etqw-sdk/base/script/weapons/railgun.script

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2008-05-29 00:00:00 +00:00
/***********************************************************************
weapon_railgun.script
***********************************************************************/
object weapon_railgun : weapon_clip {
void preinit();
void init();
void destroy();
void DoFire();
void FireCommon();
void OnNetworkTracer( vector start, vector end, float strength );
void PlayFireSound();
void CreateUpdateEnergy();
void KillUpdateEnergy();
void UpdateEnergy();
float GetEnergy();
void ClearEnergy();
float GetSoundPitch();
float rechargeTime;
float energyTimerHandle;
float threadId;
};
void weapon_railgun::preinit() {
hasScope = true;
hasScopeZoom = true;
hasIronSights = false;
usesStroyent = true;
fireRateSingle = getFloatKeyWithDefault( "fire_rate", 0.2f );
rechargeTime = getFloatKeyWithDefault( "recharge_time", 2.0f );
energyTimerHandle = sys.allocTargetTimer( getKeyWithDefault( "timer_energy", "railgun_energy" ) );
CreateUpdateEnergy();
threadId = -1;
if ( sys.getLocalPlayer() == myPlayer ) {
sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.distance", -2 );
threadId = thread RangeUpdateThread( myPlayer, 16384 );
}
}
void weapon_railgun::init() {
weaponState( "Raise", 0 );
}
void weapon_railgun::destroy() {
KillUpdateEnergy();
if ( threadId != -1 ) {
sys.terminate( threadId );
}
}
void weapon_railgun::DoFire() {
if ( !mainFireDown ) {
FireSingle();
ClearEnergy();
}
}
void weapon_railgun::FireCommon() {
PlayFireEffect();
PlayFireSound();
PlayBrassSound();
if ( myPlayer.IsSniperScopeUp() ) {
playAnim( ANIMCHANNEL_ALL, "fire_zoom" );
} else {
playAnim( ANIMCHANNEL_ALL, "fire" );
}
float strength = GetEnergy();
launchProjectiles( numProjectiles, 0, getCurrentSpread(), 0, 1, strength );
if ( !sys.isClient() || sys.getLocalPlayer() == myPlayer ) {
handle effectHandle = getLastTracer();
if ( effectHandle ) {
vector color = g_vectorZero;
// scale the red & green unevenly
color_x = strength;
color_y = ( strength - 0.5 ) * 2 + 0.1;
setEffectColor( effectHandle, color, 1 );
}
if ( !sys.isClient() ) {
// send an unreliable event so clients can show it
vector start = getBulletTracerStart();
vector end = getBulletTracerEnd();
sendTracerMessage( start, end, strength );
}
}
increaseSpread();
UseAmmo_Stroyent( 0 );
AmmoCheck( 0 );
}
void weapon_railgun::OnNetworkTracer( vector start, vector end, float strength ) {
if ( sys.getLocalPlayer() != myPlayer ) {
doProjectileTracer( 0, start, end );
handle effectHandle = getLastTracer();
if ( effectHandle ) {
vector color = g_vectorZero;
// scale the red & green unevenly
color_x = strength;
color_y = ( strength - 0.5 ) * 2 + 0.1;
setEffectColor( effectHandle, color, 1 );
}
}
}
void weapon_railgun::PlayFireSound() {
startSound( "snd_fire_local", SND_WEAPON_FIRE_LOCAL );
startSound( "snd_fire", SND_WEAPON_FIRE );
startSound( "snd_fire_far", SND_WEAPON_FIRE_FAR );
startSound( "snd_charge", SND_WEAPON_MECH );
}
float weapon_railgun::GetEnergy() {
float value = sys.getTime() - sys.getTargetTimerValue( energyTimerHandle, myPlayer );
value = value / rechargeTime;
if ( value < 0 ) {
value = 0;
} else if ( value > 1 ) {
value = 1;
}
return value;
}
void weapon_railgun::ClearEnergy() {
sys.setTargetTimerValue( energyTimerHandle, myPlayer, sys.getTime() );
}
void weapon_railgun::CreateUpdateEnergy() {
if ( myPlayer == sys.getLocalPlayer() ) {
sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.showHeat", 1.f );
}
thread UpdateEnergy();
}
void weapon_railgun::KillUpdateEnergy() {
if ( ShouldRunGuis() ) {
sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.showHeat", 0.f );
}
setChannelPitchShift( SND_WEAPON_IDLE, 1.0f );
sys.killThread( "UpdateEnergy_" + getName() );
}
void weapon_railgun::UpdateEnergy() {
boolean isLocal = ShouldRunGuis();
float soundPitchSpeed = getFloatKeyWithDefault( "recharge_pitch", 1.f );
float newSoundPitch;
while ( true ) {
if ( isLocal ) {
float energy = GetEnergy();
sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.heat", energy );
setChannelPitchShift( SND_WEAPON_IDLE, GetSoundPitch() );
}
sys.waitFrame();
}
}
float weapon_railgun::GetSoundPitch() {
float energy = GetEnergy();
return energy;
}