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);
        }
Ejemplo n.º 2
0
        public void RadiusDamage(coShapeBase sourceobject, Point3F position, float radius, float damage, string damageType, float impulse)
        {
            // Use the container system to iterate through all the objects
            // within our explosion radius.  We'll apply damage to all ShapeBase
            // objects.
            Dictionary <uint, float> r = console.initContainerRadiusSearch(new Point3F(position), radius, (uint)SceneObjectTypesAsUint.ShapeBaseObjectType);
            float halfRadius           = radius / (float)2.0;

            foreach (coPlayer targetObject in r.Keys)
            {
                // Calculate how much exposure the current object has to
                // the explosive force.  The object types listed are objects
                // that will block an explosion.  If the object is totally blocked,
                // then no damage is applied.

                UInt32 mask = (uint)SceneObjectTypesAsUint.TerrainObjectType | (uint)SceneObjectTypesAsUint.StaticShapeObjectType | (uint)SceneObjectTypesAsUint.VehicleObjectType;

                float coverage = Util.calcExplosionCoverage(new Point3F(position), targetObject, mask);
                if (!coverage.AsBool())
                {
                    continue;
                }
                float dist = r[targetObject];
                // Calculate a distance scale for the damage and the impulse.
                // Full damage is applied to anything less than half the radius away,
                // linear scale from there.
                float distScale = (float)((dist < halfRadius) ? 1.0 : 1 - ((dist - halfRadius) / halfRadius));
                // Apply the damage
                ShapeBaseDamage(targetObject, sourceobject, position, (((damage) * coverage * distScale)), damageType);


                // Apply the impulse
                if (!impulse.AsBool())
                {
                    continue;
                }
                TransformF impulseVec = new TransformF(targetObject.getWorldBoxCenter()) - new TransformF(position);
                impulseVec = impulseVec.normalizeSafe();
                impulseVec = impulseVec.vectorScale(impulse * distScale);
                targetObject.applyImpulse(new Point3F(position), impulseVec.MPosition);
            }
        }