408 lines
8.9 KiB
Text
408 lines
8.9 KiB
Text
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/***********************************************************************
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weapon_lightningpistol.script
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***********************************************************************/
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object weapon_lightningpistol : weapon_base {
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void preinit();
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void init();
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void destroy();
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void Idle();
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void Fire();
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void Raise();
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void Lower();
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void Cleanup();
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void UpdateLightningEffect( vector hitPos, vector hitDir, float traceFraction, vector traceNormal );
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void DoLightning( boolean doDamage );
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void Overheat();
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void Reload() { Overheat(); }
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void LoadScopeGUI();
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void FreeScopeGUI();
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void OnIronSightsEnabled() { hide(); }
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void OnIronSightsDisabled() { show(); }
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void OnBecomeViewWeapon();
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void OnFinishViewWeapon();
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float range;
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object effect;
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object effectImpact;
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float worldMuzzle;
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entity worldModel;
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float localMuzzle;
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float scopeGUIHandle;
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handle statNumFired;
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float lightningDamage;
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boolean dryfireAttack;
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}
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void weapon_lightningpistol::preinit() {
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range = getFloatKeyWithDefault( "range", 2048 );
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string statName = getKey( "stat_name" );
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if ( statName != "" ) {
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statNumFired = sys.allocStatInt( statName + "_shots_fired" );
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}
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lightningDamage = GetDamage( getKey( "dmg_lightning" ) );
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}
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void weapon_lightningpistol::init() {
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worldModel = getWorldModel( 0 );
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worldMuzzle = worldModel.getJointHandle( "muzzle" );
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localMuzzle = getJointHandle( "muzzle" );
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weaponState( "Raise", 0 );
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}
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void weapon_lightningpistol::destroy() {
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stopSound( SND_WEAPON_FIRE2 );
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killEffect( "fx_muzzle_flash" );
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FreeScopeGUI();
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if ( effect != $null_entity ) {
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effect.remove();
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}
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if ( effectImpact != $null_entity ) {
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effectImpact.remove();
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}
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if ( ShouldRunGuis() ) {
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KillUpdateHeat();
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}
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}
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void weapon_lightningpistol::Cleanup() {
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FreeScopeGUI();
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DisableIronSights();
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stopSound( SND_WEAPON_FIRE2 );
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}
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void weapon_lightningpistol::Idle() {
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myPlayer.disableSprint( 0.f );
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weaponReady();
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if ( ironSightsEnabled ) {
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playCycle( ANIMCHANNEL_ALL, "idle_zoom" );
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} else {
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playCycle( ANIMCHANNEL_ALL, "idle" );
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}
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while ( true ) {
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if ( WEAPON_LOWERWEAPON ) {
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weaponState( "Lower", 4 );
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}
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CheckIronSights();
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// dryfire sound
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if ( myPlayer.getButton( PK_ATTACK ) ) {
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if ( !dryfireAttack && !ammoAvailable( 0 ) ) {
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if ( myPlayer == sys.getLocalViewPlayer() ) {
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startSound( "snd_dryfire", SND_WEAPON_DRYFIRE );
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dryfireAttack = true;
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}
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}
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} else {
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dryfireAttack = false;
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}
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if ( ( sys.getTime() >= reFire ) ) {
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if ( WEAPON_ATTACK ) {
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if ( ammoAvailable( 0 ) > 0 ) {
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weaponState( "Fire", 0 );
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}
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}
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}
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if ( myPlayer.AI_SPRINT ) {
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weaponState( "Sprint", 4 );
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}
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UpdateCharge();
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sys.waitFrame();
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}
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}
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void weapon_lightningpistol::Fire() {
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myPlayer.disableSprint( 1.f );
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PlayFireSound();
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startSound( "snd_fire_loop", SND_WEAPON_FIRE2 );
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// start firing - create the lightning effect
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effect = spawnClientEffect( "fx_lightning" );
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if ( effect != $null_entity ) {
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effect.setEffectLooping( 1 );
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}
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float nextAnimation = 0;
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while ( ammoAvailable( 0 ) > 0 && WEAPON_ATTACK ) {
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if ( sys.getTime() > nextAnimation ) {
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if ( !sys.isClient() ) {
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if ( myPlayer != $null_entity ) {
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sys.increaseStatInt( statNumFired, myPlayer.getEntityNumber(), 1 );
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}
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}
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PlayFireEffect();
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playAnim( ANIMCHANNEL_ALL, "fire" );
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nextAnimation = sys.getTime() + fireRate;
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AmmoCheckClip( 0 );
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DoLightning( true );
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} else {
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DoLightning( false );
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}
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if ( IsOverheated() ) {
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if ( effect != $null_entity ) {
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effect.remove();
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}
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if ( effectImpact != $null_entity ) {
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effectImpact.remove();
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}
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stopSound( SND_WEAPON_FIRE2 );
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weaponState( "Overheat", 4 );
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}
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CheckIronSights();
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if ( WEAPON_LOWERWEAPON ) {
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break;
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}
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sys.waitFrame();
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}
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if ( !ammoAvailable( 0 ) ) {
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if ( !dryfireAttack ) {
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if ( myPlayer == sys.getLocalViewPlayer() ) {
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startSound( "snd_dryfire", SND_WEAPON_DRYFIRE );
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dryfireAttack = true;
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}
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}
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weaponHolstered();
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// nextWeapon();
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}
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if ( effect != $null_entity ) {
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effect.remove();
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}
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if ( effectImpact != $null_entity ) {
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effectImpact.remove();
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}
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stopSound( SND_WEAPON_FIRE2 );
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weaponState( "Idle", 0 );
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}
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void weapon_lightningpistol::UpdateLightningEffect( vector hitPos, vector hitDir, float traceFraction, vector traceNormal ) {
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vector muzzlePos;
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if ( !sys.doClientSideStuff() ) {
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return;
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}
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if ( sys.getLocalViewPlayer() != myPlayer || pm_thirdperson.getBoolValue() ) {
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muzzlePos = worldModel.getJointPos( worldMuzzle );
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if ( effect != $null_entity ) {
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effect.unbind();
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effect.setOrigin( muzzlePos );
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}
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} else {
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if ( effect != $null_entity ) {
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effect.unbind();
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effect.setOrigin( '0 0 0' );
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effect.bindToJoint( self, "muzzle", 0 );
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}
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muzzlePos = getJointPos( localMuzzle );
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}
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vector dir = hitPos - muzzlePos;
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vector angles;
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float len = sys.vecLengthSquared( dir );
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dir = sys.vecNormalize( dir );
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float dp = dir * hitDir;
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if ( len < 1500 || dp < 0.f ) {
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dir = hitDir;
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} else
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if ( len < 2000 ) {
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float blend = (len - 1500) / 500;
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dir = dir * blend + hitDir * (1-blend);
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}
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// the beam
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if ( effect != $null_entity ) {
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effect.setEffectEndOrigin( hitPos );
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angles = sys.vecToAngles( dir );
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effect.setAngles( angles );
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}
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// impact effect
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if ( traceFraction < 1.0f ) {
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if ( effectImpact == $null_entity ) {
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effectImpact = spawnClientEffect( "fx_lightning_hit" );
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if ( effectImpact != $null_entity ) {
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effectImpact.setEffectLooping( 1 );
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}
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}
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} else {
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if ( effectImpact != $null_entity ) {
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effectImpact.remove();
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}
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}
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if ( effectImpact != $null_entity ) {
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effectImpact.setOrigin( hitPos );
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if ( traceFraction < 1.0f ) {
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dir = traceNormal;
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} else {
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dir = -dir;
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}
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angles = sys.vecToAngles( dir );
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effectImpact.setAngles( angles );
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}
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}
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void weapon_lightningpistol::DoLightning( boolean doDamage ) {
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fired();
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float mask = MASK_PROJECTILE | MASK_SHOT_BOUNDINGBOX;
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if ( sys.isClient() ) {
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mask = mask | CONTENTS_WATER;
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}
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sys.enablePlayerHeadModels();
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melee( mask, range, true, true );
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vector traceEnd = getMeleeEndPos();
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vector startPos = myPlayer.getViewOrigin();
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vector dir = traceEnd - startPos;
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dir = sys.vecNormalize( dir );
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float traceFraction = getMeleeFraction();
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vector traceNormal = getMeleeNormal();
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entity collisionEnt = getMeleeEntity();
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string collisionSurface = getMeleeSurfaceType();
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if ( doDamage ) {
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if ( collisionEnt != $null_entity ) {
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// TODO: This could possibly be done with meleeAttack instead
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object traceObject = saveMeleeTrace();
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collisionEnt.applyDamage( self, myPlayer, dir, lightningDamage, 1.f - getMeleeFraction(), traceObject );
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sys.freeTrace( traceObject );
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spawnClientCrawlEffect( "fx_crawl", collisionEnt, 0.5 );
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}
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UseAmmo_Stroyent( 0 );
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AddHeat();
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}
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sys.disablePlayerHeadModels();
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UpdateLightningEffect( traceEnd, dir, traceFraction, traceNormal );
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}
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void weapon_lightningpistol::Overheat() {
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boolean wasEnabled = false;
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float lastZoomState;
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wasEnabled = ironSightsEnabled;
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if ( wasEnabled ) {
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show();
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DisableIronSights();
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waitUntil( !ironSightsThreadActive );
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}
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weaponReloading();
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stopSound( SND_WEAPON_FIRE2 );
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if ( effect != $null_entity ) {
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effect.remove();
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}
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if ( effectImpact != $null_entity ) {
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effectImpact.remove();
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effectImpact = $null_entity;
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}
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StartCooling();
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playAnim( ANIMCHANNEL_ALL, "overheat" );
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waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) );
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FinishCooling();
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/*if ( wasEnabled ) {
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EnableIronSights();
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waitUntil( !ironSightsThreadActive );
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}*/
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weaponState( "Idle", 4 );
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}
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void weapon_lightningpistol::Raise() {
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if ( ShouldRunGuis() ) {
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CreateUpdateHeat();
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}
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Base_Raise();
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}
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void weapon_lightningpistol::Lower() {
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stopSound( SND_WEAPON_FIRE2 );
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if ( ShouldRunGuis() ) {
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KillUpdateHeat();
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}
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Base_Lower();
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}
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void weapon_lightningpistol::LoadScopeGUI() {
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FreeScopeGUI();
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scopeGUIHandle = sys.allocHudModule( getKey( "gui_sniper_scope" ), getFloatKeyWithDefault( "hud_sort", 0 ), false );
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}
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void weapon_lightningpistol::FreeScopeGUI() {
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if ( scopeGUIHandle != -1 ) {
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sys.freeHudModule( scopeGUIHandle );
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scopeGUIHandle = -1;
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}
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}
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void weapon_lightningpistol::OnBecomeViewWeapon() {
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if ( localIronSightsEffectsActive ) {
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AddLocalIronSightsEffects();
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}
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if ( ShouldRunGuis() ) {
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CreateUpdateHeat();
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}
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UpdateCrosshair();
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}
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void weapon_lightningpistol::OnFinishViewWeapon() {
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KillUpdateHeat();
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sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponReloadTime", 0 );
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sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.cooling", 0.f );
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RemoveLocalIronSightsEffects();
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}
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