//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- function ProximityMineData::onThrow( %this, %user, %amount ) { // Remove the object from the inventory %user.decInventory( %this, 1 ); // Construct the actual object in the world, and add it to // the mission group so its cleaned up when the mission is // done. The object is given a random z rotation. %obj = new ProximityMine() { datablock = %this; sourceObject = %user; rotation = "0 0 1 "@ (getRandom() * 360); static = false; client = %user.client; }; MissionCleanup.add(%obj); return %obj; } function ProximityMineData::onTriggered( %this, %obj, %target ) { //echo(%this.name SPC "triggered by " @ %target.getClassName()); } function ProximityMineData::onExplode( %this, %obj, %position ) { // Damage objects within the mine's damage radius if ( %this.damageRadius > 0 ) radiusDamage( %obj, %position, %this.damageRadius, %this.radiusDamage, %this.damageType, %this.areaImpulse ); } function ProximityMineData::damage( %this, %obj, %position, %source, %amount, %damageType ) { // Explode if any damage is applied to the mine %obj.schedule(50 + getRandom(50), explode); } // Customized kill message for deaths caused by proximity mines function sendMsgClientKilled_MineDamage( %msgType, %client, %sourceClient, %damLoc ) { if ( %sourceClient $= "" ) // editor placed mine messageAll( %msgType, '%1 was blown up!', %client.playerName ); else if ( %sourceClient == %client ) // own mine messageAll( %msgType, '%1 stepped on his own mine!', %client.playerName ); else // enemy placed mine messageAll( %msgType, '%1 was blown up by %2!', %client.playerName, %sourceClient.playerName ); } // ---------------------------------------------------------------------------- // Player deployable proximity mine // ---------------------------------------------------------------------------- // Cannot use the Weapon class for ProximityMineData datablocks as it is already tied // to ItemData. function ProxMine::onUse(%this, %obj) { // Act like a weapon on use Weapon::onUse( %this, %obj ); } function ProxMine::onPickup( %this, %obj, %shape, %amount ) { // Act like a weapon on pickup Weapon::onPickup( %this, %obj, %shape, %amount ); } function ProxMine::onInventory( %this, %obj, %amount ) { %obj.client.setAmmoAmountHud( 1, %amount ); // Cycle weapons if we are out of ammo if ( !%amount && ( %slot = %obj.getMountSlot( %this.image ) ) != -1 ) %obj.cycleWeapon( "prev" ); } function ProxMineImage::onMount( %this, %obj, %slot ) { // The mine doesn't use ammo from a player's perspective. %obj.setImageAmmo( %slot, true ); %numMines = %obj.getInventory(%this.item); %obj.client.RefreshWeaponHud( 1, %this.item.previewImage, %this.item.reticle, %this.item.zoomReticle, %numMines ); } function ProxMineImage::onUnmount( %this, %obj, %slot ) { %obj.client.RefreshWeaponHud( 0, "", "" ); } function ProxMineImage::onFire( %this, %obj, %slot ) { // To fire a deployable mine is to throw it %obj.throw( %this.item ); }