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 WeaponImageOnClipEmpty(coScriptObject thisobj, coPlayer obj, int slot) { thisobj.schedule("0", "reloadAmmoClip", obj, slot.AsString()); }
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 WeaponImageOnUnmount(coScriptObject thisobj, coPlayer player, int slot) { coGameConnection client = player["client"]; if (client != "" && player["isAiControlled"].AsBool()) GameConnectionRefreshWeaponHud(client, 0, "", "", "", 0); }
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 WeaponOnInventory(coScriptObject thisobj, coShapeBase obj, int amount) { if (amount != 0 || !obj.isMethod("getMountSlot")) return; int slot = obj.getMountSlot(thisobj["image"]); obj.unmountImage(slot); }
public void WeaponOnPickup(coScriptObject thisobj, string obj, coShapeBase shape, int amount, int nameSpaceDepth) { int nsd = (nameSpaceDepth + 1); if (!console.ParentExecute(thisobj, "onPickup", nsd, new string[] { thisobj, obj, shape, amount.AsString() }).AsBool()) return; AudioServerPlay3D("WeaponPickupSound", shape.getTransform()); if (shape.getClassName() == "Player" && shape.getMountedImage(WeaponSlot) == 0) shape.call("use", thisobj); }