public void ProximityMineDataDamage(coProximityMineData datablock, coProximityMine shapebase, TransformF position, coShapeBase source, string amount, string damageType) { // Explode if any damage is applied to the mine int r = 50 + (new Random().Next(0, 50)); shapebase.schedule(r.AsString(), "explode"); }
public void ProximityMineDataOnExplode(coProximityMineData datablock, coProximityMine shapebase, Point3F position) { // Damage objects within the mine's damage radius if (datablock["damageRadius"].AsFloat() > 0) { RadiusDamage(shapebase, position, datablock["damageRadius"].AsFloat(), datablock["radiusDamage"].AsFloat(), datablock["damageType"], datablock["areaImpulse"].AsFloat()); } }
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 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 void ProximityMineDataOnTriggered(coProximityMineData datablock, coProximityMine obj, string target) { }
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 ProxMineOnUser(coProximityMine thisobj, coPlayer obj) { // Act like a weapon on use console.Call_Classname("Weapon", "onUse", new String[] { thisobj, obj }); }