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JKMRES.GOO
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cog_weap_concrifle_m.cog
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Text File
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1998-02-25
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8KB
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278 lines
# Jedi Knight Missions Cog Script
#
# WEAP_CONCRIFLE.COG
#
# WEAPON 9 Script - Concussion Rifle
#
# The trusty weapon of the Bossk race. It fires a concussive blast with a maximum
# range of 30 meters, from there it creates an explosion that has a spread of about
# 4 meters in diameter.
#
# - Not affected by MagSealed sectors/surfaces.
#
# [YB & CYW] + [RF]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
model povModel=conv.3do local
model povModel_m=conv_m.3do local
model weaponMesh=cong.3do local
keyframe mountAnim=ConVmnt.key local
keyframe dismountAnim=ConVdis.key local
keyframe povfireAnim=ConVpst1.key local
keyframe holsterAnim=kyhlstr.key local
sound mountSound=df_rif_ready.wav local
sound dismountSound=PutWeaponAway01.wav local
sound fireSound=concuss5.wav local
sound outSound=concuss1.wav local
sound failSound=weapfail.wav local
flex fireWait=1.2 local
flex powerBoost local
flex autoAimFOV=30 local
flex autoAimMaxDist=5 local
flex holsterWait local
int dummy local
template projectile=+concbullet local
template projectile3=+concblast2 local
template projectileB=+swsparks local
thing player local
int trackID=-1 local
int mode local
int holsterTrack local
int selectMode=1 local
message activated
message deactivated
message selected
message deselected
#message newplayer
message autoselect
message fire
message timer
end
# ========================================================================================
code
fire:
// Check that the player is still alive.
if(GetThingHealth(player) <= 0)
{
Return;
}
// Check Ammo - If we are out, autoselect best weapon.
if(GetInv(player, 12) < 8.0)
{
PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80);
if(GetAutoSwitch() & 1)
SelectWeapon(player, GetWeaponBin(AutoSelectWeapon(player, 1)));
Return;
}
SendMessageEx(GetThingClassCog(GetLocalPlayerThing()), user1, 3, 0, 0, 0);
SetPOVShake('0.0 -.03 0.0', '4.0 0.0 0.0', .05, 80.0);
if (GetInv(player, 93) > 0.0)
{
dummy = FireProjectile(player, projectileB, failSound, 18, '0.0 0.0 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimMaxDist);
ChangeInv(player, 12, -4.0);
}
else
{
if (mode == 0)
{
dummy = FireProjectile(player, projectile, fireSound, 18, '0.02 0.15 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimMaxDist);
ChangeInv(player, 12, -8.0);
}
else
{
dummy = FireProjectile(player, projectile3, fireSound, 18, '0.0 0.0 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimMaxDist);
ChangeInv(player, 12, -4.0);
}
// Provide a kick backwards
ApplyForce(player, VectorScale(GetThingLVec(player), -80));
}
jkPlayPOVKey(player, povfireAnim, 1, 0x38);
powerBoost = GetInv(player, 63);
ChangeFireRate(player, fireWait/powerBoost);
Return;
# ........................................................................................
activated:
player = GetSourceRef();
mode = GetSenderRef();
if (GetInv(player, 93) > 0.0)
SendMessageEx(GetThingClassCog(player), skill, 1100, 0, 0, 0);
jkSetWaggle(player, '0.0 0.0 0.0', 0);
powerBoost = GetInv(player, 63);
ActivateWeapon( player, fireWait/powerBoost, mode );
Return;
# ........................................................................................
deactivated:
player = GetSourceRef();
mode = GetSenderRef();
jkSetWaggle(player, '10.0 7.0 0.0', 350);
DeactivateWeapon( player, mode );
Return;
# ........................................................................................
selected:
player = GetSourceRef();
// Play external mounting animation
PlayMode(player, 41);
// Setup the meshes and models.
if (GetInv(player, 67) == 0.0)
jkSetPOVModel(player, povModel); // Kyle hand
else
jkSetPOVModel(player, povModel_m); // Mara Hand
SetArmedMode(player, 1);
jkSetWeaponMesh(player, weaponMesh);
jkSetWaggle(player, '10.0 7.0 0.0', 350);
// Play mounting sound.
PlaySoundThing(mountSound, player, 1.0, -1.0, -1.0, 0x80);
// Play the animation (NOLOOP + UNIQUE + ENDPAUSE).
// The animation is held at the last frame after it is played.
trackID = jkPlayPOVKey(player, mountAnim, 0, 20);
SetMountWait(player, GetKeyLen(mountAnim));
// Clear saber flags, and allow activation of the weapon
jkClearFlags(player, 0x5);
SetCurWeapon(player, 9);
// Check Ammo - If we are out, autoselect best weapon.
if(GetInv(player, 12) < 2.0)
{
PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80);
if(GetAutoSwitch() & 1)
SelectWeapon(player, GetWeaponBin(AutoSelectWeapon(player, 1)));
}
Return;
# ........................................................................................
deselected:
player = GetSourceRef();
PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80);
jkPlayPOVKey(player, dismountAnim, 0, 18);
holsterWait = GetKeyLen(holsterAnim);
SetMountWait(player, holsterWait);
holsterTrack = PlayKey(player, holsterAnim, 1, 0x4);
SetTimerEx(holsterWait, 2, 0.0, 0.0);
if (trackID != -1)
{
jkStopPOVKey(player, trackID, 0);
trackID = -1;
}
jkSetWaggle(player, '0.0 0.0 0.0', 0);
Return;
# ........................................................................................
//newplayer:
// player = GetSourceRef();
//
// // Make sure that if the player is respawning, the old mount isn't playing anymore.
// if (trackID != -1)
// jkStopPOVKey(player, trackID, 0);
//
// Return;
# ........................................................................................
autoselect:
selectMode = GetSenderRef();
player = GetSourceRef();
// If the player has the weapon
if(GetInv(player, 9) != 0.0)
{
// If the player has ammo
if(GetInv(player, 12) >= 8.0)
{
// query for ammo
if(selectMode == -1)
{
ReturnEx(1000.0);
Return;
}
if((selectMode == 0) && !(GetAutoPickup() & 2))
{
ReturnEx(1000.0);
Return;
}
if((selectMode == 1) && !(GetAutoSwitch() & 2))
{
ReturnEx(1000.0);
Return;
}
if((selectMode == 2) && !(GetAutoPickup() & 2))
{
ReturnEx(1000.0);
Return;
}
ReturnEx(-2.0);
Return;
}
else
{
ReturnEx(-1.0);
}
}
else
{
ReturnEx(-1.0);
}
Return;
# ........................................................................................
timer:
StopKey(player, holsterTrack, 0.0);
Return;
end