSizeY > searchRadius)
                    {
                    searchRadius = boxSizeY;
                    }
                List<UInt32> objectsfound = console.ContainerRadiusSearch(spherLocationP3F.MPosition, searchRadius, (UInt32)SceneObjectTypesAsUint.PlayerObjectType, false);
                if (objectsfound.Count > 0)
                    spawnLocationFound = false;

                attemptsToSpawn++;
                }
            if (!spawnLocationFound)
                {
                spherLocationP3F = spawnSphere.getTransform();
                console.warn("WARNING: Could not spawn player after 5 times");
                }
            return spherLocationP3F;
            }
 public void WeaponImageOnUnmount(coScriptObject thisobj, coPlayer player, int slot)
     {
     coGameConnection client = player["client"];
     if (client != "" && player["isAiControlled"].AsBool())
         GameConnectionRefreshWeaponHud(client, 0, "", "", "", 0);
     }
        public void AmmoOnInventory(coItemData thisobj, coPlayer player, int amount)
            {
            coGameConnection client = player["client"];
            for (int i = 0; i < 8; i++)
                {
                coItemData image = player.getMountedImage(i);
                if (image <= 0)
                    continue;

                if (!image["ammo"].isObject())
                    continue;
                if (console.Call(image["ammo"], "getID") != console.Call(thisobj, "getID"))
                    continue;


                player.setImageAmmo(i, amount != 0);

                int currentammo = ShapeBaseShapeBaseGetInventory(player, thisobj);

                if (player.getClassName() != "Player")
                    continue;

                int amountInClips;

                if (thisobj["clip"].isObject())
                    {
                    amountInClips = ShapeBaseShapeBaseGetInventory(player, thisobj["clip"]);

                    amountInClips *= thisobj["maxInventory"].AsInt();

                    amountInClips += player["remaining" + thisobj.getName()].AsInt();
                    }
                else
                    {
                    amountInClips = currentammo;
                    currentammo = 1;
                    }
                if (player["client"] != "" && !player["isAiControlled"].AsBool())
                    {
                    GameConnectionSetAmmoAmountHud(client, currentammo, amountInClips);
                    }
                }
            }
        public void WeaponImageonWetFire(coScriptObject thisobj, coPlayer obj, int slot)
            {
            if (!thisobj["projectile"].isObject())
                {
                console.error("WeaponImage::onFire() - Invalid projectile datablock");
                return;
                }
            // Decrement inventory ammo. The image's ammo state is updated
            // automatically by the ammo inventory hooks.
            if (!thisobj["infiniteAmmo"].AsBool())
                ShapeBaseShapeBaseDecInventory(obj, thisobj["ammo"], 1);

            // Get the player's velocity, we'll then add it to that of the projectile
            int numProjectiles = thisobj["projectileNum"].AsInt();
            if (numProjectiles == 0)
                numProjectiles = 1;
            TransformF muzzleVector = new TransformF();

            for (int i = 0; i < numProjectiles; i++)
                {
                if (thisobj["wetProjectileSpread"].AsBool())
                    {
                    // We'll need to "skew" this projectile a little bit.  We start by
                    // getting the straight ahead aiming point of the gun
                    Point3F vec = obj.getMuzzleVector(slot);
                    // Then we'll create a spread matrix by randomly generating x, y, and z
                    // points in a circle
                    Random r = new Random();
                    TransformF matrix = new TransformF();
                    matrix.MPosition.x = (float)((r.NextDouble() - .5) * 2 * Math.PI * thisobj["wetProjectileSpread"].AsFloat());
                    matrix.MPosition.y = (float)((r.NextDouble() - .5) * 2 * Math.PI * thisobj["wetProjectileSpread"].AsFloat());
                    matrix.MPosition.z = (float)((r.NextDouble() - .5) * 2 * Math.PI * thisobj["wetProjectileSpread"].AsFloat());
                    TransformF mat = math.MatrixCreateFromEuler(matrix);

                    muzzleVector = math.MatrixMulVector(mat, vec);
                    }
                else
                    {
                    muzzleVector = new TransformF(obj.getMuzzleVector(slot));
                    }
                Point3F objectVelocity = obj.getVelocity();

                muzzleVector = muzzleVector.vectorScale(thisobj["wetProjectile.muzzleVelocity"].AsFloat());

                objectVelocity = objectVelocity.vectorScale(thisobj["wetProjectile.velInheritFactor"].AsFloat());
                Point3F muzzleVelocity = muzzleVector.MPosition + objectVelocity;

                Torque_Class_Helper tch = new Torque_Class_Helper(thisobj["projectileType"]);


                tch.Props.Add("dataBlock", thisobj["wetProjectile"]);
                tch.Props.Add("initialVelocity", '"' + muzzleVelocity.AsString() + '"');
                tch.Props.Add("initialPosition", '"' + obj.getMuzzlePoint(slot).AsString() + '"');
                tch.Props.Add("sourceObject", obj);
                tch.Props.Add("sourceSlot", slot.AsString());
                tch.Props.Add("client", obj["client"]);
                tch.Props.Add("sourceClass", obj.getClassName());

                coItem projectile = tch.Create();
                ((coSimSet)"MissionCleanup").pushToBack(projectile);
                }
            }
 public void DetonadeOnDestroyed(coSimDataBlock thisobj, coPlayer obj, string laststate)
     {
     RadiusDamage(obj, obj.getTransform().MPosition, 10, 25, "DetonadeDamage", 2000);
     }
        public void WeaponImageClearAmmoClip(coItemData thisobj, coPlayer obj, int slot)
            {
            //echo("WeaponImage::clearAmmoClip: " SPC %this SPC %obj SPC %slot);

            // if we're not empty put the remaining bullets from the current clip
            // in to the player's "pocket".

            if (!thisobj["clip"].isObject())
                return;
            // Commenting out this line will use a "hard clip" system, where
            // A player will lose any ammo currently in the gun when reloading.
            int pocketAmount = WeaponImageStashSpareAmmo(thisobj, obj);
            if (ShapeBaseShapeBaseGetInventory(obj, thisobj["clip"]) > 0 || pocketAmount != 0)
                obj.setImageAmmo(slot, false);
            }
 public void ProxMineOnUser(coProximityMine thisobj, coPlayer obj)
     {
     // Act like a weapon on use
     console.Call_Classname("Weapon", "onUse", new String[] {thisobj, obj});
     }
        public void AmmoClipOnPickup(coItem thisobj, string obj, coPlayer shape, string amount, int nameSpaceDepth)
            {
            int nsd = nameSpaceDepth + 1;

            if (!console.ParentExecute(thisobj, "onPickup", nsd, new string[] { thisobj, obj, shape, amount }).AsBool())
                return;

            AudioServerPlay3D("WeaponPickupSound", shape.getTransform());

            coItemData image = shape.getMountedImage(WeaponSlot);

            if (image == 0)
                return;

            if (!console.isField(image, "clip") || console.Call(string.Format("{0}.clip", image), "getID") != console.Call(thisobj, "getID"))
                return;

            bool outOfAmmo = !shape.getImageAmmo(WeaponSlot);

            int amountInClips = 0;

            int currentAmmo = ShapeBaseShapeBaseGetInventory(shape, image["ammo"]);

            if (console.isObject(image["clip"]))
                amountInClips = ShapeBaseShapeBaseGetInventory(shape, image["clip"]);

            int t = console.GetVarInt(string.Format("{0}.ammo.maxInventory", image));

            amountInClips *= t;

            int amountloadedingun = console.GetVarInt(string.Format("{0}.remaining{1}", obj, console.GetVarString(string.Format("{0}.ammo", this))));

            amountInClips += amountloadedingun;



            GameConnectionSetAmmoAmountHud(shape["client"], currentAmmo, amountInClips);

            if (outOfAmmo)
                console.Call(image, "onClipEmpty", new string[] { shape, WeaponSlot.AsString() });
            }
 public void ProxMineOnPickup(coProximityMine thisobj, coPlayer obj, string shape, string amount)
     {
     // Act like a weapon on pickup
     console.Call_Classname("Weapon", "onPickup", new string[] {thisobj, obj, shape, amount});
     }
 public void ShapeBaseClearWeaponCycle(coPlayer thisobj)
     {
     thisobj["totalCycledWeapons"] = "0";
     }
 public void ProxMineOnInventory(coProximityMine thisobj, coPlayer player, int amount)
     {
     coGameConnection client = player["client"];
     if (client.isObject())
         GameConnectionSetAmmoAmountHud(client, 1, amount);
     if ((amount == 0) && player.isMethod("getMountSlot"))
         ShapeBaseCycleWeapon(player, "prev");
     }
        public void ProxMineImageOnMount(coProximityMineData thisobj, coPlayer player, int slot)
            {
            player.setImageAmmo(slot, true);
            int numofmines = ShapeBaseShapeBaseGetInventory(player, (thisobj["item"]));

            string previewImage = thisobj["item.previewImage"];
            string reticle = thisobj["item.reticle"];
            string zoomReticle = thisobj["item.zoomReticle"];

            GameConnectionRefreshWeaponHud(player["client"], 1, previewImage, reticle, zoomReticle, numofmines);
            }
Beispiel #30
0
        public bool ItemDataOnPickUp(coItemData datablock, coItem item, coPlayer player, string amount)
            {
            int count = item["count"].AsInt();

            //string count = console.GetVarString(item + ".count");

            if (count == 0)
                {
                count = datablock["count"].AsInt();
                if (count == 0)
                    {
                    if (datablock["maxInventory"] != "")
                        {
                        if (count != datablock["maxInventory"].AsInt())
                            return false;
                        }
                    else
                        count = 1;
                    }
                }
            ShapeBaseShapeBaseIncInventory(player, (((coItemData)datablock).getName()), count);


            coGameConnection client = player["client"];
            if (client.isObject())
                MessageClient(client, "MsgItemPickup", console.ColorEncode(@"\c0You picked up %1"), datablock["pickupName"]);


            // If the item is a static respawn item, then go ahead and
            // respawn it, otherwise remove it from the world.
            // Anything not taken up by inventory is lost.

            if (item.isStatic())
                item.call("respawn");
            else
                item.delete();


            return true;
            }