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- //-----------------------------------------------------------------------------
- // 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 );
- }
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