59 lines
1.5 KiB
Text
59 lines
1.5 KiB
Text
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// Cleaned up by: SRS (03/29/07)
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//
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// TODO: if the artists add bomb/turret tags,
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// we can set up the script to include that functionality. (SRS 03/29/07)
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main( model, type )
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{
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// Makes p51 the default vehicle type
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if( !IsDefined( type ) )
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{
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type = "p51";
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}
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// Init anything to be used globally
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level.vehicleInitThread[type][model] = ::init_local;
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// Death FX for this vehicle
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deathfx = LoadFx( "explosions/large_vehicle_explosion" );
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// Models to set up precaching
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switch( model )
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{
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case "vehicle_p51_mustang":
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PrecacheModel( "vehicle_p51_mustang" );
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// if we had a bomb model we'd have to precache that here also. (SRS 03/29/07)
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//
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// if we had a deathmodel we'd have to precache that here as well;
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// for now just use the regular model as the deathmodel. (SRS 03/29/07)
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level.vehicle_deathmodel[model] = "vehicle_p51_mustang";
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break;
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}
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PrecacheVehicle( type );
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// death fx stuff
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level.vehicle_death_fx[type] = [];
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// give the vehicle life
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level.vehicle_life[type] = 999;
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level.vehicle_life_range_low[type] = 500;
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level.vehicle_life_range_high[type] = 1500;
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// TODO add quake/rumble for when the plane flies by the player. (SRS 03/29/07)
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//set default team for this vehicletype
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level.vehicle_team[type] = "allies";
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//enables turret
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level.vehicle_hasMainTurret[model] = false;
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//enables vehicle on the compass
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level.vehicle_compassicon[type] = false;
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}
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// Anything specific to this vehicle, used globally.
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init_local()
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{
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}
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