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Merge pull request #131 from rextimmy/Preview4_0

Get rid of old crap
Areloch 5 anni fa
parent
commit
2046926b27
100 ha cambiato i file con 0 aggiunte e 8774 eliminazioni
  1. BIN
      Engine/bin/php/php.exe
  2. BIN
      Engine/bin/php/php5ts.dll
  3. 0 1
      Engine/lib/buildFiles/VisualStudio 2005/projects/readme.txt
  4. 0 1
      Engine/lib/buildFiles/VisualStudio 2008/projects/readme.txt
  5. 0 1
      Engine/lib/buildFiles/Xcode/projects/readme.txt
  6. 0 66
      Engine/lib/buildFiles/compile.bat
  7. 0 82
      Engine/lib/buildFiles/config/libs.conf
  8. 0 80
      Engine/lib/buildFiles/config/libs.mac.conf
  9. 0 13
      Engine/lib/generateProjects.bat
  10. 0 1
      Templates/Full/DeleteCachedDTSs.bat
  11. 0 15
      Templates/Full/DeleteCachedDTSs.command
  12. 0 6
      Templates/Full/DeleteDSOs.bat
  13. 0 19
      Templates/Full/DeleteDSOs.command
  14. 0 6
      Templates/Full/DeletePrefs.bat
  15. 0 3
      Templates/Full/DeletePrefs.command
  16. 0 85
      Templates/Full/buildFiles/VisualStudio 2008/projects/Torque.rc
  17. BIN
      Templates/Full/buildFiles/VisualStudio 2008/projects/torque.ico
  18. 0 11
      Templates/Full/buildFiles/VisualStudio 2010/projects/Torque.Cpp.Win32.user.props
  19. 0 11
      Templates/Full/buildFiles/VisualStudio 2010/projects/Torque.Cpp.x64.user.props
  20. 0 85
      Templates/Full/buildFiles/VisualStudio 2010/projects/Torque.rc
  21. BIN
      Templates/Full/buildFiles/VisualStudio 2010/projects/torque.ico
  22. 0 85
      Templates/Full/buildFiles/VisualStudio 2012/projects/Torque.rc
  23. BIN
      Templates/Full/buildFiles/VisualStudio 2012/projects/torque.ico
  24. 0 67
      Templates/Full/buildFiles/compile.bat
  25. 0 22
      Templates/Full/buildFiles/config/project.conf
  26. 0 67
      Templates/Full/buildFiles/config/project.linux.conf
  27. 0 65
      Templates/Full/buildFiles/config/project.linux_ded.conf
  28. 0 11
      Templates/Full/buildFiles/config/project.mac.conf
  29. 0 12
      Templates/Full/buildFiles/config/projectCode.conf
  30. 0 96
      Templates/Full/buildFiles/config/torque3D_dedicated.conf
  31. 0 41
      Templates/Full/buildFiles/config/webDeploy.conf
  32. 0 20
      Templates/Full/buildFiles/config/webDeploy.mac.conf
  33. 0 7
      Templates/Full/cleanShaders.bat
  34. 0 4
      Templates/Full/cleanShaders.command
  35. 0 39
      Templates/Full/game/Full.torsion
  36. 0 18
      Templates/Full/game/Full.torsion.opt
  37. 0 30
      Templates/Full/game/art/datablocks/aiPlayer.cs
  38. 0 35
      Templates/Full/game/art/datablocks/audioProfiles.cs
  39. 0 74
      Templates/Full/game/art/datablocks/datablockExec.cs
  40. 0 100
      Templates/Full/game/art/datablocks/environment.cs
  41. 0 85
      Templates/Full/game/art/datablocks/health.cs
  42. 0 608
      Templates/Full/game/art/datablocks/lights.cs
  43. 0 24
      Templates/Full/game/art/datablocks/managedDatablocks.cs
  44. 0 243
      Templates/Full/game/art/datablocks/particles.cs
  45. 0 71
      Templates/Full/game/art/datablocks/physics.cs
  46. 0 673
      Templates/Full/game/art/datablocks/player.cs
  47. 0 60
      Templates/Full/game/art/datablocks/rigidShape.cs
  48. 0 176
      Templates/Full/game/art/datablocks/teleporter.cs
  49. 0 38
      Templates/Full/game/art/datablocks/triggers.cs
  50. 0 391
      Templates/Full/game/art/datablocks/vehicles/cheetahCar.cs
  51. 0 48
      Templates/Full/game/art/datablocks/weapon.cs
  52. 0 819
      Templates/Full/game/art/datablocks/weapons/Lurker.cs
  53. 0 402
      Templates/Full/game/art/datablocks/weapons/NewWeaponTemplate.cs
  54. 0 230
      Templates/Full/game/art/datablocks/weapons/ProxMine.cs
  55. 0 365
      Templates/Full/game/art/datablocks/weapons/Ryder.cs
  56. 0 559
      Templates/Full/game/art/datablocks/weapons/Turret.cs
  57. 0 917
      Templates/Full/game/art/datablocks/weapons/grenadefx.cs
  58. 0 504
      Templates/Full/game/art/datablocks/weapons/rocketfx.cs
  59. BIN
      Templates/Full/game/art/decals/Bullet Holes/BulletHole_Glass.dds
  60. BIN
      Templates/Full/game/art/decals/Bullet Holes/BulletHole_Walls.dds
  61. BIN
      Templates/Full/game/art/decals/bullet_hole.png
  62. BIN
      Templates/Full/game/art/decals/defaultblobshadow.png
  63. 0 58
      Templates/Full/game/art/decals/managedDecalData.cs
  64. 0 64
      Templates/Full/game/art/decals/materials.cs
  65. BIN
      Templates/Full/game/art/decals/rBlast.png
  66. BIN
      Templates/Full/game/art/decals/scorch_decal.png
  67. BIN
      Templates/Full/game/art/environment/FogMod_heavy.dds
  68. BIN
      Templates/Full/game/art/environment/FogMod_light.dds
  69. BIN
      Templates/Full/game/art/environment/FogMod_med.dds
  70. 0 97
      Templates/Full/game/art/environment/Fog_Cube.DAE
  71. 0 8
      Templates/Full/game/art/environment/Fog_Cube.cs
  72. 0 77
      Templates/Full/game/art/environment/LightVolume_Sphere.DAE
  73. 0 8
      Templates/Full/game/art/environment/LightVolume_Sphere.cs
  74. BIN
      Templates/Full/game/art/environment/LightVolume_Sphere.dts
  75. BIN
      Templates/Full/game/art/environment/grass1.png
  76. BIN
      Templates/Full/game/art/environment/grass2.png
  77. BIN
      Templates/Full/game/art/environment/grass3.png
  78. BIN
      Templates/Full/game/art/environment/lightning.png
  79. 0 48
      Templates/Full/game/art/environment/materials.cs
  80. BIN
      Templates/Full/game/art/environment/plant1.png
  81. BIN
      Templates/Full/game/art/environment/plant2.png
  82. BIN
      Templates/Full/game/art/environment/precipitation/rain.png
  83. BIN
      Templates/Full/game/art/environment/precipitation/water_splash.png
  84. 0 58
      Templates/Full/game/art/forest/brushes.cs
  85. 0 40
      Templates/Full/game/art/forest/managedItemData.cs
  86. 0 109
      Templates/Full/game/art/gui/CameraGui.gui
  87. 0 79
      Templates/Full/game/art/gui/StartupGui.gui
  88. BIN
      Templates/Full/game/art/gui/Torque-3D-logo-w.png
  89. BIN
      Templates/Full/game/art/gui/Torque-3D-logo.png
  90. BIN
      Templates/Full/game/art/gui/Torque-3D-logo_alt.png
  91. BIN
      Templates/Full/game/art/gui/background.png
  92. 0 162
      Templates/Full/game/art/gui/chatHud.gui
  93. 0 273
      Templates/Full/game/art/gui/chooseLevelDlg.gui
  94. 0 26
      Templates/Full/game/art/gui/customProfiles.cs
  95. BIN
      Templates/Full/game/art/gui/damageBottom.png
  96. BIN
      Templates/Full/game/art/gui/damageFront.png
  97. BIN
      Templates/Full/game/art/gui/damageLeft.png
  98. BIN
      Templates/Full/game/art/gui/damageRight.png
  99. BIN
      Templates/Full/game/art/gui/damageTop.png
  100. 0 175
      Templates/Full/game/art/gui/defaultGameProfiles.cs

BIN
Engine/bin/php/php.exe


BIN
Engine/bin/php/php5ts.dll


+ 0 - 1
Engine/lib/buildFiles/VisualStudio 2005/projects/readme.txt

@@ -1 +0,0 @@
-Ready to hold your generated projects

+ 0 - 1
Engine/lib/buildFiles/VisualStudio 2008/projects/readme.txt

@@ -1 +0,0 @@
-Ready to hold your generated projects

+ 0 - 1
Engine/lib/buildFiles/Xcode/projects/readme.txt

@@ -1 +0,0 @@
-Ready to hold your generated projects

+ 0 - 66
Engine/lib/buildFiles/compile.bat

@@ -1,66 +0,0 @@
-@echo off
-
-REM Handle our optional parameters
-SET COMPILER=%1
-SET CONFIG=%2
-
-IF NOT DEFINED COMPILER SET COMPILER=VS2008
-IF NOT DEFINED CONFIG   SET CONFIG=Release
-
-REM Setting up some variables
-
-REM Detecting the correct Program Files
-IF DEFINED PROGRAMFILES(X86) SET PROGRAMROOT=%ProgramFiles(x86)%
-IF NOT DEFINED PROGRAMROOT   SET PROGRAMROOT=%ProgramFiles%
-
-REM First the defaults (set up for VS2008 by default)
-SET ENVVAR="%PROGRAMROOT%\Microsoft Visual Studio 9.0\VC\vcvarsall.bat"
-SET BUILDCMD=devenv.com
-SET OPTIONS= /build "%CONFIG%|Win32"
-SET BUILDDIR="VisualStudio 2008"
-
-REM Handle the non-defaults
-IF %COMPILER% == VS2005 SET ENVVAR="%PROGRAMROOT%\Microsoft Visual Studio 8\VC\vcvarsall.bat"
-IF %COMPILER% == VS2010 SET ENVVAR="%PROGRAMROOT%\Microsoft Visual Studio 10.0\VC\vcvarsall.bat"
-
-IF EXIST "%PROGRAMROOT%\Xoreax\IncrediBuild\BuildConsole.exe" SET BUILDCMD="%PROGRAMROOT%\Xoreax\IncrediBuild\BuildConsole.exe"
-IF EXIST "%PROGRAMROOT%\Xoreax\IncrediBuild\BuildConsole.exe" SET OPTIONS=/build "%CONFIG%|Win32"
-
-IF %COMPILER% == VS2005 SET BUILDDIR="VisualStudio 2005"
-IF %COMPILER% == VS2010 SET BUILDDIR="VisualStudio 2010"
-
-
-echo Building all solutions under %COMPILER% with the %CONFIG% configuration
-
-echo Initializing %COMPILER% environment variables...
-call %ENVVAR%
-
-echo Initializing the DirectX SDK environment variables...
-
-IF "%DXSDK_DIR%" == "" goto error_no_DXSDK_DIR
-call "%DXSDK_DIR%Utilities\Bin\dx_setenv.cmd" x86
-
-echo Moving to our build directory
-cd %BUILDDIR%
-
-echo      - Building
-for %%a in (*.sln) do %BUILDCMD% "%%a" %OPTIONS% & IF ERRORLEVEL 1 goto error_compile
-
-REM It is just polite for a batch file to leave you in the same dir you started in
-cd ..
-
-REM We were successful in everything so go to the end
-goto :end
-
-:error_no_DXSDK_DIR
-@echo ERROR: DXSDK_DIR variable is not set. Make sure the DirectX SDK is installed properly.
-@goto end_error
-
-:error_compile
-@echo ERROR: There was an error compiling a solution in %CD%
-@goto end_error
-
-:end_error
-EXIT 1
-
-:end

+ 0 - 82
Engine/lib/buildFiles/config/libs.conf

@@ -1,82 +0,0 @@
-<?php
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-setPlatform( 'win32' );
-
-// Supporing Libs
-includeLib( 'mng' );
-includeLib( 'png' );
-includeLib( 'ungif' );
-includeLib( 'zlib' );
-includeLib( 'jpeg' );
-includeLib( 'tinyxml' );
-includeLib( 'opcode' );
-includeLib( 'libvorbis' );
-includeLib( 'libogg' );
-includeLib( 'squish' );
-includeLib( 'collada_dom' );
-includeLib( 'pcre' );
-includeLib( 'd3dx8dll' );
-
-/////// Stub "lib" with dependencies to trigger a full compile
-beginLibConfig( 'Torque 3D Supporting Libs', '{1E68C046-26D7-4AD9-BEF2-590C6B99B40A}' );
-
-   /// Dependencies
-   addProjectDependency( 'collada_dom' );
-   addProjectDependency( 'd3dx8dll' );
-   addProjectDependency( 'libogg' );
-   addProjectDependency( 'libvorbis' );
-   addProjectDependency( 'ljpeg' );
-   addProjectDependency( 'lmng' );
-   addProjectDependency( 'lpng' );
-   addProjectDependency( 'lungif' );
-   addProjectDependency( 'opcode' );
-   addProjectDependency( 'pcre' );
-   addProjectDependency( 'squish' );
-   addProjectDependency( 'tinyxml' );
-   addProjectDependency( 'zlib' );
-
-endLibConfig();
-
-///////////////// And our solution
-beginSolutionConfig( 'Torque 3D Supporting Libs', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );							 
-
-   addSolutionProjectRef( 'Torque 3D Supporting Libs' );
-
-   addSolutionProjectRef( 'collada_dom' );
-   addSolutionProjectRef( 'd3dx8dll' );
-   addSolutionProjectRef( 'libogg' );
-   addSolutionProjectRef( 'libvorbis' );
-   addSolutionProjectRef( 'ljpeg' );
-   addSolutionProjectRef( 'lmng' );
-   addSolutionProjectRef( 'lpng' );
-   addSolutionProjectRef( 'lungif' );
-   addSolutionProjectRef( 'opcode' );
-   addSolutionProjectRef( 'pcre' );
-   addSolutionProjectRef( 'squish' );
-   addSolutionProjectRef( 'tinyxml' );
-   addSolutionProjectRef( 'zlib' );
-
-endSolutionConfig();
-
-?>

+ 0 - 80
Engine/lib/buildFiles/config/libs.mac.conf

@@ -1,80 +0,0 @@
-<?php
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-setPlatform( 'mac' );
-
-// Supporing Libs
-includeLib( 'mng' );
-includeLib( 'png' );
-includeLib( 'ungif' );
-includeLib( 'zlib' );
-includeLib( 'jpeg' );
-includeLib( 'tinyxml' );
-includeLib( 'opcode' );
-includeLib( 'libvorbis' );
-includeLib( 'libogg' );
-includeLib( 'squish' );
-includeLib( 'collada_dom' );
-includeLib( 'pcre' );
-includeLib( 'd3dx8dll' );
-
-/////// Stub "lib" with dependencies to trigger a full compile
-beginLibConfig( 'Torque 3D Supporting Libs', '{1E68C046-26D7-4AD9-BEF2-590C6B99B40A}' );
-
-   /// Dependencies
-   addProjectDependency( 'collada_dom' );
-   addProjectDependency( 'libogg' );
-   addProjectDependency( 'libvorbis' );
-   addProjectDependency( 'ljpeg' );
-   addProjectDependency( 'lmng' );
-   addProjectDependency( 'lpng' );
-   addProjectDependency( 'lungif' );
-   addProjectDependency( 'opcode' );
-   addProjectDependency( 'pcre' );
-   addProjectDependency( 'squish' );
-   addProjectDependency( 'tinyxml' );
-   addProjectDependency( 'zlib' );
-
-endLibConfig();
-
-///////////////// And our solution
-beginSolutionConfig( 'Torque 3D Supporting Libs', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );							 
-
-   addSolutionProjectRef( 'Torque 3D Supporting Libs' );
-
-   addSolutionProjectRef( 'collada_dom' );
-   addSolutionProjectRef( 'libogg' );
-   addSolutionProjectRef( 'libvorbis' );
-   addSolutionProjectRef( 'ljpeg' );
-   addSolutionProjectRef( 'lmng' );
-   addSolutionProjectRef( 'lpng' );
-   addSolutionProjectRef( 'lungif' );
-   addSolutionProjectRef( 'opcode' );
-   addSolutionProjectRef( 'pcre' );
-   addSolutionProjectRef( 'squish' );
-   addSolutionProjectRef( 'tinyxml' );
-   addSolutionProjectRef( 'zlib' );
-
-endSolutionConfig();
-
-?>

+ 0 - 13
Engine/lib/generateProjects.bat

@@ -1,13 +0,0 @@
-@echo off
-
-SET TORQUEDIR=%2
-
-IF NOT DEFINED TORQUEDIR SET TORQUEDIR=..\..
-
-@%TORQUEDIR%\engine\bin\php\php %TORQUEDIR%\Tools\projectGenerator\projectGenerator.php buildFiles/config/libs.conf %TORQUEDIR%
-@echo  ...
-@echo  ...
-@echo  ...
-@echo REMEMBER: Restart Visual Studio if you are running it to be sure the new
-@echo           project file(s) are loaded! See docs for more info!
-@IF X%1 == X pause

+ 0 - 1
Templates/Full/DeleteCachedDTSs.bat

@@ -1 +0,0 @@
-for /R %%a IN (*.dae) do IF EXIST "%%~pna.cached.dts" del "%%~pna.cached.dts"

+ 0 - 15
Templates/Full/DeleteCachedDTSs.command

@@ -1,15 +0,0 @@
-#!/bin/sh
-
-cd "`dirname "$0"`"
-
-for i in $(find . -type f \( -iname "*.dae" \))
-do
-	len=$((${#i} - 4))
-   file=${i:0:$len}.cached.dts
-   if [ -e $file ]
-   then
-   	echo "Removing ${file}"
-   	rm $file
-   fi
-done
-

+ 0 - 6
Templates/Full/DeleteDSOs.bat

@@ -1,6 +0,0 @@
-for /R %%a IN (*.cs) do IF EXIST "%%a.dso" del "%%a.dso"
-for /R %%a IN (*.cs) do IF EXIST "%%a.edso" del "%%a.edso"
-for /R %%a IN (*.gui) do IF EXIST "%%a.dso" del "%%a.dso"
-for /R %%a IN (*.gui) do IF EXIST "%%a.edso" del "%%a.edso"
-for /R %%a IN (*.ts) do IF EXIST "%%a.dso" del "%%a.dso"
-for /R %%a IN (*.ts) do IF EXIST "%%a.edso" del "%%a.edso"

+ 0 - 19
Templates/Full/DeleteDSOs.command

@@ -1,19 +0,0 @@
-#!/bin/sh
-
-cd "`dirname "$0"`"
-
-for i in $(find . -type f \( -iname "*.cs" \))
-do
-   file=${i}.dso
-   if [ -e $file ]
-   then
-   	echo "Removing ${file}"
-   	rm $file
-   fi
-   file=${i}.edso
-   if [ -e $file ]
-   then
-   	echo "Removing ${file}"
-      rm $file
-   fi
-done

+ 0 - 6
Templates/Full/DeletePrefs.bat

@@ -1,6 +0,0 @@
-del /s prefs.cs
-del /s config.cs
-del /s banlist.cs
-del /s config.cs.dso
-del /s prefs.cs.dso
-del /s banlist.cs.dso

+ 0 - 3
Templates/Full/DeletePrefs.command

@@ -1,3 +0,0 @@
-#!/bin/sh
-
-find "`dirname "$0"`" -type f \( -name "prefs.cs" -or -name "config.cs" -or -name "banlist.cs" -or -name "prefs.cs.dso" -or -name "config.cs.dso" -or -name "banlist.cs.dso" \) -exec rm {} \;

+ 0 - 85
Templates/Full/buildFiles/VisualStudio 2008/projects/Torque.rc

@@ -1,85 +0,0 @@
-//Microsoft Developer Studio generated resource script.
-//
-#define IDI_ICON1                       103
-#define IDI_ICON2                       107
-
-// Next default values for new objects
-//
-#ifdef APSTUDIO_INVOKED
-#ifndef APSTUDIO_READONLY_SYMBOLS
-#define _APS_NEXT_RESOURCE_VALUE        108
-#define _APS_NEXT_COMMAND_VALUE         40001
-#define _APS_NEXT_CONTROL_VALUE         1000
-#define _APS_NEXT_SYMED_VALUE           101
-#endif
-#endif
-
-#define APSTUDIO_READONLY_SYMBOLS
-/////////////////////////////////////////////////////////////////////////////
-//
-// Generated from the TEXTINCLUDE 2 resource.
-//
-#include "windows.h"
-
-/////////////////////////////////////////////////////////////////////////////
-#undef APSTUDIO_READONLY_SYMBOLS
-
-/////////////////////////////////////////////////////////////////////////////
-// English (U.S.) resources
-
-#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
-#ifdef _WIN32
-LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
-#pragma code_page(1252)
-#endif //_WIN32
-
-/////////////////////////////////////////////////////////////////////////////
-//
-// Icon
-//
-
-// Icon with lowest ID value placed first to ensure application icon
-// remains consistent on all systems.
-IDI_ICON1               ICON    DISCARDABLE     "torque.ico"
-IDI_ICON2               ICON    DISCARDABLE     "torque.ico"
-
-#ifdef APSTUDIO_INVOKED
-/////////////////////////////////////////////////////////////////////////////
-//
-// TEXTINCLUDE
-//
-
-1 TEXTINCLUDE DISCARDABLE 
-BEGIN
-    "resource.h\0"
-END
-
-2 TEXTINCLUDE DISCARDABLE 
-BEGIN
-    "#include ""windows.h""\r\n"
-    "\0"
-END
-
-3 TEXTINCLUDE DISCARDABLE 
-BEGIN
-    "\r\n"
-    "\0"
-END
-
-#endif    // APSTUDIO_INVOKED
-
-#endif    // English (U.S.) resources
-/////////////////////////////////////////////////////////////////////////////
-
-
-
-#ifndef APSTUDIO_INVOKED
-/////////////////////////////////////////////////////////////////////////////
-//
-// Generated from the TEXTINCLUDE 3 resource.
-//
-
-
-/////////////////////////////////////////////////////////////////////////////
-#endif    // not APSTUDIO_INVOKED
-

BIN
Templates/Full/buildFiles/VisualStudio 2008/projects/torque.ico


+ 0 - 11
Templates/Full/buildFiles/VisualStudio 2010/projects/Torque.Cpp.Win32.user.props

@@ -1,11 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <PropertyGroup>
-    <ExecutablePath>$(DXSDK_DIR)\Utilities\bin\x86;$(ExecutablePath)</ExecutablePath>
-    <IncludePath>$(DXSDK_DIR)\Include;$(IncludePath)</IncludePath>
-    <ReferencePath>$(ReferencePath)</ReferencePath>
-    <LibraryPath>$(DXSDK_DIR)\Lib\x86;$(LibraryPath)</LibraryPath>
-    <SourcePath>$(SourcePath)</SourcePath>
-    <ExcludePath>$(ExcludePath)</ExcludePath>
-  </PropertyGroup>
-</Project>

+ 0 - 11
Templates/Full/buildFiles/VisualStudio 2010/projects/Torque.Cpp.x64.user.props

@@ -1,11 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <PropertyGroup>
-    <ExecutablePath>$(DXSDK_DIR)\Utilities\bin\x64;$(ExecutablePath)</ExecutablePath>
-    <IncludePath>$(DXSDK_DIR)\Include;$(IncludePath)</IncludePath>
-    <ReferencePath>$(ReferencePath)</ReferencePath>
-    <LibraryPath>$(DXSDK_DIR)\Lib\x64;$(LibraryPath)</LibraryPath>
-    <SourcePath>$(SourcePath)</SourcePath>
-    <ExcludePath>$(ExcludePath)</ExcludePath>
-  </PropertyGroup>
-</Project>

+ 0 - 85
Templates/Full/buildFiles/VisualStudio 2010/projects/Torque.rc

@@ -1,85 +0,0 @@
-//Microsoft Developer Studio generated resource script.
-//
-#define IDI_ICON1                       103
-#define IDI_ICON2                       107
-
-// Next default values for new objects
-//
-#ifdef APSTUDIO_INVOKED
-#ifndef APSTUDIO_READONLY_SYMBOLS
-#define _APS_NEXT_RESOURCE_VALUE        108
-#define _APS_NEXT_COMMAND_VALUE         40001
-#define _APS_NEXT_CONTROL_VALUE         1000
-#define _APS_NEXT_SYMED_VALUE           101
-#endif
-#endif
-
-#define APSTUDIO_READONLY_SYMBOLS
-/////////////////////////////////////////////////////////////////////////////
-//
-// Generated from the TEXTINCLUDE 2 resource.
-//
-#include "windows.h"
-
-/////////////////////////////////////////////////////////////////////////////
-#undef APSTUDIO_READONLY_SYMBOLS
-
-/////////////////////////////////////////////////////////////////////////////
-// English (U.S.) resources
-
-#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
-#ifdef _WIN32
-LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
-#pragma code_page(1252)
-#endif //_WIN32
-
-/////////////////////////////////////////////////////////////////////////////
-//
-// Icon
-//
-
-// Icon with lowest ID value placed first to ensure application icon
-// remains consistent on all systems.
-IDI_ICON1               ICON    DISCARDABLE     "torque.ico"
-IDI_ICON2               ICON    DISCARDABLE     "torque.ico"
-
-#ifdef APSTUDIO_INVOKED
-/////////////////////////////////////////////////////////////////////////////
-//
-// TEXTINCLUDE
-//
-
-1 TEXTINCLUDE DISCARDABLE 
-BEGIN
-    "resource.h\0"
-END
-
-2 TEXTINCLUDE DISCARDABLE 
-BEGIN
-    "#include ""windows.h""\r\n"
-    "\0"
-END
-
-3 TEXTINCLUDE DISCARDABLE 
-BEGIN
-    "\r\n"
-    "\0"
-END
-
-#endif    // APSTUDIO_INVOKED
-
-#endif    // English (U.S.) resources
-/////////////////////////////////////////////////////////////////////////////
-
-
-
-#ifndef APSTUDIO_INVOKED
-/////////////////////////////////////////////////////////////////////////////
-//
-// Generated from the TEXTINCLUDE 3 resource.
-//
-
-
-/////////////////////////////////////////////////////////////////////////////
-#endif    // not APSTUDIO_INVOKED
-

BIN
Templates/Full/buildFiles/VisualStudio 2010/projects/torque.ico


+ 0 - 85
Templates/Full/buildFiles/VisualStudio 2012/projects/Torque.rc

@@ -1,85 +0,0 @@
-//Microsoft Developer Studio generated resource script.
-//
-#define IDI_ICON1                       103
-#define IDI_ICON2                       107
-
-// Next default values for new objects
-//
-#ifdef APSTUDIO_INVOKED
-#ifndef APSTUDIO_READONLY_SYMBOLS
-#define _APS_NEXT_RESOURCE_VALUE        108
-#define _APS_NEXT_COMMAND_VALUE         40001
-#define _APS_NEXT_CONTROL_VALUE         1000
-#define _APS_NEXT_SYMED_VALUE           101
-#endif
-#endif
-
-#define APSTUDIO_READONLY_SYMBOLS
-/////////////////////////////////////////////////////////////////////////////
-//
-// Generated from the TEXTINCLUDE 2 resource.
-//
-#include "windows.h"
-
-/////////////////////////////////////////////////////////////////////////////
-#undef APSTUDIO_READONLY_SYMBOLS
-
-/////////////////////////////////////////////////////////////////////////////
-// English (U.S.) resources
-
-#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
-#ifdef _WIN32
-LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
-#pragma code_page(1252)
-#endif //_WIN32
-
-/////////////////////////////////////////////////////////////////////////////
-//
-// Icon
-//
-
-// Icon with lowest ID value placed first to ensure application icon
-// remains consistent on all systems.
-IDI_ICON1               ICON    DISCARDABLE     "torque.ico"
-IDI_ICON2               ICON    DISCARDABLE     "torque.ico"
-
-#ifdef APSTUDIO_INVOKED
-/////////////////////////////////////////////////////////////////////////////
-//
-// TEXTINCLUDE
-//
-
-1 TEXTINCLUDE DISCARDABLE 
-BEGIN
-    "resource.h\0"
-END
-
-2 TEXTINCLUDE DISCARDABLE 
-BEGIN
-    "#include ""windows.h""\r\n"
-    "\0"
-END
-
-3 TEXTINCLUDE DISCARDABLE 
-BEGIN
-    "\r\n"
-    "\0"
-END
-
-#endif    // APSTUDIO_INVOKED
-
-#endif    // English (U.S.) resources
-/////////////////////////////////////////////////////////////////////////////
-
-
-
-#ifndef APSTUDIO_INVOKED
-/////////////////////////////////////////////////////////////////////////////
-//
-// Generated from the TEXTINCLUDE 3 resource.
-//
-
-
-/////////////////////////////////////////////////////////////////////////////
-#endif    // not APSTUDIO_INVOKED
-

BIN
Templates/Full/buildFiles/VisualStudio 2012/projects/torque.ico


+ 0 - 67
Templates/Full/buildFiles/compile.bat

@@ -1,67 +0,0 @@
-@echo off
-SETLOCAL
-
-REM Handle our optional parameters
-SET COMPILER=%1
-SET CONFIG=%2
-
-IF NOT DEFINED COMPILER SET COMPILER=VS2008
-IF NOT DEFINED CONFIG   SET CONFIG=Release
-
-REM Setting up some variables
-
-REM Detecting the correct Program Files
-IF DEFINED PROGRAMFILES(X86) SET PROGRAMROOT=%ProgramFiles(x86)%
-IF NOT DEFINED PROGRAMROOT   SET PROGRAMROOT=%ProgramFiles%
-
-REM First the defaults (set up for VS2008 by default)
-SET ENVVAR="%PROGRAMROOT%\Microsoft Visual Studio 9.0\VC\vcvarsall.bat"
-SET BUILDCMD=devenv.com
-SET OPTIONS=/useenv /build "%CONFIG%|Win32"
-SET BUILDDIR="VisualStudio 2008"
-
-REM Handle the non-defaults
-IF %COMPILER% == VS2010 SET ENVVAR="%PROGRAMROOT%\Microsoft Visual Studio 10.0\VC\vcvarsall.bat"
-
-IF EXIST "%PROGRAMROOT%\Xoreax\IncrediBuild\BuildConsole.exe" SET BUILDCMD="%PROGRAMROOT%\Xoreax\IncrediBuild\BuildConsole.exe"
-IF EXIST "%PROGRAMROOT%\Xoreax\IncrediBuild\BuildConsole.exe" SET OPTIONS=/build "%CONFIG%|Win32"
-
-IF %COMPILER% == VS2010 SET BUILDDIR="VisualStudio 2010"
-
-
-echo Building all solutions under %COMPILER% with the %CONFIG% configuration
-
-echo Initializing %COMPILER% environment variables...
-call %ENVVAR%
-
-echo Initializing the DirectX SDK environment variables...
-
-IF "%DXSDK_DIR%" == "" goto error_no_DXSDK_DIR
-call "%DXSDK_DIR%Utilities\Bin\dx_setenv.cmd" x86
-
-echo Moving to our build directory
-cd %BUILDDIR%
-
-echo      - Building
-for %%a in (*.sln) do %BUILDCMD% "%%a" %OPTIONS% & IF ERRORLEVEL 1 goto error_compile
-
-REM It is just polite for a batch file to leave you in the same dir you started in
-cd ..
-
-REM We were successful in everything so go to the end
-goto :end
-
-:error_no_DXSDK_DIR
-@echo ERROR: DXSDK_DIR variable is not set. Make sure the DirectX SDK is installed properly.
-@goto end_error
-
-:error_compile
-@echo ERROR: There was an error compiling a solution in %CD%
-@goto end_error
-
-:end_error
-ENDLOCAL
-EXIT /B 1
-
-:end
-ENDLOCAL

+ 0 - 22
Templates/Full/buildFiles/config/project.conf

@@ -1,22 +0,0 @@
-<?php
-
-// Set this true to enable hifi networking instead of standard.
-// In general ... hifi is designed to better deal with fast
-// moving players in close proximity to each other, such as
-// a racing game.
-$TORQUE_HIFI_NET = false;
-
-// Set this to true to enable the ExtendedMove class.  This
-// allows the passing of absolute position and rotation input
-// device information from the client to the server.
-$TORQUE_EXTENDED_MOVE = false;
-
-// Configure Torque 3D
-Torque3D::beginConfig( "win32", "Full" );
-        
-    // Enable for optional minidump debugging support
-    // addProjectDefine( 'TORQUE_MINIDUMP' );
-        
-Torque3D::endConfig();
-
-?>

+ 0 - 67
Templates/Full/buildFiles/config/project.linux.conf

@@ -1,67 +0,0 @@
-<?php
-
-// Set the game project name, this is what your game's exe/dll will be called
-setGameProjectName("Full");
-
-setPlatform( 'linux' );
-
-// Libs
-includeLib( 'mng' );
-includeLib( 'png' );
-includeLib( 'ungif' );
-includeLib( 'jpeg' );
-includeLib( 'tinyxml' );
-includeLib( 'opcode' );
-includeLib( 'squish' );
-includeLib( 'libvorbis' );
-includeLib( 'libtheora' );
-includeLib( 'libogg' );
-includeLib( 'zlib' );
-includeLib( 'pcre' );
-includeLib( 'collada_dom' );
-includeLib( 'convexDecomp' );
-
-// We need to pick the right physics engine to include.
-global $USE_BULLET_PHYSICS;
-
-/////// Application Config
-beginAppConfig( getGameProjectName(), '{CDECDFF9-E125-523F-87BC-2D89DB971CAB}' );
-
-   // Include only the dedicated crunchy Torque3D goodness
-   echo( "\n   - Loading project code configuration from \"torque3D.conf\"\n");
-   include "torque3D.conf";
-   
-   // Include the project specific source files
-   echo( "\n   - Loading project code configuration from \"projectCode.conf\"\n");
-   include "projectCode.conf";
-
-	addEngineSrcDir( 'main' );
-	
-endAppConfig();
-
-
-
-///////////////// And our solution
-beginSolutionConfig( 'Makefile', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );
-
-   addSolutionProjectRef( getGameProjectName() );
-
-   addSolutionProjectRef( 'collada_dom' );
-
-   addSolutionProjectRef( 'libvorbis' );
-   addSolutionProjectRef( 'libtheora' );
-   addSolutionProjectRef( 'libogg' );
-   addSolutionProjectRef( 'ljpeg' );
-   addSolutionProjectRef( 'lmng' );
-   addSolutionProjectRef( 'lpng' );
-   addSolutionProjectRef( 'lungif' );
-   addSolutionProjectRef( 'opcode' );
-   addSolutionProjectRef( 'pcre' );
-   addSolutionProjectRef( 'squish' );
-   addSolutionProjectRef( 'tinyxml' );
-   addSolutionProjectRef( 'zlib' );
-   addSolutionProjectRef( 'convexDecomp' );
-
-endSolutionConfig();
-
-?>

+ 0 - 65
Templates/Full/buildFiles/config/project.linux_ded.conf

@@ -1,65 +0,0 @@
-<?php
-
-// Set the game project name, this is what your game's exe/dll will be called
-setGameProjectName("Full");
-
-setPlatform( 'linux_dedicated' );
-
-// Libs
-includeLib( 'mng' );
-includeLib( 'png' );
-includeLib( 'ungif' );
-includeLib( 'jpeg' );
-includeLib( 'tinyxml' );
-includeLib( 'opcode' );
-includeLib( 'squish' );
-includeLib( 'libvorbis' );
-includeLib( 'libtheora' );
-includeLib( 'libogg' );
-includeLib( 'zlib' );
-includeLib( 'pcre' );
-includeLib( 'collada_dom' );
-includeLib( 'convexDecomp' );
-
-// We need to pick the right physics engine to include.
-global $USE_BULLET_PHYSICS;
-
-/////// Application Config
-beginAppConfig( getGameProjectName(), '{CDECDFF9-E125-523F-87BC-2D89DB971CAB}' );
-
-   // Include only the dedicated crunchy Torque3D goodness
-   echo( "\n   - Loading project code configuration from \"torque3D_dedicated.conf\"\n");
-   include "torque3D_dedicated.conf";
-   
-   // Include the project specific source files
-   echo( "\n   - Loading project code configuration from \"projectCode.conf\"\n");
-   include "projectCode.conf";
-
-   addEngineSrcDir( 'main' );
-	
-endAppConfig();
-
-///////////////// And our solution
-beginSolutionConfig( 'Makefile', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );
-
-   addSolutionProjectRef( getGameProjectName() );
-
-   addSolutionProjectRef( 'collada_dom' );
-
-   addSolutionProjectRef( 'libvorbis' );
-   addSolutionProjectRef( 'libtheora' );
-   addSolutionProjectRef( 'libogg' );
-   addSolutionProjectRef( 'ljpeg' );
-   addSolutionProjectRef( 'lmng' );
-   addSolutionProjectRef( 'lpng' );
-   addSolutionProjectRef( 'lungif' );
-   addSolutionProjectRef( 'opcode' );
-   addSolutionProjectRef( 'pcre' );
-   addSolutionProjectRef( 'squish' );
-   addSolutionProjectRef( 'tinyxml' );
-   addSolutionProjectRef( 'zlib' );
-   addSolutionProjectRef( 'convexDecomp' );
-
-endSolutionConfig();
-
-?>

+ 0 - 11
Templates/Full/buildFiles/config/project.mac.conf

@@ -1,11 +0,0 @@
-<?php
-
-// Configure Torque 3D
-Torque3D::beginConfig( "mac", "Full" );
-
-    // Include Web Deployment module
-    includeModule( 'webDeploy' );
-        
-Torque3D::endConfig();
-
-?>

+ 0 - 12
Templates/Full/buildFiles/config/projectCode.conf

@@ -1,12 +0,0 @@
-<?php
-
-   // This file is used to add your project specific code to the Torque 3D Game Engine
-   
-   // by default we add the project's source folders recursively
-   addSrcDir('../source', true);
-
-   // Here is an example of how to include your project specific code 
-   // In this case all the code in the "custom" folder in your project's source directory would be added
-   // addSrcDir('../source/custom');
-
-?>

+ 0 - 96
Templates/Full/buildFiles/config/torque3D_dedicated.conf

@@ -1,96 +0,0 @@
-<?php
-        
-    /// Prefs
-    addProjectDefine( 'TORQUE_SHADERGEN' );
-    addProjectDefine( 'TORQUE_UNICODE' );
-    addProjectDefine( 'TORQUE_DEDICATED' );
-
-    /// For OPCODE
-    addProjectDefine( 'BAN_OPCODE_AUTOLINK' );
-    addProjectDefine( 'ICE_NO_DLL' );
-    addProjectDefine( 'TORQUE_OPCODE' );
-    
-    // Additional includes
-    addIncludePath( "../../game/shaders" );
-
-    addLibIncludePath( "lmng" );
-    addLibIncludePath( "lpng" );
-    addLibIncludePath( "ljpeg" );
-    addLibIncludePath( "lungif" );
-    addLibIncludePath( "zlib" );
-    addLibIncludePath( "tinyxml" );
-    addLibIncludePath( "opcode" );
-    addLibIncludePath( "squish" );
-    addLibIncludePath( "libvorbis/include" );
-    addLibIncludePath( "libogg/include" );
-    addLibIncludePath( "libtheora/include" );
-    addLibIncludePath( "convexDecomp" );
-
-    // Modules
-    includeModule( 'Torque3D' );
-    includeModule( 'core' );
-    includeModule( 'T3D' );
-    includeModule( 'advancedLighting' );
-    includeModule( 'basicLighting' );
-    includeModule( 'vorbis' );
-    includeModule( 'theora' );
-    
-    includeModule( 'collada' );
-   
-    // Dependencies
-    addProjectDependency( 'lmng' );
-    addProjectDependency( 'lpng' );
-    addProjectDependency( 'lungif' );
-    addProjectDependency( 'ljpeg' );
-    addProjectDependency( 'zlib' );
-    addProjectDependency( 'tinyxml' );
-    
-    addProjectDependency( 'opcode' );
-    addProjectDependency( 'pcre' );
-    addProjectDependency( 'squish' );
-    addProjectDependency( 'collada_dom' );
-    addProjectDependency( 'libvorbis' );
-    addProjectDependency( 'libogg' );
-    addProjectDependency( 'libtheora' );
-    addProjectDependency( 'convexDecomp' );
-    
-    if ( $USE_BULLET_PHYSICS == true )
-    {
-        includeModule( 'bullet' );
-        addProjectDependency( 'libbullet' );
-    }
-
-    if ( T3D_Generator::$platform == "mac" )
-    {    
-        addProjectDefine( '__MACOSX__' );
-        addProjectDefine( 'LTM_DESC' );
-    }
-
-
-    if (T3D_Generator::$platform == "win32")
-    {
-        setProjectModuleDefinitionFile('../../' . getLibSrcDir() . 'Torque3D/msvc/torque3d.def');
-
-        addProjectDefine( 'UNICODE' );
-        addProjectDefine( 'INITGUID' );
-        addProjectDefine( '_CRT_SECURE_NO_DEPRECATE' );
-
-        addProjectLibInput('COMCTL32.LIB');
-        addProjectLibInput('COMDLG32.LIB');
-        addProjectLibInput('USER32.LIB');
-        addProjectLibInput('ADVAPI32.LIB');
-        addProjectLibInput('GDI32.LIB');
-        addProjectLibInput('WINMM.LIB');
-        addProjectLibInput('WS2_32.LIB');
-        addProjectLibInput('vfw32.lib');
-        addProjectLibInput('Imm32.lib');
-        addProjectLibInput('d3d9.lib');
-        addProjectLibInput('d3dx9.lib');
-        addProjectLibInput('DxErr.lib');
-        addProjectLibInput('ole32.lib');
-        addProjectLibInput('shell32.lib');
-        addProjectLibInput('oleaut32.lib');
-        addProjectLibInput('version.lib');
-    }
-
-?>

+ 0 - 41
Templates/Full/buildFiles/config/webDeploy.conf

@@ -1,41 +0,0 @@
-<?php
-
-class WebDeploymentWindows
-{
-
-    public static $plugin = "WebFullTemplate";
-
-    //------ NP plugin settings
-
-    // The plugin MUST begin with NP for Firefox to recognize it
-    // setup in project.conf
-    public static $npPluginName = "";
-    
-    public static $company = "My Game Company";
-	public static $companyKey = "mygamecompany";
-	public static $productName = "My Web Game";
-	public static $version = "1.0";
-	public static $description = "My Web Game Plugin";
-        
-    // Before you should specify a unique MIME type for your game    
-    public static $mimeType = "x-fulltemplateplugin";
-    
-    //------ ActiveX plugin settings
-    
-    // setup in project.conf
-    public static $axPluginName = "";
-    
-    // Before shipping the UUID should be changed to unique numbers for your game
-    
-    // This UUID is used by CLSID in object tag in your site's html
-    public static $axWebGameLibUUID = "D62D1B36-253D-4218-B033-5ACE0B42B8BF";
-
-    // Other UUID used by registry
-    public static $axAppUUID = "AB7615A3-A918-488B-B128-96DD62D0AE36";
-    public static $axWebGameUUID = "5240D24D-FBCE-4AF2-99FC-4C7AD4318E91";
-    public static $axWebGameCtrlUUID = "FC143328-E29C-4BC4-8C83-618FEB562532";
-    
-    
-};
-
-?>

+ 0 - 20
Templates/Full/buildFiles/config/webDeploy.mac.conf

@@ -1,20 +0,0 @@
-<?php
-
-class WebDeploymentOSX
-{
-
-    // setup in project.conf
-    public static $safariPluginName = ""; 
-    
-    public static $identifier = "com.mygamecompany.fulltemplateplugin";
-
-    public static $description = "Full Template Plugin";
-    
-    public static $version = "1.0";
-        
-    // Before you should specify a unique MIME type for your game
-    public static $mimeType = "x-fulltemplateplugin";
-    
-};
-
-?>

+ 0 - 7
Templates/Full/cleanShaders.bat

@@ -1,7 +0,0 @@
-REM Delete procedural shaders
-
-del /q /a:-R game\shaders\procedural\*.*
-
-REM Delete dumped shader disassembly files
-
-del /q /s /a:-R *_dis.txt

+ 0 - 4
Templates/Full/cleanShaders.command

@@ -1,4 +0,0 @@
-#!/bin/sh
-
-cd "`dirname "$0"`"
-rm -rf game/shaders/procedural/*.*

+ 0 - 39
Templates/Full/game/Full.torsion

@@ -1,39 +0,0 @@
-<TorsionProject>
-<Name>Full</Name>
-<WorkingDir/>
-<EntryScript>main.cs</EntryScript>
-<DebugHook>dbgSetParameters( #port#, "#password#", true );</DebugHook>
-<Mods>
-<Folder>core</Folder>
-<Folder>scripts</Folder>
-<Folder>art</Folder>
-<Folder>levels</Folder>
-<Folder>shaders</Folder>
-<Folder>tools</Folder>
-</Mods>
-<ScannerExts>cs; gui</ScannerExts>
-<Configs>
-<Config>
-<Name>Release</Name>
-<Executable>Full.exe</Executable>
-<Arguments/>
-<HasExports>true</HasExports>
-<Precompile>true</Precompile>
-<InjectDebugger>true</InjectDebugger>
-<UseSetModPaths>false</UseSetModPaths>
-</Config>
-<Config>
-<Name>Debug</Name>
-<Executable>Full_DEBUG.exe</Executable>
-<Arguments/>
-<HasExports>true</HasExports>
-<Precompile>true</Precompile>
-<InjectDebugger>true</InjectDebugger>
-<UseSetModPaths>false</UseSetModPaths>
-</Config>
-</Configs>
-<SearchURL/>
-<SearchProduct>Full</SearchProduct>
-<SearchVersion>HEAD</SearchVersion>
-<ExecModifiedScripts>true</ExecModifiedScripts>
-</TorsionProject>

+ 0 - 18
Templates/Full/game/Full.torsion.opt

@@ -1,18 +0,0 @@
-<TorsionProjectOptions>
-<Address>127.0.0.1</Address>
-<Password>password</Password>
-<Port>6060</Port>
-<LastConfig>Debug</LastConfig>
-<Breakpoints/>
-<Bookmarks/>
-<OpenFiles>
-<File ScrollX="0" ScrollY="0">art\main.cs</File>
-<File ScrollX="0" ScrollY="9">core\main.cs</File>
-<File ScrollX="0" ScrollY="130">core\scripts\client\postFx\MLAA.cs</File>
-<File ScrollX="0" ScrollY="228">core\scripts\client\postFx\ssao.cs</File>
-<File ScrollX="0" ScrollY="114">core\scripts\client\postFx\hdr.cs</File>
-<File ScrollX="0" ScrollY="0">core\scripts\client\postFx\dof.cs</File>
-<File ScrollX="0" ScrollY="9">core\scripts\client\postFx\caustics.cs</File>
-<File ScrollX="0" ScrollY="108" Active="true">tools\worldEditor\main.cs</File>
-</OpenFiles>
-</TorsionProjectOptions>

+ 0 - 30
Templates/Full/game/art/datablocks/aiPlayer.cs

@@ -1,30 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Demo Pathed AIPlayer.
-//-----------------------------------------------------------------------------
-
-datablock PlayerData(DemoPlayer : DefaultPlayerData)
-{
-   shootingDelay = 2000;
-};

+ 0 - 35
Templates/Full/game/art/datablocks/audioProfiles.cs

@@ -1,35 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-// Always declare audio Descriptions (the type of sound) before Profiles (the
-// sound itself) when creating new ones.
-
-// ----------------------------------------------------------------------------
-// Now for the profiles - these are the usable sounds
-// ----------------------------------------------------------------------------
-
-datablock SFXProfile(ThrowSnd)
-{
-   filename = "art/sound/throw";
-   description = AudioClose3d;
-   preload = false;
-};

+ 0 - 74
Templates/Full/game/art/datablocks/datablockExec.cs

@@ -1,74 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-// Load up all datablocks.  This function is called when
-// a server is constructed.
-
-// Do the sounds first -- later scripts/datablocks may need them
-exec("./audioProfiles.cs");
-
-// LightFlareData and LightAnimData(s)
-exec("./lights.cs");
-
-// Do the various effects next -- later scripts/datablocks may need them
-exec("./particles.cs");
-exec("./environment.cs");
-
-exec("./triggers.cs");
-
-// Add a rigid example
-exec("./rigidShape.cs");
-
-exec("./health.cs");
-
-// Load our supporting weapon datablocks, effects and such.  They must be
-// loaded before any weapon that uses them.
-exec("./weapon.cs");
-exec("./weapons/grenadefx.cs");
-exec("./weapons/rocketfx.cs");
-
-// Load the weapon datablocks
-exec("./weapons/Lurker.cs");
-exec("./weapons/Ryder.cs");
-exec("./weapons/ProxMine.cs");
-exec("./weapons/Turret.cs");
-
-exec("./teleporter.cs");
-
-// Load the default player datablocks
-exec("./player.cs");
-
-// Load our other player datablocks
-exec("./aiPlayer.cs");
-
-// Load the vehicle datablocks
-exec("./vehicles/cheetahCar.cs");
-
-// Physics objects
-exec("./physics.cs");
-
-if(isFile("./verve/VerveActorData.cs"))
-{
-	// Load Verve Data.
-	exec("./verve/VerveActorData.cs");
-	exec("./verve/VervePathTutorialData.cs");
-}

+ 0 - 100
Templates/Full/game/art/datablocks/environment.cs

@@ -1,100 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-// ENVIROMENTAL EFFECTS GO HERE (PRECIPITATION - LIGHTNING)
-
-// ----------------------------------------------------------------------------
-// Rain
-// ----------------------------------------------------------------------------
-
-datablock SFXProfile(HeavyRainSound)
-{
-   filename = "art/sound/environment/amb";
-   description = AudioLoop2d;
-};
-
-datablock PrecipitationData(HeavyRain)
-{
-   soundProfile = "HeavyRainSound";
-
-   dropTexture = "art/environment/precipitation/rain";
-   splashTexture = "art/environment/precipitation/water_splash";
-   dropSize = 0.35;
-   splashSize = 0.1;
-   useTrueBillboards = false;
-   splashMS = 500;
-};
-
-// ----------------------------------------------------------------------------
-// Lightning
-// ----------------------------------------------------------------------------
-
-// When setting up thunder sounds for lightning it should be known that:
-// - strikeSound is a 3d sound
-// - thunderSounds[n] are 2d sounds
-
-datablock SFXProfile(ThunderCrash1Sound)
-{
-   filename = "art/sound/environment/thunder1";
-   description = Audio2d;
-};
-
-datablock SFXProfile(ThunderCrash2Sound)
-{
-   filename = "art/sound/environment/thunder2";
-   description = Audio2d;
-};
-
-datablock SFXProfile(ThunderCrash3Sound)
-{
-   filename = "art/sound/environment/thunder3";
-   description = Audio2d;
-};
-
-datablock SFXProfile(ThunderCrash4Sound)
-{
-   filename = "art/sound/environment/thunder4";
-   description = Audio2d;
-};
-
-
-datablock LightningData(DefaultStorm)
-{
-   thunderSounds[0] = ThunderCrash1Sound;
-   thunderSounds[1] = ThunderCrash2Sound;
-   thunderSounds[2] = ThunderCrash3Sound;
-   thunderSounds[3] = ThunderCrash4Sound;
-
-   strikeTextures[0] = "art/environment/lightning";
-};
-
-datablock ReflectorDesc( DefaultCubeDesc )
-{  
-   texSize = 256;
-   nearDist = 0.1;
-   farDist = 1000.0;
-   objectTypeMask = 0xFFFFFFFF;
-   detailAdjust = 1.0;
-   priority = 1.0;
-   maxRateMs = 15;
-   useOcclusionQuery = true;
-};

+ 0 - 85
Templates/Full/game/art/datablocks/health.cs

@@ -1,85 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-// Inventory items.  These objects rely on the item & inventory support
-// system defined in item.cs and inventory.cs
-
-//-----------------------------------------------------------------------------
-// Health kits can be added to your inventory and used to heal up.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Audio profiles
-//-----------------------------------------------------------------------------
-datablock SFXProfile(HealthUseSound)
-{
-   filename = "art/sound/health_mono_01";
-   description = AudioClose3d;
-   preload = true;
-};
-
-//-----------------------------------------------------------------------------
-// Health Kits cannot be picked up and are not meant to be added to
-// inventory.  Health is applied automatically when an objects collides
-// with a patch.
-//-----------------------------------------------------------------------------
-
-datablock ItemData(HealthKitSmall)
-{
-   // Mission editor category, this datablock will show up in the
-   // specified category under the "shapes" root category.
-   category = "Health";
-
-   className = "HealthPatch";
-
-   // Basic Item properties
-   shapeFile = "art/shapes/items/kit/healthkit.dts";
-   mass = 2;
-   friction = 1;
-   elasticity = 0.3;
-   emap = true;
-
-   // Dynamic properties defined by the scripts
-   pickupName = "a small health kit";
-   repairAmount = 50;
-};
-
-// This is the "health patch" dropped by a dying player.
-datablock ItemData(HealthKitPatch)
-{
-   // Mission editor category, this datablock will show up in the
-   // specified category under the "shapes" root category.
-   category = "Health";
-
-   className = "HealthPatch";
-
-   // Basic Item properties
-   shapeFile = "art/shapes/items/patch/healthpatch.dts";
-   mass = 2;
-   friction = 1;
-   elasticity = 0.3;
-   emap = true;
-
-   // Dynamic properties defined by the scripts
-   pickupName = "a health patch";
-   repairAmount = 50;
-};

+ 0 - 608
Templates/Full/game/art/datablocks/lights.cs

@@ -1,608 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-
-//------------------------------------------------------------------------------
-// LightAnimData
-//------------------------------------------------------------------------------
-
-datablock LightAnimData( NullLightAnim )
-{   
-   animEnabled = false;
-};
-
-datablock LightAnimData( PulseLightAnim )
-{   
-   brightnessA = 0;
-   brightnessZ = 1;
-   brightnessPeriod = 1;
-   brightnessKeys = "aza";
-   brightnessSmooth = true;
-};
-
-datablock LightAnimData( SubtlePulseLightAnim )
-{
-   brightnessA = 0.5;
-   brightnessZ = 1;
-   brightnessPeriod = 1;
-   brightnessKeys = "aza";
-   brightnessSmooth = true;
-};
-
-datablock LightAnimData( FlickerLightAnim )
-{
-   brightnessA = 1;
-   brightnessZ = 0;
-   brightnessPeriod = 5;
-   brightnessKeys = "aaazaaaaaazaaazaaazaaaaazaaaazzaaaazaaaaaazaaaazaaaza";
-   brightnessSmooth = false;
-};
-
-datablock LightAnimData( BlinkLightAnim )
-{
-   brightnessA = 0;
-   brightnessZ = 1;
-   brightnessPeriod = 5;
-   brightnessKeys = "azaaaazazaaaaaazaaaazaaaazzaaaaaazaazaaazaaaaaaa";
-   brightnessSmooth = false;
-};
-
-datablock LightAnimData( FireLightAnim )
-{
-   brightnessA = 0.75;
-   brightnessZ = 1;
-   brightnessPeriod = 0.7;
-   brightnessKeys = "annzzznnnzzzaznzzzz";
-   brightnessSmooth = 0;
-   offsetA[0] = "-0.05";
-   offsetA[1] = "-0.05";
-   offsetA[2] = "-0.05";
-   offsetZ[0] = "0.05";
-   offsetZ[1] = "0.05";
-   offsetZ[2] = "0.05";
-   offsetPeriod[0] = "1.25";
-   offsetPeriod[1] = "1.25";
-   offsetPeriod[2] = "1.25";
-   offsetKeys[0] = "ahahaazahakayajza";
-   offsetKeys[1] = "ahahaazahakayajza";
-   offsetKeys[2] = "ahahaazahakayajza";
-   rotKeys[0] = "";
-   rotKeys[1] = "";
-   rotKeys[2] = "";
-   colorKeys[0] = "";
-   colorKeys[1] = "";
-   colorKeys[2] = "";
-};
-
-datablock LightAnimData( SpinLightAnim )
-{
-   rotA[2] = "0";
-   rotZ[2] = "360";
-   rotPeriod[2] = "1";
-   rotKeys[2] = "az";
-   rotSmooth[2] = true;
-};
-
-
-//------------------------------------------------------------------------------
-// LightFlareData
-//------------------------------------------------------------------------------
-
-datablock LightFlareData( NullLightFlare )
-{
-   flareEnabled = false;
-};
-
-datablock LightFlareData( SunFlareExample )
-{      
-   overallScale = 4.0;
-   flareEnabled = true;
-   renderReflectPass = false;
-   flareTexture = "art/lights/lensFlareSheet0";  
-
-   elementRect[0] = "512 0 512 512";
-   elementDist[0] = 0.0;
-   elementScale[0] = 2.0;
-   elementTint[0] = "0.6 0.6 0.6";
-   elementRotate[0] = true;
-   elementUseLightColor[0] = true;
-   
-   elementRect[1] = "1152 0 128 128";
-   elementDist[1] = 0.3;
-   elementScale[1] = 0.7;
-   elementTint[1] = "1.0 1.0 1.0";
-   elementRotate[1] = true;
-   elementUseLightColor[1] = true;
-   
-   elementRect[2] = "1024 0 128 128";
-   elementDist[2] = 0.5;
-   elementScale[2] = 0.25;   
-   elementTint[2] = "1.0 1.0 1.0";
-   elementRotate[2] = true;
-   elementUseLightColor[2] = true;
-   
-   elementRect[3] = "1024 128 128 128";
-   elementDist[3] = 0.8;
-   elementScale[3] = 0.7;   
-   elementTint[3] = "1.0 1.0 1.0";
-   elementRotate[3] = true;
-   elementUseLightColor[3] = true;
-   
-   elementRect[4] = "1024 0 128 128";
-   elementDist[4] = 1.18;
-   elementScale[4] = 0.5;   
-   elementTint[4] = "1.0 1.0 1.0";
-   elementRotate[4] = true;
-   elementUseLightColor[4] = true;
-   
-   elementRect[5] = "1152 128 128 128";
-   elementDist[5] = 1.25;
-   elementScale[5] = 0.25;   
-   elementTint[5] = "1.0 1.0 1.0";
-   elementRotate[5] = true;
-   elementUseLightColor[5] = true;
-   
-   elementRect[6] = "1024 0 128 128";
-   elementDist[6] = 2.0;
-   elementScale[6] = 0.25;      
-   elementTint[6] = "1.0 1.0 1.0";
-   elementRotate[6] = true;
-   elementUseLightColor[6] = true;
-   occlusionRadius = "0.25";
-};
-
-datablock LightFlareData( SunFlareExample2 )
-{      
-   overallScale = 2.0;
-   flareEnabled = true;
-   renderReflectPass = false;
-   flareTexture = "art/lights/lensFlareSheet0";  
-   
-   elementRect[0] = "1024 0 128 128";
-   elementDist[0] = 0.5;
-   elementScale[0] = 0.25;   
-   elementTint[0] = "1.0 1.0 1.0";
-   elementRotate[0] = true;
-   elementUseLightColor[0] = true;
-   
-   elementRect[1] = "1024 128 128 128";
-   elementDist[1] = 0.8;
-   elementScale[1] = 0.7;   
-   elementTint[1] = "1.0 1.0 1.0";
-   elementRotate[1] = true;
-   elementUseLightColor[1] = true;
-   
-   elementRect[2] = "1024 0 128 128";
-   elementDist[2] = 1.18;
-   elementScale[2] = 0.5;   
-   elementTint[2] = "1.0 1.0 1.0";
-   elementRotate[2] = true;
-   elementUseLightColor[2] = true;
-   
-   elementRect[3] = "1152 128 128 128";
-   elementDist[3] = 1.25;
-   elementScale[3] = 0.25;   
-   elementTint[3] = "1.0 1.0 1.0";
-   elementRotate[3] = true;
-   elementUseLightColor[3] = true;
-   
-   elementRect[4] = "1024 0 128 128";
-   elementDist[4] = 2.0;
-   elementScale[4] = 0.25;      
-   elementTint[4] = "0.7 0.7 0.7";
-   elementRotate[4] = true;
-   elementUseLightColor[4] = true;
-   occlusionRadius = "0.25";
-};
-
-datablock LightFlareData(SunFlareExample3)
-{
-   overallScale = 2.0;
-   flareEnabled = true;
-   renderReflectPass = false;
-   flareTexture = "art/lights/lensflareSheet3.png";  
-   
-   elementRect[0] = "0 256 256 256";
-   elementDist[0] = "-0.6";
-   elementScale[0] = "3.5";   
-   elementTint[0] = "0.537255 0.537255 0.537255 1";
-   elementRotate[0] = true;
-   elementUseLightColor[0] = true;
-   
-   elementRect[1] = "128 128 128 128";
-   elementDist[1] = "0.1";
-   elementScale[1] = "1.5";   
-   elementTint[1] = "0.996078 0.976471 0.721569 1";
-   elementRotate[1] = true;
-   elementUseLightColor[1] = true;
-   
-   elementRect[2] = "0 0 64 64";
-   elementDist[2] = "0.4";
-   elementScale[2] = "0.25";   
-   elementTint[2] = "0 0 1 1";
-   elementRotate[2] = true;
-   elementUseLightColor[2] = true;
-   
-   elementRect[3] = "0 0 64 64";
-   elementDist[3] = "0.45";
-   elementScale[3] = 0.25;   
-   elementTint[3] = "0 1 0 1";
-   elementRotate[3] = true;
-   elementUseLightColor[3] = true;
-   
-   elementRect[4] = "0 0 64 64";
-   elementDist[4] = "0.5";
-   elementScale[4] = 0.25;      
-   elementTint[4] = "1 0 0 1";
-   elementRotate[4] = true;
-   elementUseLightColor[4] = true;
-   elementRect[9] = "256 0 256 256";
-   elementDist[3] = "0.45";
-   elementScale[3] = "0.25";
-   elementScale[9] = "2";
-   elementRect[4] = "0 0 64 64";
-   elementRect[5] = "128 0 128 128";
-   elementDist[4] = "0.5";
-   elementDist[5] = "1.2";
-   elementScale[1] = "1.5";
-   elementScale[4] = "0.25";
-   elementScale[5] = "0.5";
-   elementTint[1] = "0.996078 0.976471 0.721569 1";
-   elementTint[2] = "0 0 1 1";
-   elementTint[5] = "0.721569 0 1 1";
-   elementRotate[5] = "0";
-   elementUseLightColor[5] = "1";
-   elementRect[0] = "0 256 256 256";
-   elementRect[1] = "128 128 128 128";
-   elementRect[2] = "0 0 64 64";
-   elementRect[3] = "0 0 64 64";
-   elementDist[0] = "-0.6";
-   elementDist[1] = "0.1";
-   elementDist[2] = "0.4";
-   elementScale[0] = "3.5";
-   elementScale[2] = "0.25";
-   elementTint[0] = "0.537255 0.537255 0.537255 1";
-   elementTint[3] = "0 1 0 1";
-   elementTint[4] = "1 0 0 1";
-   elementRect[6] = "64 64 64 64";
-   elementDist[6] = "0.9";
-   elementScale[6] = "4";
-   elementTint[6] = "0.00392157 0.721569 0.00392157 1";
-   elementRotate[6] = "0";
-   elementUseLightColor[6] = "1";
-   elementRect[7] = "64 64 64 64";
-   elementRect[8] = "64 64 64 64";
-   elementDist[7] = "0.25";
-   elementDist[8] = "0.18";
-   elementDist[9] = "0";
-   elementScale[7] = "2";
-   elementScale[8] = "0.5";
-   elementTint[7] = "0.6 0.0117647 0.741176 1";
-   elementTint[8] = "0.027451 0.690196 0.0117647 1";
-   elementTint[9] = "0.647059 0.647059 0.647059 1";
-   elementRotate[9] = "0";
-   elementUseLightColor[7] = "1";
-   elementUseLightColor[8] = "1";
-   elementRect[10] = "256 256 256 256";
-   elementRect[11] = "0 64 64 64";
-   elementRect[12] = "0 64 64 64";
-   elementRect[13] = "64 0 64 64";
-   elementDist[10] = "0";
-   elementDist[11] = "-0.3";
-   elementDist[12] = "-0.32";
-   elementDist[13] = "1";
-   elementScale[10] = "10";
-   elementScale[11] = "2.5";
-   elementScale[12] = "0.3";
-   elementScale[13] = "0.4";
-   elementTint[10] = "0.321569 0.321569 0.321569 1";
-   elementTint[11] = "0.443137 0.0431373 0.00784314 1";
-   elementTint[12] = "0.00784314 0.996078 0.0313726 1";
-   elementTint[13] = "0.996078 0.94902 0.00784314 1";
-   elementUseLightColor[10] = "1";
-   elementUseLightColor[11] = "1";
-   elementUseLightColor[13] = "1";
-   elementRect[14] = "0 0 64 64";
-   elementDist[14] = "0.15";
-   elementScale[14] = "0.8";
-   elementTint[14] = "0.505882 0.0470588 0.00784314 1";
-   elementRotate[14] = "1";
-   elementUseLightColor[9] = "1";
-   elementUseLightColor[14] = "1";
-   elementRect[15] = "64 64 64 64";
-   elementRect[16] = "0 64 64 64";
-   elementRect[17] = "0 0 64 64";
-   elementRect[18] = "0 64 64 64";
-   elementRect[19] = "256 0 256 256";
-   elementDist[15] = "0.8";
-   elementDist[16] = "0.7";
-   elementDist[17] = "1.4";
-   elementDist[18] = "-0.5";
-   elementDist[19] = "-1.5";
-   elementScale[15] = "3";
-   elementScale[16] = "0.3";
-   elementScale[17] = "0.2";
-   elementScale[18] = "1";
-   elementScale[19] = "35";
-   elementTint[15] = "0.00784314 0.00784314 0.996078 1";
-   elementTint[16] = "0.992157 0.992157 0.992157 1";
-   elementTint[17] = "0.996078 0.603922 0.00784314 1";
-   elementTint[18] = "0.2 0.00392157 0.47451 1";
-   elementTint[19] = "0.607843 0.607843 0.607843 1";
-   elementUseLightColor[15] = "1";
-   elementUseLightColor[18] = "1";
-   elementUseLightColor[19] = "1";
-   occlusionRadius = "0.25";
-};
-
-
-
-datablock LightFlareData(SunFlarePacificIsland)
-{
-   overallScale = 2.0;
-   flareEnabled = true;
-   renderReflectPass = false;
-   flareTexture = "art/lights/lensflareSheet3.png";  
-   
-   elementRect[0] = "0 256 256 256";
-   elementDist[0] = "-0.6";
-   elementScale[0] = "3.5";   
-   elementTint[0] = "0.537255 0.537255 0.537255 1";
-   elementRotate[0] = true;
-   elementUseLightColor[0] = true;
-   
-   elementRect[1] = "128 128 128 128";
-   elementDist[1] = "0.1";
-   elementScale[1] = "1.5";   
-   elementTint[1] = "0.996078 0.976471 0.721569 1";
-   elementRotate[1] = true;
-   elementUseLightColor[1] = true;
-   
-   elementRect[2] = "0 0 64 64";
-   elementDist[2] = "0.4";
-   elementScale[2] = "0.25";   
-   elementTint[2] = "0 0 1 1";
-   elementRotate[2] = true;
-   elementUseLightColor[2] = true;
-   
-   elementRect[3] = "0 0 64 64";
-   elementDist[3] = "0.45";
-   elementScale[3] = 0.25;   
-   elementTint[3] = "0 1 0 1";
-   elementRotate[3] = true;
-   elementUseLightColor[3] = true;
-   
-   elementRect[4] = "0 0 64 64";
-   elementDist[4] = "0.5";
-   elementScale[4] = 0.25;      
-   elementTint[4] = "1 0 0 1";
-   elementRotate[4] = true;
-   elementUseLightColor[4] = true;
-   elementRect[9] = "256 0 256 256";
-   elementDist[3] = "0.45";
-   elementScale[3] = "0.25";
-   elementScale[9] = "2";
-   elementRect[4] = "0 0 64 64";
-   elementRect[5] = "128 0 128 128";
-   elementDist[4] = "0.5";
-   elementDist[5] = "1.2";
-   elementScale[1] = "1.5";
-   elementScale[4] = "0.25";
-   elementScale[5] = "0.5";
-   elementTint[1] = "0.996078 0.976471 0.721569 1";
-   elementTint[2] = "0 0 1 1";
-   elementTint[5] = "0.721569 0 1 1";
-   elementRotate[5] = "0";
-   elementUseLightColor[5] = "1";
-   elementRect[0] = "0 256 256 256";
-   elementRect[1] = "128 128 128 128";
-   elementRect[2] = "0 0 64 64";
-   elementRect[3] = "0 0 64 64";
-   elementDist[0] = "-0.6";
-   elementDist[1] = "0.1";
-   elementDist[2] = "0.4";
-   elementScale[0] = "3.5";
-   elementScale[2] = "0.25";
-   elementTint[0] = "0.537255 0.537255 0.537255 1";
-   elementTint[3] = "0 1 0 1";
-   elementTint[4] = "1 0 0 1";
-   elementRect[6] = "64 64 64 64";
-   elementDist[6] = "0.9";
-   elementScale[6] = "4";
-   elementTint[6] = "0.00392157 0.721569 0.00392157 1";
-   elementRotate[6] = "0";
-   elementUseLightColor[6] = "1";
-   elementRect[7] = "64 64 64 64";
-   elementRect[8] = "64 64 64 64";
-   elementDist[7] = "0.25";
-   elementDist[8] = "0.18";
-   elementDist[9] = "0";
-   elementScale[7] = "2";
-   elementScale[8] = "0.5";
-   elementTint[7] = "0.6 0.0117647 0.741176 1";
-   elementTint[8] = "0.027451 0.690196 0.0117647 1";
-   elementTint[9] = "0.647059 0.647059 0.647059 1";
-   elementRotate[9] = "0";
-   elementUseLightColor[7] = "1";
-   elementUseLightColor[8] = "1";
-   elementRect[10] = "256 256 256 256";
-   elementRect[11] = "0 64 64 64";
-   elementRect[12] = "0 64 64 64";
-   elementRect[13] = "64 0 64 64";
-   elementDist[10] = "0";
-   elementDist[11] = "-0.3";
-   elementDist[12] = "-0.32";
-   elementDist[13] = "1";
-   elementScale[10] = "10";
-   elementScale[11] = "2.5";
-   elementScale[12] = "0.3";
-   elementScale[13] = "0.4";
-   elementTint[10] = "0.321569 0.321569 0.321569 1";
-   elementTint[11] = "0.443137 0.0431373 0.00784314 1";
-   elementTint[12] = "0.00784314 0.996078 0.0313726 1";
-   elementTint[13] = "0.996078 0.94902 0.00784314 1";
-   elementUseLightColor[10] = "1";
-   elementUseLightColor[11] = "1";
-   elementUseLightColor[13] = "1";
-   elementRect[14] = "0 0 64 64";
-   elementDist[14] = "0.15";
-   elementScale[14] = "0.8";
-   elementTint[14] = "0.505882 0.0470588 0.00784314 1";
-   elementRotate[14] = "1";
-   elementUseLightColor[9] = "1";
-   elementUseLightColor[14] = "1";
-   elementRect[15] = "64 64 64 64";
-   elementRect[16] = "0 64 64 64";
-   elementRect[17] = "0 0 64 64";
-   elementRect[18] = "0 64 64 64";
-   elementRect[19] = "256 0 256 256";
-   elementDist[15] = "0.8";
-   elementDist[16] = "0.7";
-   elementDist[17] = "1.4";
-   elementDist[18] = "-0.5";
-   elementDist[19] = "-1.5";
-   elementScale[15] = "3";
-   elementScale[16] = "0.3";
-   elementScale[17] = "0.2";
-   elementScale[18] = "1";
-   elementScale[19] = "35";
-   elementTint[15] = "0.00784314 0.00784314 0.996078 1";
-   elementTint[16] = "0.992157 0.992157 0.992157 1";
-   elementTint[17] = "0.996078 0.603922 0.00784314 1";
-   elementTint[18] = "0.2 0.00392157 0.47451 1";
-   elementTint[19] = "0.607843 0.607843 0.607843 1";
-   elementUseLightColor[15] = "1";
-   elementUseLightColor[18] = "1";
-   elementUseLightColor[19] = "1";
-};
-
-
-
-datablock LightFlareData( LightFlareExample0 )
-{
-   overallScale = 2.0;
-   flareEnabled = true;
-   renderReflectPass = true;
-   flareTexture = "art/lights/lensFlareSheet1";
-   
-   elementRect[0] = "0 512 512 512";
-   elementDist[0] = 0.0;
-   elementScale[0] = 0.5;
-   elementTint[0] = "1.0 1.0 1.0";
-   elementRotate[0] = false;
-   elementUseLightColor[0] = false;
-   
-   elementRect[1] = "512 0 512 512";
-   elementDist[1] = 0.0;
-   elementScale[1] = 2.0;
-   elementTint[1] = "0.5 0.5 0.5";
-   elementRotate[1] = false;
-   elementUseLightColor[1] = false;
-   occlusionRadius = "0.25";
-};
-
-datablock LightFlareData( LightFlareExample1 )
-{
-   overallScale = 2.0;
-   flareEnabled = true;
-   renderReflectPass = true;
-   flareTexture = "art/lights/lensFlareSheet1";
-   
-   elementRect[0] = "512 512 512 512";
-   elementDist[0] = 0.0;
-   elementScale[0] = 0.5;
-   elementTint[0] = "1.0 1.0 1.0";
-   elementRotate[0] = false;
-   elementUseLightColor[0] = false;
-   
-   elementRect[1] = "512 0 512 512";
-   elementDist[1] = 0.0;
-   elementScale[1] = 2.0;
-   elementTint[1] = "0.5 0.5 0.5";
-   elementRotate[1] = false;
-   elementUseLightColor[1] = false;
-   occlusionRadius = "0.25";
-};
-
-datablock LightFlareData( LightFlareExample2 )
-{
-   overallScale = 2.0;
-   flareEnabled = true;
-   renderReflectPass = true;
-   flareTexture = "art/lights/lensFlareSheet0";  
-
-   elementRect[0] = "512 512 512 512";
-   elementDist[0] = 0.0;
-   elementScale[0] = 0.5;
-   elementTint[0] = "1.0 1.0 1.0";
-   elementRotate[0] = true;
-   elementUseLightColor[0] = true;
-   
-   elementRect[1] = "512 0 512 512";
-   elementDist[1] = 0.0;
-   elementScale[1] = 2.0;
-   elementTint[1] = "0.7 0.7 0.7";
-   elementRotate[1] = true;
-   elementUseLightColor[1] = true;
-   
-   elementRect[2] = "1152 0 128 128";
-   elementDist[2] = 0.3;
-   elementScale[2] = 0.5;
-   elementTint[2] = "1.0 1.0 1.0";
-   elementRotate[2] = true;
-   elementUseLightColor[2] = true;
-   
-   elementRect[3] = "1024 0 128 128";
-   elementDist[3] = 0.5;
-   elementScale[3] = 0.25;   
-   elementTint[3] = "1.0 1.0 1.0";
-   elementRotate[3] = true;
-   elementUseLightColor[3] = true;
-   
-   elementRect[4] = "1024 128 128 128";
-   elementDist[4] = 0.8;
-   elementScale[4] = 0.6;   
-   elementTint[4] = "1.0 1.0 1.0";
-   elementRotate[4] = true;
-   elementUseLightColor[4] = true;
-   
-   elementRect[5] = "1024 0 128 128";
-   elementDist[5] = 1.18;
-   elementScale[5] = 0.5;   
-   elementTint[5] = "0.7 0.7 0.7";
-   elementRotate[5] = true;
-   elementUseLightColor[5] = true;
-   
-   elementRect[6] = "1152 128 128 128";
-   elementDist[6] = 1.25;
-   elementScale[6] = 0.35;   
-   elementTint[6] = "0.8 0.8 0.8";
-   elementRotate[6] = true;
-   elementUseLightColor[6] = true;
-   
-   elementRect[7] = "1024 0 128 128";
-   elementDist[7] = 2.0;
-   elementScale[7] = 0.25;      
-   elementTint[7] = "1.0 1.0 1.0";
-   elementRotate[7] = true;
-   elementUseLightColor[7] = true;
-};

+ 0 - 24
Templates/Full/game/art/datablocks/managedDatablocks.cs

@@ -1,24 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-// This is the default save location for any Datablocks created in the
-// Datablock Editor (this script is executed from onServerCreated())

+ 0 - 243
Templates/Full/game/art/datablocks/particles.cs

@@ -1,243 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-datablock ParticleEmitterNodeData(DefaultEmitterNodeData)
-{
-   timeMultiple = 1;
-};
-
-// Smoke
-
-datablock ParticleData(Smoke)
-{
-   textureName          = "art/particles/smoke";
-   dragCoefficient      = 0.3;
-   gravityCoefficient   = -0.2;   // rises slowly
-   inheritedVelFactor   = 0.00;
-   lifetimeMS           = 3000;
-   lifetimeVarianceMS   = 250;
-   useInvAlpha          = true;
-   spinRandomMin        = -30.0;
-   spinRandomMax        = 30.0;
-
-   sizes[0]      = 1.5;
-   sizes[1]      = 2.75;
-   sizes[2]      = 6.5;
-
-   times[0]      = 0.0;
-   times[1]      = 0.5;
-   times[2]      = 1.0;
-};
-
-datablock ParticleEmitterData(SmokeEmitter)
-{
-   ejectionPeriodMS = 400;
-   periodVarianceMS = 5;
-
-   ejectionVelocity = 0.0;
-   velocityVariance = 0.0;
-
-   thetaMin         = 0.0;
-   thetaMax         = 90.0;
-
-   particles        = Smoke;
-};
-
-datablock ParticleEmitterNodeData(SmokeEmitterNode)
-{
-   timeMultiple = 1;
-};
-
-// Ember
-
-datablock ParticleData(EmberParticle)
-{
-   textureName          = "art/particles/ember";
-   dragCoefficient      = 0.0;
-   windCoefficient      = 0.0;
-   gravityCoefficient   = -0.05;   // rises slowly
-   inheritedVelFactor   = 0.00;
-   lifetimeMS           = 5000;
-   lifetimeVarianceMS   = 0;
-   useInvAlpha          = false;
-   spinRandomMin        = -90.0;
-   spinRandomMax        = 90.0;
-   spinSpeed            = 1;
-
-   colors[0]     = "1.000000 0.800000 0.000000 0.800000";
-   colors[1]     = "1.000000 0.700000 0.000000 0.800000";
-   colors[2]     = "1.000000 0.000000 0.000000 0.200000";
-
-   sizes[0]      = 0.05;
-   sizes[1]      = 0.1;
-   sizes[2]      = 0.05;
-
-   times[0]      = 0.0;
-   times[1]      = 0.5;
-   times[2]      = 1.0;
-};
-
-datablock ParticleEmitterData(EmberEmitter)
-{
-   ejectionPeriodMS = 100;
-   periodVarianceMS = 0;
-
-   ejectionVelocity = 0.75;
-   velocityVariance = 0.00;
-   ejectionOffset   = 2.0;
-
-   thetaMin         = 1.0;
-   thetaMax         = 100.0;
-
-   particles        = "EmberParticle";
-};
-
-datablock ParticleEmitterNodeData(EmberNode)
-{
-   timeMultiple = 1;
-};
-
-// Fire
-
-datablock ParticleData(FireParticle)
-{
-   textureName          = "art/particles/smoke";
-   dragCoefficient      = 0.0;
-   windCoefficient      = 0.0;
-   gravityCoefficient   = -0.05;   // rises slowly
-   inheritedVelFactor   = 0.00;
-   lifetimeMS           = 5000;
-   lifetimeVarianceMS   = 1000;
-   useInvAlpha          = false;
-   spinRandomMin        = -90.0;
-   spinRandomMax        = 90.0;
-   spinSpeed            = 1.0;
-
-   colors[0]     = "0.2 0.2 0.0 0.2";
-   colors[1]     = "0.6 0.2 0.0 0.2";
-   colors[2]     = "0.4 0.0 0.0 0.1";
-   colors[3]     = "0.1 0.04 0.0 0.3";
-
-   sizes[0]      = 0.5;
-   sizes[1]      = 4.0;
-   sizes[2]      = 5.0;
-   sizes[3]      = 6.0;
-
-   times[0]      = 0.0;
-   times[1]      = 0.1;
-   times[2]      = 0.2;
-   times[3]      = 0.3;
-};
-
-datablock ParticleEmitterData(FireEmitter)
-{
-   ejectionPeriodMS = 50;
-   periodVarianceMS = 0;
-
-   ejectionVelocity = 0.55;
-   velocityVariance = 0.00;
-   ejectionOffset   = 1.0;
-
-
-   thetaMin         = 1.0;
-   thetaMax         = 100.0;
-
-   particles        = "FireParticle";
-};
-
-datablock ParticleEmitterNodeData(FireNode)
-{
-   timeMultiple = 1;
-};
-
-// Torch Fire
-
-datablock ParticleData(TorchFire1)
-{
-   textureName          = "art/particles/smoke";
-   dragCoefficient      = 0.0;
-   gravityCoefficient   = -0.3;   // rises slowly
-   inheritedVelFactor   = 0.00;
-   lifetimeMS           = 500;
-   lifetimeVarianceMS   = 250;
-   useInvAlpha          = false;
-   spinRandomMin        = -30.0;
-   spinRandomMax        = 30.0;
-   spinSpeed            = 1;
-
-   colors[0]     = "0.6 0.6 0.0 0.1";
-   colors[1]     = "0.8 0.6 0.0 0.1";
-   colors[2]     = "0.0 0.0 0.0 0.1";
-
-   sizes[0]      = 0.5;
-   sizes[1]      = 0.5;
-   sizes[2]      = 2.4;
-
-   times[0]      = 0.0;
-   times[1]      = 0.5;
-   times[2]      = 1.0;
-};
-
-datablock ParticleData(TorchFire2)
-{
-   textureName          = "art/particles/smoke";
-   dragCoefficient      = 0.0;
-   gravityCoefficient   = -0.5;   // rises slowly
-   inheritedVelFactor   = 0.00;
-   lifetimeMS           = 800;
-   lifetimeVarianceMS   = 150;
-   useInvAlpha          = false;
-   spinRandomMin        = -30.0;
-   spinRandomMax        = 30.0;
-   spinSpeed            = 1;
-
-   colors[0]     = "0.8 0.6 0.0 0.1";
-   colors[1]     = "0.6 0.6 0.0 0.1";
-   colors[2]     = "0.0 0.0 0.0 0.1";
-
-   sizes[0]      = 0.3;
-   sizes[1]      = 0.3;
-   sizes[2]      = 0.3;
-
-   times[0]      = 0.0;
-   times[1]      = 0.5;
-   times[2]      = 1.0;
-};
-
-datablock ParticleEmitterData(TorchFireEmitter)
-{
-   ejectionPeriodMS = 15;
-   periodVarianceMS = 5;
-
-   ejectionVelocity = 0.25;
-   velocityVariance = 0.10;
-
-   thetaMin         = 0.0;
-   thetaMax         = 45.0;
-
-   particles        = "TorchFire1" TAB "TorchFire2";
-};
-
-datablock ParticleEmitterNodeData(TorchFireEmitterNode)
-{
-   timeMultiple = 1;
-};

+ 0 - 71
Templates/Full/game/art/datablocks/physics.cs

@@ -1,71 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-datablock PhysicsShapeData( PhysicsCube )
-{	
-   category = "Physics";
-   shapeName = "art/shapes/cube/cube.dae";
-   emap = true;
-   
-   //physics properties
-   mass = "0.5";   
-   friction = "0.4";
-   staticFriction = "0.5";
-   restitution = "0.3";
-   linearDamping = "0.1";
-   angularDamping = "0.2";
-   linearSleepThreshold = "1.0";
-   angularSleepThreshold = "1.0";
-   buoyancyDensity = "0.9";      
-   waterDampingScale = "10";   
-   
-   //damage - dynamic fields
-   radiusDamage = 0;
-   damageRadius = 0;
-   areaImpulse = 0;   
-   invulnerable = true;   
-};
-
-datablock PhysicsShapeData( PhysicsBoulder )
-{	
-   category = "Physics";
-   shapeName = "art/shapes/rocks/boulder.dts";
-   emap = true;
-   
-   //physics properties
-   mass = "20";   
-   friction = "0.2";
-   staticFriction = "0.3";
-   restitution = "0.8";
-   linearDamping = "0.1";
-   angularDamping = "0.2";
-   linearSleepThreshold = "1.0";
-   angularSleepThreshold = "1.0";
-   buoyancyDensity = "0.9";      
-   waterDampingScale = "10";   
-   
-   //damage - dynamic fields
-   radiusDamage = 0;
-   damageRadius = 0;
-   areaImpulse = 0;   
-   invulnerable = false;   
-};

+ 0 - 673
Templates/Full/game/art/datablocks/player.cs

@@ -1,673 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-//----------------------------------------------------------------------------
-// Player Audio Profiles
-//----------------------------------------------------------------------------
-
-datablock SFXProfile(DeathCrySound)
-{
-   fileName = "art/sound/orc_death";
-   description = AudioClose3d;
-   preload = true;
-};
-
-datablock SFXProfile(PainCrySound)
-{
-   fileName = "art/sound/orc_pain";
-   description = AudioClose3d;
-   preload = true;
-};
-
-//----------------------------------------------------------------------------
-
-datablock SFXProfile(FootLightSoftSound)
-{
-   filename    = "art/sound/lgtStep_mono_01";
-   description = AudioClosest3d;
-   preload = true;
-};
-
-datablock SFXProfile(FootLightHardSound)
-{
-   filename    = "art/sound/hvystep_ mono_01";
-   description = AudioClose3d;
-   preload = true;
-};
-
-datablock SFXProfile(FootLightMetalSound)
-{
-   filename    = "art/sound/metalstep_mono_01";
-   description = AudioClose3d;
-   preload = true;
-};
-
-datablock SFXProfile(FootLightSnowSound)
-{
-   filename    = "art/sound/snowstep_mono_01";
-   description = AudioClosest3d;
-   preload = true;
-};
-
-datablock SFXProfile(FootLightShallowSplashSound)
-{
-   filename    = "art/sound/waterstep_mono_01";
-   description = AudioClose3d;
-   preload = true;
-};
-
-datablock SFXProfile(FootLightWadingSound)
-{
-   filename    = "art/sound/waterstep_mono_01";
-   description = AudioClose3d;
-   preload = true;
-};
-
-datablock SFXProfile(FootLightUnderwaterSound)
-{
-   filename    = "art/sound/waterstep_mono_01";
-   description = AudioClosest3d;
-   preload = true;
-};
-
-//----------------------------------------------------------------------------
-// Splash
-//----------------------------------------------------------------------------
-
-datablock ParticleData(PlayerSplashMist)
-{
-   dragCoefficient      = 2.0;
-   gravityCoefficient   = -0.05;
-   inheritedVelFactor   = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS           = 400;
-   lifetimeVarianceMS   = 100;
-   useInvAlpha          = false;
-   spinRandomMin        = -90.0;
-   spinRandomMax        = 500.0;
-   textureName          = "art/shapes/actors/common/splash";
-   colors[0]     = "0.7 0.8 1.0 1.0";
-   colors[1]     = "0.7 0.8 1.0 0.5";
-   colors[2]     = "0.7 0.8 1.0 0.0";
-   sizes[0]      = 0.5;
-   sizes[1]      = 0.5;
-   sizes[2]      = 0.8;
-   times[0]      = 0.0;
-   times[1]      = 0.5;
-   times[2]      = 1.0;
-};
-
-datablock ParticleEmitterData(PlayerSplashMistEmitter)
-{
-   ejectionPeriodMS = 5;
-   periodVarianceMS = 0;
-   ejectionVelocity = 3.0;
-   velocityVariance = 2.0;
-   ejectionOffset   = 0.0;
-   thetaMin         = 85;
-   thetaMax         = 85;
-   phiReferenceVel  = 0;
-   phiVariance      = 360;
-   overrideAdvance = false;
-   lifetimeMS       = 250;
-   particles = "PlayerSplashMist";
-};
-
-
-datablock ParticleData(PlayerBubbleParticle)
-{
-   dragCoefficient      = 0.0;
-   gravityCoefficient   = -0.50;
-   inheritedVelFactor   = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS           = 400;
-   lifetimeVarianceMS   = 100;
-   useInvAlpha          = false;
-   textureName          = "art/shapes/actors/common/splash";
-   colors[0]     = "0.7 0.8 1.0 0.4";
-   colors[1]     = "0.7 0.8 1.0 0.4";
-   colors[2]     = "0.7 0.8 1.0 0.0";
-   sizes[0]      = 0.1;
-   sizes[1]      = 0.3;
-   sizes[2]      = 0.3;
-   times[0]      = 0.0;
-   times[1]      = 0.5;
-   times[2]      = 1.0;
-};
-
-datablock ParticleEmitterData(PlayerBubbleEmitter)
-{
-   ejectionPeriodMS = 1;
-   periodVarianceMS = 0;
-   ejectionVelocity = 2.0;
-   ejectionOffset   = 0.5;
-   velocityVariance = 0.5;
-   thetaMin         = 0;
-   thetaMax         = 80;
-   phiReferenceVel  = 0;
-   phiVariance      = 360;
-   overrideAdvance = false;
-   particles = "PlayerBubbleParticle";
-};
-
-datablock ParticleData(PlayerFoamParticle)
-{
-   dragCoefficient      = 2.0;
-   gravityCoefficient   = -0.05;
-   inheritedVelFactor   = 0.1;
-   constantAcceleration = 0.0;
-   lifetimeMS           = 600;
-   lifetimeVarianceMS   = 100;
-   useInvAlpha          = false;
-   spinRandomMin        = -90.0;
-   spinRandomMax        = 500.0;
-   textureName          = "art/particles/millsplash01";
-   colors[0]     = "0.7 0.8 1.0 0.20";
-   colors[1]     = "0.7 0.8 1.0 0.20";
-   colors[2]     = "0.7 0.8 1.0 0.00";
-   sizes[0]      = 0.2;
-   sizes[1]      = 0.4;
-   sizes[2]      = 1.6;
-   times[0]      = 0.0;
-   times[1]      = 0.5;
-   times[2]      = 1.0;
-};
-
-datablock ParticleEmitterData(PlayerFoamEmitter)
-{
-   ejectionPeriodMS = 10;
-   periodVarianceMS = 0;
-   ejectionVelocity = 3.0;
-   velocityVariance = 1.0;
-   ejectionOffset   = 0.0;
-   thetaMin         = 85;
-   thetaMax         = 85;
-   phiReferenceVel  = 0;
-   phiVariance      = 360;
-   overrideAdvance = false;
-   particles = "PlayerFoamParticle";
-};
-
-
-datablock ParticleData( PlayerFoamDropletsParticle )
-{
-   dragCoefficient      = 1;
-   gravityCoefficient   = 0.2;
-   inheritedVelFactor   = 0.2;
-   constantAcceleration = -0.0;
-   lifetimeMS           = 600;
-   lifetimeVarianceMS   = 0;
-   textureName          = "art/shapes/actors/common/splash";
-   colors[0]     = "0.7 0.8 1.0 1.0";
-   colors[1]     = "0.7 0.8 1.0 0.5";
-   colors[2]     = "0.7 0.8 1.0 0.0";
-   sizes[0]      = 0.8;
-   sizes[1]      = 0.3;
-   sizes[2]      = 0.0;
-   times[0]      = 0.0;
-   times[1]      = 0.5;
-   times[2]      = 1.0;
-};
-
-datablock ParticleEmitterData( PlayerFoamDropletsEmitter )
-{
-   ejectionPeriodMS = 7;
-   periodVarianceMS = 0;
-   ejectionVelocity = 2;
-   velocityVariance = 1.0;
-   ejectionOffset   = 0.0;
-   thetaMin         = 60;
-   thetaMax         = 80;
-   phiReferenceVel  = 0;
-   phiVariance      = 360;
-   overrideAdvance = false;
-   orientParticles  = true;
-   particles = "PlayerFoamDropletsParticle";
-};
-
-datablock ParticleData( PlayerWakeParticle )
-{
-   textureName          = "art/particles/wake";
-   dragCoefficient     = "0.0";
-   gravityCoefficient   = "0.0";
-   inheritedVelFactor   = "0.0";
-   lifetimeMS           = "2500";
-   lifetimeVarianceMS   = "200";
-   windCoefficient = "0.0";
-   useInvAlpha = "1";
-   spinRandomMin = "30.0";
-   spinRandomMax = "30.0";
-
-   animateTexture = true;
-   framesPerSec = 1;
-   animTexTiling = "2 1";
-   animTexFrames = "0 1";
-
-   colors[0]     = "1 1 1 0.1";
-   colors[1]     = "1 1 1 0.7";
-   colors[2]     = "1 1 1 0.3";
-   colors[3]     = "0.5 0.5 0.5 0";
-
-   sizes[0]      = "1.0";
-   sizes[1]      = "2.0";
-   sizes[2]      = "3.0";
-   sizes[3]      = "3.5";
-
-   times[0]      = "0.0";
-   times[1]      = "0.25";
-   times[2]      = "0.5";
-   times[3]      = "1.0";
-};
-
-datablock ParticleEmitterData( PlayerWakeEmitter )
-{
-   ejectionPeriodMS = "200";
-   periodVarianceMS = "10";
-
-   ejectionVelocity = "0";
-   velocityVariance = "0";
-
-   ejectionOffset   = "0";
-
-   thetaMin         = "89";
-   thetaMax         = "90";
-
-   phiReferenceVel  = "0";
-   phiVariance      = "1";
-
-   alignParticles = "1";
-   alignDirection = "0 0 1";
-
-   particles = "PlayerWakeParticle";
-};
-
-datablock ParticleData( PlayerSplashParticle )
-{
-   dragCoefficient      = 1;
-   gravityCoefficient   = 0.2;
-   inheritedVelFactor   = 0.2;
-   constantAcceleration = -0.0;
-   lifetimeMS           = 600;
-   lifetimeVarianceMS   = 0;
-   colors[0]     = "0.7 0.8 1.0 1.0";
-   colors[1]     = "0.7 0.8 1.0 0.5";
-   colors[2]     = "0.7 0.8 1.0 0.0";
-   sizes[0]      = 0.5;
-   sizes[1]      = 0.5;
-   sizes[2]      = 0.5;
-   times[0]      = 0.0;
-   times[1]      = 0.5;
-   times[2]      = 1.0;
-};
-
-datablock ParticleEmitterData( PlayerSplashEmitter )
-{
-   ejectionPeriodMS = 1;
-   periodVarianceMS = 0;
-   ejectionVelocity = 3;
-   velocityVariance = 1.0;
-   ejectionOffset   = 0.0;
-   thetaMin         = 60;
-   thetaMax         = 80;
-   phiReferenceVel  = 0;
-   phiVariance      = 360;
-   overrideAdvance = false;
-   orientParticles  = true;
-   lifetimeMS       = 100;
-   particles = "PlayerSplashParticle";
-};
-
-datablock SplashData(PlayerSplash)
-{
-   numSegments = 15;
-   ejectionFreq = 15;
-   ejectionAngle = 40;
-   ringLifetime = 0.5;
-   lifetimeMS = 300;
-   velocity = 4.0;
-   startRadius = 0.0;
-   acceleration = -3.0;
-   texWrap = 5.0;
-
-   texture = "art/particles/millsplash01";
-
-   emitter[0] = PlayerSplashEmitter;
-   emitter[1] = PlayerSplashMistEmitter;
-
-   colors[0] = "0.7 0.8 1.0 0.0";
-   colors[1] = "0.7 0.8 1.0 0.3";
-   colors[2] = "0.7 0.8 1.0 0.7";
-   colors[3] = "0.7 0.8 1.0 0.0";
-   times[0] = 0.0;
-   times[1] = 0.4;
-   times[2] = 0.8;
-   times[3] = 1.0;
-};
-
-//----------------------------------------------------------------------------
-// Foot puffs
-//----------------------------------------------------------------------------
-
-datablock ParticleData(LightPuff)
-{
-   dragCoefficient      = 2.0;
-   gravityCoefficient   = -0.01;
-   inheritedVelFactor   = 0.6;
-   constantAcceleration = 0.0;
-   lifetimeMS           = 800;
-   lifetimeVarianceMS   = 100;
-   useInvAlpha          = true;
-   spinRandomMin        = -35.0;
-   spinRandomMax        = 35.0;
-   colors[0]     = "1.0 1.0 1.0 1.0";
-   colors[1]     = "1.0 1.0 1.0 0.0";
-   sizes[0]      = 0.1;
-   sizes[1]      = 0.8;
-   times[0]      = 0.3;
-   times[1]      = 1.0;
-   times[2] = 1.0;
-   textureName = "art/particles/dustParticle.png";
-};
-
-datablock ParticleEmitterData(LightPuffEmitter)
-{
-   ejectionPeriodMS = 35;
-   periodVarianceMS = 10;
-   ejectionVelocity = 0.2;
-   velocityVariance = 0.1;
-   ejectionOffset   = 0.0;
-   thetaMin         = 20;
-   thetaMax         = 60;
-   phiReferenceVel  = 0;
-   phiVariance      = 360;
-   overrideAdvance = false;
-   useEmitterColors = true;
-   particles = "LightPuff";
-};
-
-//----------------------------------------------------------------------------
-// Liftoff dust
-//----------------------------------------------------------------------------
-
-datablock ParticleData(LiftoffDust)
-{
-   dragCoefficient      = 1.0;
-   gravityCoefficient   = -0.01;
-   inheritedVelFactor   = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS           = 1000;
-   lifetimeVarianceMS   = 100;
-   useInvAlpha          = true;
-   spinRandomMin        = -90.0;
-   spinRandomMax        = 500.0;
-   colors[0]     = "1.0 1.0 1.0 1.0";
-   sizes[0]      = 1.0;
-   times[0]      = 1.0;
-   textureName = "art/particles/dustParticle";
-};
-
-datablock ParticleEmitterData(LiftoffDustEmitter)
-{
-   ejectionPeriodMS = 5;
-   periodVarianceMS = 0;
-   ejectionVelocity = 2.0;
-   velocityVariance = 0.0;
-   ejectionOffset   = 0.0;
-   thetaMin         = 90;
-   thetaMax         = 90;
-   phiReferenceVel  = 0;
-   phiVariance      = 360;
-   overrideAdvance = false;
-   useEmitterColors = true;
-   particles = "LiftoffDust";
-};
-
-//----------------------------------------------------------------------------
-
-datablock DecalData(PlayerFootprint)
-{
-   size = 0.4;
-   material = CommonPlayerFootprint;
-};
-
-datablock DebrisData( PlayerDebris )
-{
-   explodeOnMaxBounce = false;
-
-   elasticity = 0.15;
-   friction = 0.5;
-
-   lifetime = 4.0;
-   lifetimeVariance = 0.0;
-
-   minSpinSpeed = 40;
-   maxSpinSpeed = 600;
-
-   numBounces = 5;
-   bounceVariance = 0;
-
-   staticOnMaxBounce = true;
-   gravModifier = 1.0;
-
-   useRadiusMass = true;
-   baseRadius = 1;
-
-   velocity = 20.0;
-   velocityVariance = 12.0;
-};
-
-// ----------------------------------------------------------------------------
-// This is our default player datablock that all others will derive from.
-// ----------------------------------------------------------------------------
-
-datablock PlayerData(DefaultPlayerData)
-{
-   renderFirstPerson = false;
-   firstPersonShadows = true;
-   computeCRC = false;
-
-   // Third person shape
-   shapeFile = "art/shapes/actors/Soldier/soldier_rigged.DAE";
-   cameraMaxDist = 3;
-   allowImageStateAnimation = true;
-
-   // First person arms
-   imageAnimPrefixFP = "soldier";
-   shapeNameFP[0] = "art/shapes/actors/Soldier/FP/FP_SoldierArms.DAE";
-
-   cmdCategory = "Clients";
-
-   cameraDefaultFov = 55.0;
-   cameraMinFov = 5.0;
-   cameraMaxFov = 65.0;
-
-   debrisShapeName = "art/shapes/actors/common/debris_player.dts";
-   debris = playerDebris;
-   
-   throwForce = 30;
-
-   minLookAngle = "-1.4";
-   maxLookAngle = "0.9";
-   maxFreelookAngle = 3.0;
-
-   mass = 120;
-   drag = 1.3;
-   maxdrag = 0.4;
-   density = 1.1;
-   maxDamage = 100;
-   maxEnergy =  60;
-   repairRate = 0.33;
-
-   rechargeRate = 0.256;
-
-   runForce = 4320;
-   runEnergyDrain = 0;
-   minRunEnergy = 0;
-   maxForwardSpeed = 8;
-   maxBackwardSpeed = 6;
-   maxSideSpeed = 6;
-
-   sprintForce = 4320;
-   sprintEnergyDrain = 0;
-   minSprintEnergy = 0;
-   maxSprintForwardSpeed = 14;
-   maxSprintBackwardSpeed = 8;
-   maxSprintSideSpeed = 6;
-   sprintStrafeScale = 0.25;
-   sprintYawScale = 0.05;
-   sprintPitchScale = 0.05;
-   sprintCanJump = true;
-
-   crouchForce = 405;
-   maxCrouchForwardSpeed = 4.0;
-   maxCrouchBackwardSpeed = 2.0;
-   maxCrouchSideSpeed = 2.0;
-
-   swimForce = 4320;
-   maxUnderwaterForwardSpeed = 8.4;
-   maxUnderwaterBackwardSpeed = 7.8;
-   maxUnderwaterSideSpeed = 4.0;
-
-   jumpForce = "747";
-   jumpEnergyDrain = 0;
-   minJumpEnergy = 0;
-   jumpDelay = "15";
-   airControl = 0.3;
-
-   fallingSpeedThreshold = -6.0;
-
-   landSequenceTime = 0.33;
-   transitionToLand = false;
-   recoverDelay = 0;
-   recoverRunForceScale = 0;
-
-   minImpactSpeed = 10;
-   minLateralImpactSpeed = 20;
-   speedDamageScale = 0.4;
-
-   boundingBox = "0.65 0.75 1.85";
-   crouchBoundingBox = "0.65 0.75 1.3";
-   swimBoundingBox = "1 2 2";
-   pickupRadius = 1;
-
-   // Damage location details
-   boxHeadPercentage       = 0.83;
-   boxTorsoPercentage      = 0.49;
-   boxHeadLeftPercentage         = 0.30;
-   boxHeadRightPercentage        = 0.60;
-   boxHeadBackPercentage         = 0.30;
-   boxHeadFrontPercentage        = 0.60;
-
-   // Foot Prints
-   decalOffset = 0.25;
-
-   footPuffEmitter = "LightPuffEmitter";
-   footPuffNumParts = 10;
-   footPuffRadius = "0.25";
-
-   dustEmitter = "LightPuffEmitter";
-
-   splash = PlayerSplash;
-   splashVelocity = 4.0;
-   splashAngle = 67.0;
-   splashFreqMod = 300.0;
-   splashVelEpsilon = 0.60;
-   bubbleEmitTime = 0.4;
-   splashEmitter[0] = PlayerWakeEmitter;
-   splashEmitter[1] = PlayerFoamEmitter;
-   splashEmitter[2] = PlayerBubbleEmitter;
-   mediumSplashSoundVelocity = 10.0;
-   hardSplashSoundVelocity = 20.0;
-   exitSplashSoundVelocity = 5.0;
-
-   // Controls over slope of runnable/jumpable surfaces
-   runSurfaceAngle  = 38;
-   jumpSurfaceAngle = 80;
-   maxStepHeight = 0.35;  //two meters
-   minJumpSpeed = 20;
-   maxJumpSpeed = 30;
-
-   horizMaxSpeed = 68;
-   horizResistSpeed = 33;
-   horizResistFactor = 0.35;
-
-   upMaxSpeed = 80;
-   upResistSpeed = 25;
-   upResistFactor = 0.3;
-
-   footstepSplashHeight = 0.35;
-
-   //NOTE:  some sounds commented out until wav's are available
-
-   // Footstep Sounds
-   FootSoftSound        = FootLightSoftSound;
-   FootHardSound        = FootLightHardSound;
-   FootMetalSound       = FootLightMetalSound;
-   FootSnowSound        = FootLightSnowSound;
-   FootShallowSound     = FootLightShallowSplashSound;
-   FootWadingSound      = FootLightWadingSound;
-   FootUnderwaterSound  = FootLightUnderwaterSound;
-
-   //FootBubblesSound     = FootLightBubblesSound;
-   //movingBubblesSound   = ArmorMoveBubblesSound;
-   //waterBreathSound     = WaterBreathMaleSound;
-
-   //impactSoftSound      = ImpactLightSoftSound;
-   //impactHardSound      = ImpactLightHardSound;
-   //impactMetalSound     = ImpactLightMetalSound;
-   //impactSnowSound      = ImpactLightSnowSound;
-
-   //impactWaterEasy      = ImpactLightWaterEasySound;
-   //impactWaterMedium    = ImpactLightWaterMediumSound;
-   //impactWaterHard      = ImpactLightWaterHardSound;
-
-   groundImpactMinSpeed    = "45";
-   groundImpactShakeFreq   = "4.0 4.0 4.0";
-   groundImpactShakeAmp    = "1.0 1.0 1.0";
-   groundImpactShakeDuration = 0.8;
-   groundImpactShakeFalloff = 10.0;
-
-   //exitingWater         = ExitingWaterLightSound;
-
-
-   cameraMinDist = "0";
-   DecalData = "PlayerFootprint";
-
-   // Allowable Inventory Items
-   mainWeapon = Ryder;
-
-   maxInv[Lurker] = 1;
-   maxInv[LurkerClip] = 20;
-
-   maxInv[LurkerGrenadeLauncher] = 1;
-   maxInv[LurkerGrenadeAmmo] = 20;
-
-   maxInv[Ryder] = 1;
-   maxInv[RyderClip] = 10;
-
-   maxInv[ProxMine] = 5;
-
-   maxInv[DeployableTurret] = 5;
-
-   // available skins (see materials.cs in model folder)
-   availableSkins =  "base	DarkBlue	DarkGreen	LightGreen	Orange	Red	Teal	Violet	Yellow";
-};

+ 0 - 60
Templates/Full/game/art/datablocks/rigidShape.cs

@@ -1,60 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-datablock RigidShapeData( BouncingBoulder )
-{	
-   category = "RigidShape";
-	
-   shapeFile = "art/shapes/rocks/boulder.dts";
-   emap = true;
-
-   // Rigid Body
-   mass = 200;
-   massCenter = "0 0 0";    // Center of mass for rigid body
-   massBox = "0 0 0";         // Size of box used for moment of inertia,
-                              // if zero it defaults to object bounding box
-   drag = 0.2;                // Drag coefficient
-   bodyFriction = 0.2;
-   bodyRestitution = 0.1;
-   minImpactSpeed = 5;        // Impacts over this invoke the script callback
-   softImpactSpeed = 5;       // Play SoftImpact Sound
-   hardImpactSpeed = 15;      // Play HardImpact Sound
-   integration = 4;           // Physics integration: TickSec/Rate
-   collisionTol = 0.1;        // Collision distance tolerance
-   contactTol = 0.1;          // Contact velocity tolerance
-   
-   minRollSpeed = 10;
-   
-   maxDrag = 0.5;
-   minDrag = 0.01;
-
-   triggerDustHeight = 1;
-   dustHeight = 10;
-
-   dragForce = 0.05;
-   vertFactor = 0.05;
-
-   normalForce = 0.05;
-   restorativeForce = 0.05;
-   rollForce = 0.05;
-   pitchForce = 0.05;
-};

+ 0 - 176
Templates/Full/game/art/datablocks/teleporter.cs

@@ -1,176 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// DefaultTrigger is used by the mission editor.  This is also an example
-// of trigger methods and callbacks.
-
-// A 3D sound played by the server at the location of the 
-// teleporter after an object has teleported.
-datablock SFXProfile(TeleportEntrance)  
-{  
-   fileName = "art/sound/orc_pain"; 
-   description = AudioDefault3D;  
-   preload = true;
-}; 
-
-// The 2D sound played by the client after a teleport.
-datablock SFXProfile(TeleportSound)  
-{  
-   fileName = "art/sound/orc_death"; 
-   description = Audio2D;  
-   preload = true;  
-};
-
-datablock ParticleData(TeleporterFlash : DefaultParticle)
-{
-   dragCoefficient = "5";
-   inheritedVelFactor = "0";
-   constantAcceleration = "0";
-   lifetimeMS = "500";
-   spinRandomMin = "-90";
-   spinRandomMax = "90";
-   textureName = "art/particles/flare.png";
-   animTexName = "art/particles/flare.png";
-   colors[0] = "0.678431 0.686275 0.913726 0.207";
-   colors[1] = "0 0.543307 1 0.759";
-   colors[2] = "0.0472441 0.181102 0.92126 0.838";
-   colors[3] = "0.141732 0.0393701 0.944882 0";
-   sizes[0] = "0";
-   sizes[1] = "0";
-   sizes[2] = "4";
-   sizes[3] = "0.1";
-   times[1] = "0.166667";
-   times[2] = "0.666667";
-   lifetimeVarianceMS = "0";
-   gravityCoefficient = "-9";
-};
-
-datablock ParticleEmitterData(TeleportFlash_Emitter : DefaultEmitter)
-{
-   ejectionVelocity = "0.1";
-   particles = "TeleporterFlash";
-   thetaMax = "180";
-   softnessDistance = "1";
-   ejectionOffset = "0.417";
-};
-
-// Particles to use for the emitter at the teleporter
-datablock ParticleData(TeleporterParticles)
-{
-   lifetimeMS = "750";
-   lifetimeVarianceMS = "100";
-   textureName = "art/particles/Streak.png";
-   useInvAlpha = "0";
-   gravityCoefficient = "-1";
-   spinSpeed = "0";
-   spinRandomMin = "0";
-   spinRandomMax = "0";
-   colors[0]     = "0.0980392 0.788235 0.92549 1";
-   colors[1]     = "0.0627451 0.478431 0.952941 1";
-   colors[2]     = "0.0509804 0.690196 0.964706 1";
-   sizes[0]      = "1";
-   sizes[1]      = "1";
-   sizes[2]      = "1";
-   times[0]      = 0.0;
-   times[1]      = "0.415686";
-   times[2]      = "0.74902";
-   animTexName = "art/particles/Streak.png";
-   inheritedVelFactor = "0.0998043";
-   constantAcceleration = "-2";
-   colors[3] = "0.694118 0.843137 0.945098 0";
-   sizes[3] = "1";
-};
-
-// Particle Emitter to be played when a teleport occours.
-datablock ParticleEmitterData(TeleportEmitter)
-{
-   ejectionPeriodMS = "25";
-   periodVarianceMS = "2";
-   ejectionVelocity = "0.25";
-   velocityVariance = "0.1";
-   ejectionOffset   = "0.25";
-   thetaMin         = "90";
-   thetaMax         = "90";
-   phiReferenceVel  = 0;
-   phiVariance      = 360;
-   overrideAdvance = false;
-   lifetimeMS       = "1000";
-   particles = "TeleporterParticles";
-   blendStyle = "ADDITIVE";
-};
-
-// Ignore the name "explosion" for this. An Explosion in T3D
-// is really an effect that plays a SFXProfile, particle emitters,
-// point light, debris, and camera shake. Things normally associated with
-// an explosion, such as damage and pushback, are calculated outside of the
-// explosion object itself. Because of this, we use an ExplosionDatablock to 
-// attach visual effects to our teleporter.
-datablock ExplosionData(EntranceEffect)
-{
-   soundProfile = TeleportEntrance;
-
-   particleEmitter = "TeleportEmitter";
-   
-   lifeTimeMS = "288";
-
-   lightStartRadius = "0";
-   lightEndRadius = "2.82353";
-   lightStartColor = "0.992126 0.992126 0.992126 1";
-   lightEndColor = "0 0.102362 0.992126 1";
-   lightStartBrightness = "0.784314";
-   lightEndBrightness = "4";
-   lightNormalOffset = "0";
-   emitter[0] = "RocketSplashEmitter";
-   times[0] = "0.247059";
-   particleRadius = "0.1";
-   particleDensity = "10";
-   playSpeed = "1";
-};
-
-datablock TriggerData(TeleporterTrigger : DefaultTrigger)
-{
-   // Amount of time, in milliseconds, to wait before allowing another
-   // object to use this teleportat.
-	teleporterCooldown = 0;
-	
-	// Amount to scale the object's exit velocity. Larger values will
-	// propel the object with greater force.
-	exitVelocityScale = 0;
-	
-	// If true, the object will be oriented to the front
-	// of the exit teleporter. Otherwise the player will retain their original
-	// orientation.
-	reorientPlayer = true;
-	
-	// If true, the teleporter will only trigger if the object
-	// enters the front of the teleporter.
-	oneSided = false;
-	
-	// Effects to play at the entrance of the teleporter.
-	entranceEffect = EntranceEffect;
-	exiteffect = EntranceEffect;
-	
-	// 2D Sound to play for the client being teleported.
-	teleportSound = TeleportSound;
-	
-};

+ 0 - 38
Templates/Full/game/art/datablocks/triggers.cs

@@ -1,38 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// DefaultTrigger is used by the mission editor.  This is also an example
-// of trigger methods and callbacks.
-
-datablock TriggerData(DefaultTrigger)
-{
-   // The period is value is used to control how often the console
-   // onTriggerTick callback is called while there are any objects
-   // in the trigger.  The default value is 100 MS.
-   tickPeriodMS = 100;
-};
-
-datablock TriggerData(ClientTrigger : DefaultTrigger)
-{
-   clientSide = true;
-};

+ 0 - 391
Templates/Full/game/art/datablocks/vehicles/cheetahCar.cs

@@ -1,391 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-datablock SFXProfile(cheetahEngine)
-{
-   preload = "1";
-   description = "AudioCloseLoop3D";
-   fileName = "art/sound/cheetah/cheetah_engine.ogg";
-};
-
-datablock SFXProfile(cheetahSqueal)
-{
-   preload = "1";
-   description = "AudioDefault3D";
-   fileName = "art/sound/cheetah/cheetah_squeal.ogg";
-};
-
-datablock SFXProfile(hardImpact)
-{
-   preload = "1";
-   description = "AudioDefault3D";
-   fileName = "art/sound/cheetah/hardImpact.ogg";
-};
-
-datablock SFXProfile(softImpact)
-{
-   preload = "1";
-   description = "AudioDefault3D";
-   fileName = "art/sound/cheetah/softImpact.ogg";
-};
-
-datablock SFXProfile(DirtKickup)
-{
-   preload = "1";
-   description = "AudioDefault3D";
-   fileName = "art/sound/cheetah/softImpact.ogg";
-};
-
-datablock SFXProfile(CheetahTurretFireSound)
-{
-   //filename = "art/sound/cheetah/turret_firing.wav";
-   filename = "art/sound/turret/wpn_turret_fire.wav";
-   description = BulletFireDesc;
-   preload = true;
-};
-
-datablock ParticleData(CheetahTireParticle)
-{
-   textureName          = "art/particles/dustParticle";
-   dragCoefficient      = "1.99902";
-   gravityCoefficient   = "-0.100122";
-   inheritedVelFactor   = "0.0998043";
-   constantAcceleration = 0.0;
-   lifetimeMS           = 1000;
-   lifetimeVarianceMS   = 400;
-   colors[0]            = "0.456693 0.354331 0.259843 1";
-   colors[1]            = "0.456693 0.456693 0.354331 0";
-   sizes[0]             = "0.997986";
-   sizes[1]             = "3.99805";
-   sizes[2]             = "1.0";
-   sizes[3]             = "1.0";
-   times[0]             = "0.0";
-   times[1]             = "1";
-   times[2]             = "1";
-   times[3]             = "1";
-};
-
-datablock ParticleEmitterData(CheetahTireEmitter)
-{
-   ejectionPeriodMS = 20;
-   periodVarianceMS = 10;
-   ejectionVelocity = "14.57";
-   velocityVariance = 1.0;
-   ejectionOffset   = 0.0;
-   thetaMin         = 0;
-   thetaMax         = 60;
-   phiReferenceVel  = 0;
-   phiVariance      = 360;
-   overrideAdvance = false;
-   particles = "CheetahTireParticle";
-   blendStyle = "ADDITIVE";
-};
-
-datablock ProjectileData(TurretProjectile)
-{
-   projectileShapeName = "art/shapes/weapons/shared/rocket.dts";
-   directDamage = 10;
-   radiusDamage = 15;
-   damageRadius = 3;
-   areaImpulse = 1200;
-
-   explosion = RocketLauncherExplosion;
-   waterExplosion = RocketLauncherWaterExplosion;
-
-   decal = ScorchRXDecal;
-   splash = RocketSplash;
-
-   muzzleVelocity = 250;
-   velInheritFactor = 0.7;
-
-   armingDelay = 0;
-   lifetime = 5000;
-   fadeDelay = 4500;
-
-   bounceElasticity = 0;
-   bounceFriction = 0;
-   isBallistic = false;
-   gravityMod = 0.80;
-
-   damageType = "RocketDamage";
-};
-
-datablock ParticleEmitterData(TurretFireSmokeEmitter)
-{
-   ejectionPeriodMS  = 10;
-   periodVarianceMS  = 5;
-   ejectionVelocity  = 6.5;
-   velocityVariance  = 1.0;
-   thetaMin          = "0";
-   thetaMax          = "0";
-   lifetimeMS        = 350;
-   particles         = "GunFireSmoke";
-   blendStyle        = "NORMAL";
-   softParticles     = "0";
-   alignParticles    = "0";
-   orientParticles   = "0";
-};
-
-datablock ShapeBaseImageData(TurretImage)
-{
-   // Basic Item properties
-   shapeFile = "art/shapes/Cheetah/Cheetah_Turret.DAE";
-   emap = true;
-
-   // Specify mount point & offset for 3rd person, and eye offset
-   // for first person rendering.
-   mountPoint = 1;
-   firstPerson = false;
-
-   // When firing from a point offset from the eye, muzzle correction
-   // will adjust the muzzle vector to point to the eye LOS point.
-   // Since this weapon doesn't actually fire from the muzzle point,
-   // we need to turn this off.
-   correctMuzzleVector = false;
-
-   // Add the WeaponImage namespace as a parent, WeaponImage namespace
-   // provides some hooks into the inventory system.
-   className = "WeaponImage";
-   class = "WeaponImage";
-
-   // Projectile and Ammo
-   ammo = BulletAmmo;
-
-   projectile = TurretProjectile;
-   projectileType = Projectile;
-   projectileSpread = "0.01";
-
-   // Weapon lights up while firing
-   lightColor = "0.992126 0.968504 0.708661 1";
-   lightRadius = "4";
-   lightDuration = "100";
-   lightType = "WeaponFireLight";
-   lightBrightness = 2;
-
-   // Shake camera while firing.
-   shakeCamera = false;
-
-   // Images have a state system which controls how the animations
-   // are run, which sounds are played, script callbacks, etc. This
-   // state system is downloaded to the client so that clients can
-   // predict state changes and animate accordingly.  The following
-   // system supports basic ready->fire->reload transitions as
-   // well as a no-ammo->dryfire idle state.
-
-   useRemainderDT = true;
-
-   // Initial start up state
-   stateName[0]                     = "Preactivate";
-   stateTransitionOnLoaded[0]       = "Activate";
-   stateTransitionOnNoAmmo[0]       = "NoAmmo";
-
-   // Activating the gun.  Called when the weapon is first
-   // mounted and there is ammo.
-   stateName[1]                     = "Activate";
-   stateTransitionOnTimeout[1]      = "Ready";
-   stateTimeoutValue[1]             = 0.5;
-   stateSequence[1]                 = "Activate";
-
-   // Ready to fire, just waiting for the trigger
-   stateName[2]                     = "Ready";
-   stateTransitionOnNoAmmo[2]       = "NoAmmo";
-   stateTransitionOnTriggerDown[2]  = "Fire";
-
-   // Fire the weapon. Calls the fire script which does
-   // the actual work.
-   stateName[3]                     = "Fire";
-   stateTransitionOnTimeout[3]      = "Reload";
-   stateTimeoutValue[3]             = 0.1;
-   stateFire[3]                     = true;
-   stateRecoil[3]                   = "";
-   stateAllowImageChange[3]         = false;
-   stateSequence[3]                 = "Fire";
-   stateSequenceRandomFlash[3]      = true;        // use muzzle flash sequence
-   stateScript[3]                   = "onFire";
-   stateSound[3]                    = CheetahTurretFireSound;
-   stateEmitter[3]                  = TurretFireSmokeEmitter;
-   stateEmitterTime[3]              = 0.025;
-
-   // Play the reload animation, and transition into
-   stateName[4]                     = "Reload";
-   stateTransitionOnNoAmmo[4]       = "NoAmmo";
-   stateWaitForTimeout[4]           = "0";
-   stateTransitionOnTimeout[4]      = "Ready";
-   stateTimeoutValue[4]             = 1.2;
-   stateAllowImageChange[4]         = false;
-   stateSequence[4]                 = "Reload";
-   //stateEjectShell[4]               = true;
-
-   // No ammo in the weapon, just idle until something
-   // shows up. Play the dry fire sound if the trigger is
-   // pulled.
-   stateName[5]                     = "NoAmmo";
-   stateTransitionOnAmmo[5]         = "Reload";
-   stateSequence[5]                 = "NoAmmo";
-   stateTransitionOnTriggerDown[5]  = "DryFire";
-
-   // No ammo dry fire
-   stateName[6]                     = "DryFire";
-   stateTimeoutValue[6]             = 1.0;
-   stateTransitionOnTimeout[6]      = "NoAmmo";
-   stateScript[6]                   = "onDryFire";
-};
-
-//-----------------------------------------------------------------------------
-// Information extacted from the shape.
-//
-// Wheel Sequences
-//    spring#        Wheel spring motion: time 0 = wheel fully extended,
-//                   the hub must be displaced, but not directly animated
-//                   as it will be rotated in code.
-// Other Sequences
-//    steering       Wheel steering: time 0 = full right, 0.5 = center
-//    breakLight     Break light, time 0 = off, 1 = breaking
-//
-// Wheel Nodes
-//    hub#           Wheel hub, the hub must be in it's upper position
-//                   from which the springs are mounted.
-//
-// The steering and animation sequences are optional.
-// The center of the shape acts as the center of mass for the car.
-
-//-----------------------------------------------------------------------------
-datablock WheeledVehicleTire(CheetahCarTire)
-{
-   // Tires act as springs and generate lateral and longitudinal
-   // forces to move the vehicle. These distortion/spring forces
-   // are what convert wheel angular velocity into forces that
-   // act on the rigid body.
-   shapeFile = "art/shapes/Cheetah/wheel.DAE";
-   staticFriction = 4.2;
-   kineticFriction = "1";
-
-   // Spring that generates lateral tire forces
-   lateralForce = 18000;
-   lateralDamping = 6000;
-   lateralRelaxation = 1;
-
-   // Spring that generates longitudinal tire forces
-   longitudinalForce = 18000;
-   longitudinalDamping = 4000;
-   longitudinalRelaxation = 1;
-   radius = "0.609998";
-};
-
-datablock WheeledVehicleTire(CheetahCarTireRear)
-{
-   // Tires act as springs and generate lateral and longitudinal
-   // forces to move the vehicle. These distortion/spring forces
-   // are what convert wheel angular velocity into forces that
-   // act on the rigid body.
-   shapeFile = "art/shapes/Cheetah/wheelBack.DAE";
-   staticFriction = "7.2";
-   kineticFriction = "1";
-
-   // Spring that generates lateral tire forces
-   lateralForce = "19000";
-   lateralDamping = 6000;
-   lateralRelaxation = 1;
-
-   // Spring that generates longitudinal tire forces
-   longitudinalForce = 18000;
-   longitudinalDamping = 4000;
-   longitudinalRelaxation = 1;
-   radius = "0.840293";
-};
-
-datablock WheeledVehicleSpring(CheetahCarSpring)
-{
-   // Wheel suspension properties
-   length = 0.5;             // Suspension travel
-   force = 2800;              // Spring force
-   damping = 3600;             // Spring damping
-   antiSwayForce = 3;         // Lateral anti-sway force
-};
-
-datablock WheeledVehicleData(CheetahCar)
-{
-   category = "Vehicles";
-   shapeFile = "art/shapes/Cheetah/Cheetah_Body.DAE";
-   emap = 1;
-
-   mountPose[0] = sitting;
-   numMountPoints = 6;
-
-   useEyePoint = true;  // Use the vehicle's camera node rather than the player's
-
-   maxSteeringAngle = 0.585;  // Maximum steering angle, should match animation
-
-   // 3rd person camera settings
-   cameraRoll = false;        // Roll the camera with the vehicle
-   cameraMaxDist = 7.8;       // Far distance from vehicle
-   cameraOffset = 1.0;        // Vertical offset from camera mount point
-   cameraLag = "0.3";           // Velocity lag of camera
-   cameraDecay = 1.25;        // Decay per sec. rate of velocity lag
-
-   // Rigid Body
-   mass = "400";
-   massCenter = "0 0.5 0";    // Center of mass for rigid body
-   massBox = "0 0 0";         // Size of box used for moment of inertia,
-                              // if zero it defaults to object bounding box
-   drag = 0.6;                // Drag coefficient
-   bodyFriction = 0.6;
-   bodyRestitution = 0.4;
-   minImpactSpeed = 5;        // Impacts over this invoke the script callback
-   softImpactSpeed = 5;       // Play SoftImpact Sound
-   hardImpactSpeed = 15;      // Play HardImpact Sound
-   integration = 8;           // Physics integration: TickSec/Rate
-   collisionTol = "0.1";        // Collision distance tolerance
-   contactTol = "0.4";          // Contact velocity tolerance
-
-   // Engine
-   engineTorque = 4300;       // Engine power
-   engineBrake = "5000";         // Braking when throttle is 0
-   brakeTorque = "10000";        // When brakes are applied
-   maxWheelSpeed = 50;        // Engine scale by current speed / max speed
-
-   // Energy
-   maxEnergy = 100;
-   jetForce = 3000;
-   minJetEnergy = 30;
-   jetEnergyDrain = 2;
-
-   // Sounds
-   engineSound = cheetahEngine;
-   //squealSound = cheetahSqueal;
-   softImpactSound = softImpact;
-   hardImpactSound = hardImpact;
-
-   // Dynamic fields accessed via script
-   nameTag = 'Cheetah';
-   maxDismountSpeed = 10;
-   maxMountSpeed = 5;
-   mountPose0 = "sitting";
-   tireEmitter = "CheetahTireEmitter";
-   dustEmitter = "CheetahTireEmitter";
-   dustHeight = "1";
-
-   // Mount slots
-   turretSlot = 1;
-   rightBrakeSlot = 2;
-   leftBrakeSlot = 3;
-};

+ 0 - 48
Templates/Full/game/art/datablocks/weapon.cs

@@ -1,48 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-// This file contains 'generic' datablocks usable by all weapon class items.
-
-// ----------------------------------------------------------------------------
-// Audio profiles
-// ----------------------------------------------------------------------------
-
-datablock SFXProfile(WeaponUseSound)
-{
-   filename = "art/sound/weapons/Weapon_switch";
-   description = AudioClose3d;
-   preload = true;
-};
-
-datablock SFXProfile(WeaponPickupSound)
-{
-   filename = "art/sound/weapons/Weapon_pickup";
-   description = AudioClose3d;
-   preload = true;
-};
-
-datablock SFXProfile(AmmoPickupSound)
-{
-   filename = "art/sound/weapons/Ammo_pickup";
-   description = AudioClose3d;
-   preload = true;
-};

+ 0 - 819
Templates/Full/game/art/datablocks/weapons/Lurker.cs

@@ -1,819 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-//--------------------------------------------------------------------------
-// Sounds
-//--------------------------------------------------------------------------
-datablock SFXProfile(LurkerFireSound)
-{
-   filename = "art/sound/weapons/wpn_lurker_fire";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(LurkerReloadSound)
-{
-   filename = "art/sound/weapons/wpn_lurker_reload";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(LurkerIdleSound)
-{
-   filename = "art/sound/weapons/wpn_lurker_idle";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(LurkerSwitchinSound)
-{
-   filename = "art/sound/weapons/wpn_lurker_switchin";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(LurkerGrenadeFireSound)
-{
-   filename = "art/sound/weapons/wpn_lurker_grenadelaunch";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXPlayList(LurkerFireSoundList)
-{
-   // Use a looped description so the list playback will loop.
-   description = AudioClose3D;
-
-   track[ 0 ] = LurkerFireSound;
-};
-
-/*datablock SFXProfile(BulletImpactSound)
-{
-   filename = "art/sound/weapons/SCARFIRE";
-   description = AudioClose3D;
-   preload = true;
-};*/
-
-// ----------------------------------------------------------------------------
-// Particles
-// ----------------------------------------------------------------------------
-datablock ParticleData(GunFireSmoke)
-{
-   textureName          = "art/particles/smoke";
-   dragCoefficient      = 0;
-   gravityCoefficient   = "-1";
-   windCoefficient      = 0;
-   inheritedVelFactor   = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS           = 500;
-   lifetimeVarianceMS   = 200;
-   spinRandomMin = -180.0;
-   spinRandomMax =  180.0;
-   useInvAlpha   = true;
-
-   colors[0]     = "0.795276 0.795276 0.795276 0.692913";
-   colors[1]     = "0.866142 0.866142 0.866142 0.346457";
-   colors[2]     = "0.897638 0.834646 0.795276 0";
-
-   sizes[0]      = "0.399805";
-   sizes[1]      = "1.19941";
-   sizes[2]      = "1.69993";
-
-   times[0]      = 0.0;
-   times[1]      = "0.498039";
-   times[2]      = 1.0;
-   animTexName = "art/particles/smoke";
-};
-
-datablock ParticleEmitterData(GunFireSmokeEmitter)
-{
-   ejectionPeriodMS = 20;
-   periodVarianceMS = 10;
-   ejectionVelocity = "0";
-   velocityVariance = "0";
-   thetaMin         = "0";
-   thetaMax         = "0";
-   lifetimeMS       = 250;
-   particles = "GunFireSmoke";
-   blendStyle = "NORMAL";
-   softParticles = "0";
-   originalName = "GunFireSmokeEmitter";
-   alignParticles = "0";
-   orientParticles = "0";
-};
-
-datablock ParticleData(BulletDirtDust)
-{
-   textureName          = "art/particles/impact";
-   dragCoefficient      = "1";
-   gravityCoefficient   = "-0.100122";
-   windCoefficient      = 0;
-   inheritedVelFactor   = 0.0;
-   constantAcceleration = "-0.83";
-   lifetimeMS           = 800;
-   lifetimeVarianceMS   = 300;
-   spinRandomMin = -180.0;
-   spinRandomMax =  180.0;
-   useInvAlpha   = true;
-
-   colors[0]     = "0.496063 0.393701 0.299213 0.692913";
-   colors[1]     = "0.692913 0.614173 0.535433 0.346457";
-   colors[2]     = "0.897638 0.84252 0.795276 0";
-
-   sizes[0]      = "0.997986";
-   sizes[1]      = "2";
-   sizes[2]      = "2.5";
-
-   times[0]      = 0.0;
-   times[1]      = "0.498039";
-   times[2]      = 1.0;
-   animTexName = "art/particles/impact";
-};
-
-datablock ParticleEmitterData(BulletDirtDustEmitter)
-{
-   ejectionPeriodMS = 20;
-   periodVarianceMS = 10;
-   ejectionVelocity = "1";
-   velocityVariance = 1.0;
-   thetaMin         = 0.0;
-   thetaMax         = 180.0;
-   lifetimeMS       = 250;
-   particles = "BulletDirtDust";
-   blendStyle = "NORMAL";
-};
-
-//-----------------------------------------------------------------------------
-// Explosion
-//-----------------------------------------------------------------------------
-datablock ExplosionData(BulletDirtExplosion)
-{
-   soundProfile = BulletImpactSound;
-   lifeTimeMS = 65;
-
-   // Volume particles
-   particleEmitter = BulletDirtDustEmitter;
-   particleDensity = 4;
-   particleRadius = 0.3;
-
-   // Point emission
-   emitter[0] = BulletDirtSprayEmitter;
-   emitter[1] = BulletDirtSprayEmitter;
-   emitter[2] = BulletDirtRocksEmitter;
-};
-
-//--------------------------------------------------------------------------
-// Shell ejected during reload.
-//-----------------------------------------------------------------------------
-datablock DebrisData(BulletShell)
-{
-   shapeFile = "art/shapes/weapons/shared/RifleShell.DAE";
-   lifetime = 6.0;
-   minSpinSpeed = 300.0;
-   maxSpinSpeed = 400.0;
-   elasticity = 0.65;
-   friction = 0.05;
-   numBounces = 5;
-   staticOnMaxBounce = true;
-   snapOnMaxBounce = false;
-   ignoreWater = true;
-   fade = true;
-};
-
-//-----------------------------------------------------------------------------
-// Projectile Object
-//-----------------------------------------------------------------------------
-datablock LightDescription( BulletProjectileLightDesc )
-{
-   color  = "0.0 0.5 0.7";
-   range = 3.0;
-};
-
-datablock ProjectileData( BulletProjectile )
-{
-   projectileShapeName = "";
-
-   directDamage        = 5;
-   radiusDamage        = 0;
-   damageRadius        = 0.5;
-   areaImpulse         = 0.5;
-   impactForce         = 1;
-
-   explosion           = BulletDirtExplosion;
-   decal               = BulletHoleDecal;
-
-   muzzleVelocity      = 120;
-   velInheritFactor    = 1;
-
-   armingDelay         = 0;
-   lifetime            = 992;
-   fadeDelay           = 1472;
-   bounceElasticity    = 0;
-   bounceFriction      = 0;
-   isBallistic         = false;
-   gravityMod          = 1;
-};
-
-function BulletProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
-{
-   // Apply impact force from the projectile.
-   
-   // Apply damage to the object all shape base objects
-   if ( %col.getType() & $TypeMasks::GameBaseObjectType )
-      %col.damage(%obj,%pos,%this.directDamage,"BulletProjectile");
-}
-
-
-//-----------------------------------------------------------------------------
-// Ammo Item
-//-----------------------------------------------------------------------------
-datablock ItemData(LurkerClip)
-{
-   // Mission editor category
-   category = "AmmoClip";
-
-   // Add the Ammo namespace as a parent.  The ammo namespace provides
-   // common ammo related functions and hooks into the inventory system.
-   className = "AmmoClip";
-
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Lurker/TP_Lurker.DAE";
-   mass = 1;
-   elasticity = 0.2;
-   friction = 0.6;
-
-   // Dynamic properties defined by the scripts
-   pickUpName = "Lurker clip";
-   count = 1;
-   maxInventory = 10;
-};
-
-datablock ItemData(LurkerAmmo)
-{
-   // Mission editor category
-   category = "Ammo";
-
-   // Add the Ammo namespace as a parent.  The ammo namespace provides
-   // common ammo related functions and hooks into the inventory system.
-   className = "Ammo";
-
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Lurker/TP_Lurker.DAE";
-   mass = 1;
-   elasticity = 0.2;
-   friction = 0.6;
-
-   // Dynamic properties defined by the scripts
-   pickUpName = "Lurker ammo";
-   maxInventory = 30;
-   clip = LurkerClip;
-};
-
-//--------------------------------------------------------------------------
-// Weapon Item.  This is the item that exists in the world, i.e. when it's
-// been dropped, thrown or is acting as re-spawnable item.  When the weapon
-// is mounted onto a shape, the LurkerWeaponImage is used.
-//-----------------------------------------------------------------------------
-datablock ItemData(Lurker)
-{
-   // Mission editor category
-   category = "Weapon";
-
-   // Hook into Item Weapon class hierarchy. The weapon namespace
-   // provides common weapon handling functions in addition to hooks
-   // into the inventory system.
-   className = "Weapon";
-
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Lurker/TP_Lurker.DAE";
-   mass = 1;
-   elasticity = 0.2;
-   friction = 0.6;
-   emap = true;
-
-   // Dynamic properties defined by the scripts
-   PreviewImage = 'lurker.png';
-   pickUpName = "Lurker rifle";
-   description = "Lurker";
-   image = LurkerWeaponImage;
-   reticle = "crossHair";
-};
-
-
-datablock ShapeBaseImageData(LurkerWeaponImage)
-{
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Lurker/TP_Lurker.DAE";
-   shapeFileFP = "art/shapes/weapons/Lurker/FP_Lurker.DAE";
-   emap = true;
-
-   imageAnimPrefix = "Rifle";
-   imageAnimPrefixFP = "Rifle";
-
-   // Specify mount point & offset for 3rd person, and eye offset
-   // for first person rendering.
-   mountPoint = 0;
-   firstPerson = true;
-   useEyeNode = true;
-   animateOnServer = true;
-
-   // When firing from a point offset from the eye, muzzle correction
-   // will adjust the muzzle vector to point to the eye LOS point.
-   // Since this weapon doesn't actually fire from the muzzle point,
-   // we need to turn this off.
-   correctMuzzleVector = true;
-
-   // Add the WeaponImage namespace as a parent, WeaponImage namespace
-   // provides some hooks into the inventory system.
-   class = "WeaponImage";
-   className = "WeaponImage";
-
-   // Projectiles and Ammo.
-   item = Lurker;
-   ammo = LurkerAmmo;
-   clip = LurkerClip;
-   
-   projectile = BulletProjectile;
-   projectileType = Projectile;
-   projectileSpread = "0.005";
-
-   altProjectile = GrenadeLauncherProjectile;
-   altProjectileSpread = "0.02";
-
-   casing = BulletShell;
-   shellExitDir        = "1.0 0.3 1.0";
-   shellExitOffset     = "0.15 -0.56 -0.1";
-   shellExitVariance   = 15.0;
-   shellVelocity       = 3.0;
-
-   // Weapon lights up while firing
-   lightType = "WeaponFireLight";
-   lightColor = "0.992126 0.968504 0.708661 1";
-   lightRadius = "4";
-   lightDuration = "100";
-   lightBrightness = 2;
-
-   // Shake camera while firing.
-   shakeCamera = false;
-   camShakeFreq = "0 0 0";
-   camShakeAmp = "0 0 0";
-
-   // Images have a state system which controls how the animations
-   // are run, which sounds are played, script callbacks, etc. This
-   // state system is downloaded to the client so that clients can
-   // predict state changes and animate accordingly.  The following
-   // system supports basic ready->fire->reload transitions as
-   // well as a no-ammo->dryfire idle state.
-
-   useRemainderDT = true;
-
-   // Initial start up state
-   stateName[0]                     = "Preactivate";
-   stateTransitionOnLoaded[0]       = "Activate";
-   stateTransitionOnNoAmmo[0]       = "NoAmmo";
-
-   // Activating the gun.  Called when the weapon is first
-   // mounted and there is ammo.
-   stateName[1]                     = "Activate";
-   stateTransitionGeneric0In[1]     = "SprintEnter";
-   stateTransitionOnTimeout[1]      = "Ready";
-   stateTimeoutValue[1]             = 0.5;
-   stateSequence[1]                 = "switch_in";
-   stateSound[1]                    = LurkerSwitchinSound;
-
-   // Ready to fire, just waiting for the trigger
-   stateName[2]                     = "Ready";
-   stateTransitionGeneric0In[2]     = "SprintEnter";
-   stateTransitionOnMotion[2]       = "ReadyMotion";
-   stateTransitionOnTimeout[2]      = "ReadyFidget";
-   stateTimeoutValue[2]             = 10;
-   stateWaitForTimeout[2]           = false;
-   stateScaleAnimation[2]           = false;
-   stateScaleAnimationFP[2]         = false;
-   stateTransitionOnNoAmmo[2]       = "NoAmmo";
-   stateTransitionOnTriggerDown[2]  = "Fire";
-   stateSequence[2]                 = "idle";
-
-   // Same as Ready state but plays a fidget sequence
-   stateName[3]                     = "ReadyFidget";
-   stateTransitionGeneric0In[3]     = "SprintEnter";
-   stateTransitionOnMotion[3]       = "ReadyMotion";
-   stateTransitionOnTimeout[3]      = "Ready";
-   stateTimeoutValue[3]             = 6;
-   stateWaitForTimeout[3]           = false;
-   stateTransitionOnNoAmmo[3]       = "NoAmmo";
-   stateTransitionOnTriggerDown[3]  = "Fire";
-   stateSequence[3]                 = "idle_fidget1";
-   stateSound[3]                    = LurkerIdleSound;
-
-   // Ready to fire with player moving
-   stateName[4]                     = "ReadyMotion";
-   stateTransitionGeneric0In[4]     = "SprintEnter";
-   stateTransitionOnNoMotion[4]     = "Ready";
-   stateWaitForTimeout[4]           = false;
-   stateScaleAnimation[4]           = false;
-   stateScaleAnimationFP[4]         = false;
-   stateSequenceTransitionIn[4]     = true;
-   stateSequenceTransitionOut[4]    = true;
-   stateTransitionOnNoAmmo[4]       = "NoAmmo";
-   stateTransitionOnTriggerDown[4]  = "Fire";
-   stateSequence[4]                 = "run";
-
-   // Fire the weapon. Calls the fire script which does
-   // the actual work.
-   stateName[5]                     = "Fire";
-   stateTransitionGeneric0In[5]     = "SprintEnter";
-   stateTransitionOnTimeout[5]      = "NewRound";
-   stateTimeoutValue[5]             = 0.15;
-   stateFire[5]                     = true;
-   stateRecoil[5]                   = "";
-   stateAllowImageChange[5]         = false;
-   stateSequence[5]                 = "fire";
-   stateScaleAnimation[5]           = false;
-   stateSequenceNeverTransition[5]  = true;
-   stateSequenceRandomFlash[5]      = true;        // use muzzle flash sequence
-   stateScript[5]                   = "onFire";
-   stateSound[5]                    = LurkerFireSoundList;
-   stateEmitter[5]                  = GunFireSmokeEmitter;
-   stateEmitterTime[5]              = 0.025;
-
-   // Put another round into the chamber if one is available
-   stateName[6]                     = "NewRound";
-   stateTransitionGeneric0In[6]     = "SprintEnter";
-   stateTransitionOnNoAmmo[6]       = "NoAmmo";
-   stateTransitionOnTimeout[6]      = "Ready";
-   stateWaitForTimeout[6]           = "0";
-   stateTimeoutValue[6]             = 0.05;
-   stateAllowImageChange[6]         = false;
-   stateEjectShell[6]               = true;
-
-   // No ammo in the weapon, just idle until something
-   // shows up. Play the dry fire sound if the trigger is
-   // pulled.
-   stateName[7]                     = "NoAmmo";
-   stateTransitionGeneric0In[7]     = "SprintEnter";
-   stateTransitionOnMotion[7]       = "NoAmmoMotion";
-   stateTransitionOnAmmo[7]         = "ReloadClip";
-   stateTimeoutValue[7]             = 0.1;   // Slight pause to allow script to run when trigger is still held down from Fire state
-   stateScript[7]                   = "onClipEmpty";
-   stateSequence[7]                 = "idle";
-   stateScaleAnimation[7]           = false;
-   stateScaleAnimationFP[7]         = false;
-   stateTransitionOnTriggerDown[7]  = "DryFire";
-   
-   stateName[8]                     = "NoAmmoMotion";
-   stateTransitionGeneric0In[8]     = "SprintEnter";
-   stateTransitionOnNoMotion[8]     = "NoAmmo";
-   stateWaitForTimeout[8]           = false;
-   stateScaleAnimation[8]           = false;
-   stateScaleAnimationFP[8]         = false;
-   stateSequenceTransitionIn[8]     = true;
-   stateSequenceTransitionOut[8]    = true;
-   stateTransitionOnTriggerDown[8]  = "DryFire";
-   stateTransitionOnAmmo[8]         = "ReloadClip";
-   stateSequence[8]                 = "run";
-
-   // No ammo dry fire
-   stateName[9]                     = "DryFire";
-   stateTransitionGeneric0In[9]     = "SprintEnter";
-   stateTransitionOnAmmo[9]         = "ReloadClip";
-   stateWaitForTimeout[9]           = "0";
-   stateTimeoutValue[9]             = 0.7;
-   stateTransitionOnTimeout[9]      = "NoAmmo";
-   stateScript[9]                   = "onDryFire";
-   stateSound[9]                    = MachineGunDryFire;
-
-   // Play the reload clip animation
-   stateName[10]                     = "ReloadClip";
-   stateTransitionGeneric0In[10]     = "SprintEnter";
-   stateTransitionOnTimeout[10]      = "Ready";
-   stateWaitForTimeout[10]           = true;
-   stateTimeoutValue[10]             = 3.0;
-   stateReload[10]                   = true;
-   stateSequence[10]                 = "reload";
-   stateShapeSequence[10]            = "Reload";
-   stateScaleShapeSequence[10]       = true;
-   stateSound[10]                    = LurkerReloadSound;
-
-   // Start Sprinting
-   stateName[11]                    = "SprintEnter";
-   stateTransitionGeneric0Out[11]   = "SprintExit";
-   stateTransitionOnTimeout[11]     = "Sprinting";
-   stateWaitForTimeout[11]          = false;
-   stateTimeoutValue[11]            = 0.5;
-   stateWaitForTimeout[11]          = false;
-   stateScaleAnimation[11]          = false;
-   stateScaleAnimationFP[11]        = false;
-   stateSequenceTransitionIn[11]    = true;
-   stateSequenceTransitionOut[11]   = true;
-   stateAllowImageChange[11]        = false;
-   stateSequence[11]                = "sprint";
-
-   // Sprinting
-   stateName[12]                    = "Sprinting";
-   stateTransitionGeneric0Out[12]   = "SprintExit";
-   stateWaitForTimeout[12]          = false;
-   stateScaleAnimation[12]          = false;
-   stateScaleAnimationFP[12]        = false;
-   stateSequenceTransitionIn[12]    = true;
-   stateSequenceTransitionOut[12]   = true;
-   stateAllowImageChange[12]        = false;
-   stateSequence[12]                = "sprint";
-   
-   // Stop Sprinting
-   stateName[13]                    = "SprintExit";
-   stateTransitionGeneric0In[13]    = "SprintEnter";
-   stateTransitionOnTimeout[13]     = "Ready";
-   stateWaitForTimeout[13]          = false;
-   stateTimeoutValue[13]            = 0.5;
-   stateSequenceTransitionIn[13]    = true;
-   stateSequenceTransitionOut[13]   = true;
-   stateAllowImageChange[13]        = false;
-   stateSequence[13]                = "sprint";
-};
-
-//--------------------------------------------------------------------------
-// Lurker Grenade Launcher
-//--------------------------------------------------------------------------
-
-datablock ItemData(LurkerGrenadeAmmo)
-{
-   // Mission editor category
-   category = "Ammo";
-
-   // Add the Ammo namespace as a parent.  The ammo namespace provides
-   // common ammo related functions and hooks into the inventory system.
-   className = "Ammo";
-
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Lurker/TP_Lurker.DAE";
-   mass = 1;
-   elasticity = 0.2;
-   friction = 0.6;
-
-   // Dynamic properties defined by the scripts
-   pickUpName = "Lurker grenade ammo";
-   maxInventory = 20;
-};
-
-datablock ItemData(LurkerGrenadeLauncher)
-{
-   // Mission editor category
-   category = "Weapon";
-
-   // Hook into Item Weapon class hierarchy. The weapon namespace
-   // provides common weapon handling functions in addition to hooks
-   // into the inventory system.
-   className = "Weapon";
-
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Lurker/TP_Lurker.DAE";
-   mass = 1;
-   elasticity = 0.2;
-   friction = 0.6;
-   emap = true;
-
-   // Dynamic properties defined by the scripts
-   PreviewImage = 'lurker.png';
-   pickUpName = "a Lurker grenade launcher";
-   description = "Lurker Grenade Launcher";
-   image = LurkerGrenadeLauncherImage;
-   reticle = "crossHair";
-};
-
-datablock ShapeBaseImageData(LurkerGrenadeLauncherImage)
-{
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Lurker/TP_Lurker.DAE";
-   shapeFileFP = "art/shapes/weapons/Lurker/FP_Lurker.DAE";
-   emap = true;
-
-   imageAnimPrefix = "Rifle";
-   imageAnimPrefixFP = "Rifle";
-
-   // Specify mount point & offset for 3rd person, and eye offset
-   // for first person rendering.
-   mountPoint = 0;
-   firstPerson = true;
-   useEyeNode = true;
-   animateOnServer = true;
-
-   // When firing from a point offset from the eye, muzzle correction
-   // will adjust the muzzle vector to point to the eye LOS point.
-   // Since this weapon doesn't actually fire from the muzzle point,
-   // we need to turn this off.
-   correctMuzzleVector = true;
-
-   // Add the WeaponImage namespace as a parent, WeaponImage namespace
-   // provides some hooks into the inventory system.
-   class = "WeaponImage";
-   className = "WeaponImage";
-
-   // Projectiles and Ammo.
-   item = LurkerGrenadeLauncher;
-   ammo = LurkerGrenadeAmmo;
-
-   projectile = GrenadeLauncherProjectile;
-   projectileType = Projectile;
-   projectileSpread = "0.02";
-
-   // Weapon lights up while firing
-   lightType = "WeaponFireLight";
-   lightColor = "0.992126 0.968504 0.708661 1";
-   lightRadius = "4";
-   lightDuration = "100";
-   lightBrightness = 2;
-
-   // Shake camera while firing.
-   shakeCamera = false;
-   camShakeFreq = "0 0 0";
-   camShakeAmp = "0 0 0";
-
-   // Images have a state system which controls how the animations
-   // are run, which sounds are played, script callbacks, etc. This
-   // state system is downloaded to the client so that clients can
-   // predict state changes and animate accordingly.  The following
-   // system supports basic ready->fire->reload transitions as
-   // well as a no-ammo->dryfire idle state.
-
-   useRemainderDT = true;
-
-   // Initial start up state
-   stateName[0]                     = "Preactivate";
-   stateTransitionOnLoaded[0]       = "Activate";
-   stateTransitionOnNoAmmo[0]       = "NoAmmo";
-
-   // Activating the gun.  Called when the weapon is first
-   // mounted and there is ammo.
-   stateName[1]                     = "Activate";
-   stateTransitionGeneric0In[1]     = "SprintEnter";
-   stateTransitionOnTimeout[1]      = "Ready";
-   stateTimeoutValue[1]             = 0.5;
-   stateSequence[1]                 = "switch_in";
-   stateSound[1]                    = LurkerSwitchinSound;
-
-   // Ready to fire, just waiting for the trigger
-   stateName[2]                     = "Ready";
-   stateTransitionGeneric0In[2]     = "SprintEnter";
-   stateTransitionOnMotion[2]       = "ReadyMotion";
-   stateTransitionOnTimeout[2]      = "ReadyFidget";
-   stateTimeoutValue[2]             = 10;
-   stateWaitForTimeout[2]           = false;
-   stateScaleAnimation[2]           = false;
-   stateScaleAnimationFP[2]         = false;
-   stateTransitionOnNoAmmo[2]       = "NoAmmo";
-   stateTransitionOnTriggerDown[2]  = "Fire";
-   stateSequence[2]                 = "idle";
-
-   // Same as Ready state but plays a fidget sequence
-   stateName[3]                     = "ReadyFidget";
-   stateTransitionGeneric0In[3]     = "SprintEnter";
-   stateTransitionOnMotion[3]       = "ReadyMotion";
-   stateTransitionOnTimeout[3]      = "Ready";
-   stateTimeoutValue[3]             = 6;
-   stateWaitForTimeout[3]           = false;
-   stateTransitionOnNoAmmo[3]       = "NoAmmo";
-   stateTransitionOnTriggerDown[3]  = "Fire";
-   stateSequence[3]                 = "idle_fidget1";
-   stateSound[3]                    = LurkerIdleSound;
-
-   // Ready to fire with player moving
-   stateName[4]                     = "ReadyMotion";
-   stateTransitionGeneric0In[4]     = "SprintEnter";
-   stateTransitionOnNoMotion[4]     = "Ready";
-   stateWaitForTimeout[4]           = false;
-   stateScaleAnimation[4]           = false;
-   stateScaleAnimationFP[4]         = false;
-   stateSequenceTransitionIn[4]     = true;
-   stateSequenceTransitionOut[4]    = true;
-   stateTransitionOnNoAmmo[4]       = "NoAmmo";
-   stateTransitionOnTriggerDown[4]  = "Fire";
-   stateSequence[4]                 = "run";
-
-   // Fire the weapon. Calls the fire script which does
-   // the actual work.
-   stateName[5]                     = "Fire";
-   stateTransitionGeneric0In[5]     = "SprintEnter";
-   stateTransitionOnTimeout[5]      = "NewRound";
-   stateTimeoutValue[5]             = 1.2;
-   stateFire[5]                     = true;
-   stateRecoil[5]                   = "";
-   stateAllowImageChange[5]         = false;
-   stateSequence[5]                 = "fire_alt";
-   stateScaleAnimation[5]           = true;
-   stateSequenceNeverTransition[5]  = true;
-   stateSequenceRandomFlash[5]      = true;        // use muzzle flash sequence
-   stateScript[5]                   = "onFire";
-   stateSound[5]                    = LurkerGrenadeFireSound;
-   stateEmitter[5]                  = GunFireSmokeEmitter;
-   stateEmitterTime[5]              = 0.025;
-   stateEjectShell[5]               = true;
-
-   // Put another round into the chamber
-   stateName[6]                     = "NewRound";
-   stateTransitionGeneric0In[6]     = "SprintEnter";
-   stateTransitionOnNoAmmo[6]       = "NoAmmo";
-   stateTransitionOnTimeout[6]      = "Ready";
-   stateWaitForTimeout[6]           = "0";
-   stateTimeoutValue[6]             = 0.05;
-   stateAllowImageChange[6]         = false;
-
-   // No ammo in the weapon, just idle until something
-   // shows up. Play the dry fire sound if the trigger is
-   // pulled.
-   stateName[7]                     = "NoAmmo";
-   stateTransitionGeneric0In[7]     = "SprintEnter";
-   stateTransitionOnMotion[7]       = "NoAmmoReadyMotion";
-   stateTransitionOnAmmo[7]         = "ReloadClip";
-   stateTimeoutValue[7]             = 0.1;   // Slight pause to allow script to run when trigger is still held down from Fire state
-   stateScript[7]                   = "onClipEmpty";
-   stateSequence[7]                 = "idle";
-   stateScaleAnimation[7]           = false;
-   stateScaleAnimationFP[7]         = false;
-   stateTransitionOnTriggerDown[7]  = "DryFire";
-   
-   stateName[8]                     = "NoAmmoReadyMotion";
-   stateTransitionGeneric0In[8]     = "SprintEnter";
-   stateTransitionOnNoMotion[8]     = "NoAmmo";
-   stateWaitForTimeout[8]           = false;
-   stateScaleAnimation[8]           = false;
-   stateScaleAnimationFP[8]         = false;
-   stateSequenceTransitionIn[8]     = true;
-   stateSequenceTransitionOut[8]    = true;
-   stateTransitionOnAmmo[8]         = "ReloadClip";
-   stateTransitionOnTriggerDown[8]  = "DryFire";
-   stateSequence[8]                 = "run";
-
-   // No ammo dry fire
-   stateName[9]                     = "DryFire";
-   stateTransitionGeneric0In[9]     = "SprintEnter";
-   stateTimeoutValue[9]             = 1.0;
-   stateTransitionOnTimeout[9]      = "NoAmmo";
-   stateScript[9]                   = "onDryFire";
-
-   // Play the reload clip animation
-   stateName[10]                     = "ReloadClip";
-   stateTransitionGeneric0In[10]     = "SprintEnter";
-   stateTransitionOnTimeout[10]      = "Ready";
-   stateWaitForTimeout[10]           = true;
-   stateTimeoutValue[10]             = 3.0;
-   stateReload[10]                   = true;
-   stateSequence[10]                 = "reload";
-   stateShapeSequence[10]            = "Reload";
-   stateScaleShapeSequence[10]       = true;
-
-   // Start Sprinting
-   stateName[11]                    = "SprintEnter";
-   stateTransitionGeneric0Out[11]   = "SprintExit";
-   stateTransitionOnTimeout[11]     = "Sprinting";
-   stateWaitForTimeout[11]          = false;
-   stateTimeoutValue[11]            = 0.5;
-   stateWaitForTimeout[11]          = false;
-   stateScaleAnimation[11]          = false;
-   stateScaleAnimationFP[11]        = false;
-   stateSequenceTransitionIn[11]    = true;
-   stateSequenceTransitionOut[11]   = true;
-   stateAllowImageChange[11]        = false;
-   stateSequence[11]                = "sprint";
-
-   // Sprinting
-   stateName[12]                    = "Sprinting";
-   stateTransitionGeneric0Out[12]   = "SprintExit";
-   stateWaitForTimeout[12]          = false;
-   stateScaleAnimation[12]          = false;
-   stateScaleAnimationFP[12]        = false;
-   stateSequenceTransitionIn[12]    = true;
-   stateSequenceTransitionOut[12]   = true;
-   stateAllowImageChange[12]        = false;
-   stateSequence[12]                = "sprint";
-   
-   // Stop Sprinting
-   stateName[13]                    = "SprintExit";
-   stateTransitionGeneric0In[13]    = "SprintEnter";
-   stateTransitionOnTimeout[13]     = "Ready";
-   stateWaitForTimeout[13]          = false;
-   stateTimeoutValue[13]            = 0.5;
-   stateSequenceTransitionIn[13]    = true;
-   stateSequenceTransitionOut[13]   = true;
-   stateAllowImageChange[13]        = false;
-   stateSequence[13]                = "sprint";
-};

+ 0 - 402
Templates/Full/game/art/datablocks/weapons/NewWeaponTemplate.cs

@@ -1,402 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-//--------------------------------------------------------------------------
-// Sounds
-//--------------------------------------------------------------------------
-// Added for Lesson 5 - Adding Weapons - 23 Sep 11
-datablock SFXProfile(WeaponTemplateFireSound)
-{
-   filename = "art/sound/weapons/wpn_fire";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(WeaponTemplateReloadSound)
-{
-   filename = "art/sound/weapons/wpn_reload";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(WeaponTemplateSwitchinSound)
-{
-   filename = "art/sound/weapons/wpn_switchin";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(WeaponTemplateIdleSound)
-{
-   filename = "art/sound/weapons/wpn_idle";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(WeaponTemplateGrenadeSound)
-{
-   filename = "art/sound/weapons/wpn_grenadelaunch";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(WeaponTemplateMineSwitchinSound)
-{
-   filename = "art/sound/weapons/wpn_mine_switchin";
-   description = AudioClose3D;
-   preload = true;
-};
-//-----------------------------------------------------------------------------
-// Added 28 Sep 11
-datablock LightDescription( BulletProjectileLightDesc )
-{
-   color  = "0.0 0.5 0.7";
-   range = 3.0;
-};
-
-datablock ProjectileData( BulletProjectile )
-{
-   projectileShapeName = "";
-
-   directDamage        = 5;
-   radiusDamage        = 0;
-   damageRadius        = 0.5;
-   areaImpulse         = 0.5;
-   impactForce         = 1;
-
-   explosion           = BulletDirtExplosion;
-   decal               = BulletHoleDecal;
-
-   muzzleVelocity      = 120;
-   velInheritFactor    = 1;
-
-   armingDelay         = 0;
-   lifetime            = 992;
-   fadeDelay           = 1472;
-   bounceElasticity    = 0;
-   bounceFriction      = 0;
-   isBallistic         = false;
-   gravityMod          = 1;
-};
-
-function BulletProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
-{
-   // Apply impact force from the projectile.
-   
-   // Apply damage to the object all shape base objects
-   if ( %col.getType() & $TypeMasks::GameBaseObjectType )
-      %col.damage(%obj,%pos,%this.directDamage,"BulletProjectile");
-}
-//-----------------------------------------------------------------------------
-
-datablock ProjectileData( WeaponTemplateProjectile )
-{
-   projectileShapeName              = "";
-
-   directDamage                     = 5;
-   radiusDamage                     = 0;
-   damageRadius                     = 0.5;
-   areaImpulse                      = 0.5;
-   impactForce                      = 1;
-
-   muzzleVelocity                   = 120;
-   velInheritFactor                 = 1;
-
-   armingDelay                      = 0;
-   lifetime                         = 992;
-   fadeDelay                        = 1472;
-   bounceElasticity                 = 0;
-   bounceFriction                   = 0;
-   isBallistic                      = false;
-   gravityMod                       = 1;
-};
-
-function WeaponTemplateProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
-{
-   // Apply impact force from the projectile.
-   
-   // Apply damage to the object all shape base objects
-   if ( %col.getType() & $TypeMasks::GameBaseObjectType )
-      %col.damage(%obj,%pos,%this.directDamage,"WeaponTemplateProjectile");
-}
-
-//-----------------------------------------------------------------------------
-// Ammo Item
-//-----------------------------------------------------------------------------
-datablock ItemData(WeaponTemplateAmmo)
-{
-   // Mission editor category
-   category                         = "Ammo";
-
-   // Add the Ammo namespace as a parent.  The ammo namespace provides
-   // common ammo related functions and hooks into the inventory system.
-   className                        = "Ammo";
-
-   // Basic Item properties
-   shapeFile                        = "";
-   mass                             = 1;
-   elasticity                       = 0.2;
-   friction                         = 0.6;
-
-   // Dynamic properties defined by the scripts
-   pickUpName                       = "";
-   maxInventory                     = 1000;
-};
-
-//--------------------------------------------------------------------------
-// Weapon Item.  This is the item that exists in the world, i.e. when it's
-// been dropped, thrown or is acting as re-spawnable item.  When the weapon
-// is mounted onto a shape, the NewWeaponTemplate is used.
-//-----------------------------------------------------------------------------
-datablock ItemData(WeaponTemplateItem)
-{
-   // Mission editor category
-   category                         = "Weapon";
-
-   // Hook into Item Weapon class hierarchy. The weapon namespace
-   // provides common weapon handling functions in addition to hooks
-   // into the inventory system.
-   className                        = "Weapon";
-
-   // Basic Item properties
-   shapeFile                        = "";
-   mass                             = 1;
-   elasticity                       = 0.2;
-   friction                         = 0.6;
-   emap                             = true;
-
-   // Dynamic properties defined by the scripts
-   pickUpName                       = "A basic weapon";
-   description                      = "Weapon";
-   image                            = WeaponTemplateImage;
-   reticle                          = "crossHair";
-};
-
-datablock ShapeBaseImageData(WeaponTemplateImage)
-{
-   // FP refers to first person specific features
-   
-   // Defines what art file to use.
-   shapeFile = "art/shapes/weapons/Lurker/TP_Lurker.DAE";
-   shapeFileFP = "art/shapes/weapons/Lurker/FP_Lurker.DAE";
-   
-   // Whether or not to enable environment mapping
-   //emap                           = true;
-
-   //imageAnimPrefixFP              = "";
-
-   // Specify mount point & offset for 3rd person, and eye offset
-   // for first person rendering.
-   mountPoint                       = 0;
-   //firstPerson                    = true;
-   //eyeOffset                      = "0.001 -0.05 -0.065";
-   
-   // When firing from a point offset from the eye, muzzle correction
-   // will adjust the muzzle vector to point to the eye LOS point.
-   // Since this weapon doesn't actually fire from the muzzle point,
-   // we need to turn this off.
-   //correctMuzzleVector            = true;
-
-   // Add the WeaponImage namespace as a parent, WeaponImage namespace
-   // provides some hooks into the inventory system.
-   class                            = "WeaponImage";
-   className                        = "WeaponImage";
-
-   // Projectiles and Ammo.
-   item                             = WeaponTemplateItem;
-   ammo                             = WeaponTemplateAmmo;
-
-   //projectile                     = BulletProjectile;
-   //projectileType                 = Projectile;
-   //projectileSpread               = "0.005";
-   
-   // Properties associated with the shell casing that gets ejected during firing
-   //casing = BulletShell;
-   //shellExitDir                   = "1.0 0.3 1.0";
-   //shellExitOffset                = "0.15 -0.56 -0.1";
-   //shellExitVariance              = 15.0;
-   //shellVelocity                  = 3.0;
-
-   // Properties associated with a light that occurs when the weapon fires
-   //lightType                      = "";
-   //lightColor                     = "0.992126 0.968504 0.708661 1";
-   //lightRadius                    = "4";
-   //lightDuration                  = "100";
-   //lightBrightness                = 2;
-
-   // Properties associated with shaking the camera during firing
-   //shakeCamera                    = false;
-   //camShakeFreq                   = "0 0 0";
-   //camShakeAmp                    = "0 0 0";
-
-   // Images have a state system which controls how the animations
-   // are run, which sounds are played, script callbacks, etc. This
-   // state system is downloaded to the client so that clients can
-   // predict state changes and animate accordingly.  The following
-   // system supports basic ready->fire->reload transitions as
-   // well as a no-ammo->dryfire idle state.
-
-   // If true, allow multiple timeout transitions to occur within a single tick
-   // useful if states have a very small timeout
-   //useRemainderDT = true;
-
-   // Initial start up state
-   stateName[0]                     = "Preactivate";
-   stateTransitionOnLoaded[0]       = "Activate";
-   stateTransitionOnNoAmmo[0]       = "NoAmmo";
-
-   // Activating the gun.  Called when the weapon is first
-   // mounted and there is ammo.
-   stateName[1]                     = "Activate";
-   stateTransitionGeneric0In[1]     = "SprintEnter";
-   stateTransitionOnTimeout[1]      = "Ready";
-   stateTimeoutValue[1]             = 0.5;
-   stateSequence[1]                 = "switch_in";
-
-   // Ready to fire, just waiting for the trigger
-   stateName[2]                     = "Ready";
-   stateTransitionGeneric0In[2]     = "SprintEnter";
-   stateTransitionOnMotion[2]       = "ReadyMotion";
-   stateTransitionOnTimeout[2]      = "ReadyFidget";
-   stateTimeoutValue[2]             = 10;
-   stateWaitForTimeout[2]           = false;
-   stateScaleAnimation[2]           = false;
-   stateScaleAnimationFP[2]         = false;
-   stateTransitionOnNoAmmo[2]       = "NoAmmo";
-   stateTransitionOnTriggerDown[2]  = "Fire";
-   stateSequence[2]                 = "idle";
-
-   // Same as Ready state but plays a fidget sequence
-   stateName[3]                     = "ReadyFidget";
-   stateTransitionGeneric0In[3]     = "SprintEnter";
-   stateTransitionOnMotion[3]       = "ReadyMotion";
-   stateTransitionOnTimeout[3]      = "Ready";
-   stateTimeoutValue[3]             = 6;
-   stateWaitForTimeout[3]           = false;
-   stateTransitionOnNoAmmo[3]       = "NoAmmo";
-   stateTransitionOnTriggerDown[3]  = "Fire";
-   stateSequence[3]                 = "idle_fidget1";
-
-   // Ready to fire with player moving
-   stateName[4]                     = "ReadyMotion";
-   stateTransitionGeneric0In[4]     = "SprintEnter";
-   stateTransitionOnNoMotion[4]     = "Ready";
-   stateWaitForTimeout[4]           = false;
-   stateScaleAnimation[4]           = false;
-   stateScaleAnimationFP[4]         = false;
-   stateSequenceTransitionIn[4]     = true;
-   stateSequenceTransitionOut[4]    = true;
-   stateTransitionOnNoAmmo[4]       = "NoAmmo";
-   stateTransitionOnTriggerDown[4]  = "Fire";
-   stateSequence[4]                 = "run";
-
-   // Fire the weapon. Calls the fire script which does
-   // the actual work.
-   stateName[5]                     = "Fire";
-   stateTransitionGeneric0In[5]     = "SprintEnter";
-   stateTransitionOnTimeout[5]      = "Reload";
-   stateTimeoutValue[5]             = 0.15;
-   stateFire[5]                     = true;
-   stateRecoil[5]                   = "";
-   stateAllowImageChange[5]         = false;
-   stateSequence[5]                 = "fire";
-   stateScaleAnimation[5]           = false;
-   stateSequenceNeverTransition[5]  = true;
-   stateSequenceRandomFlash[5]      = true;        // use muzzle flash sequence
-   stateScript[5]                   = "onFire";
-   stateSound[5]                    = WeaponTemplateFireSound;
-   stateEmitter[5]                  = GunFireSmokeEmitter;
-   stateEmitterTime[5]              = 0.025;
-
-   // Play the reload animation, and transition into
-   stateName[6]                     = "Reload";
-   stateTransitionGeneric0In[6]     = "SprintEnter";
-   stateTransitionOnNoAmmo[6]       = "NoAmmo";
-   stateTransitionOnTimeout[6]      = "Ready";
-   stateWaitForTimeout[6]           = "0";
-   stateTimeoutValue[6]             = 0.05;
-   stateAllowImageChange[6]         = false;
-   //stateSequence[6]                 = "reload";
-   stateEjectShell[6]               = true;
-
-   // No ammo in the weapon, just idle until something
-   // shows up. Play the dry fire sound if the trigger is
-   // pulled.
-   stateName[7]                     = "NoAmmo";
-   stateTransitionGeneric0In[7]     = "SprintEnter";
-   stateTransitionOnAmmo[7]         = "ReloadClip";
-   stateScript[7]                   = "onClipEmpty";
-
-   // No ammo dry fire
-   stateName[8]                     = "DryFire";
-   stateTransitionGeneric0In[8]     = "SprintEnter";
-   stateTimeoutValue[8]             = 1.0;
-   stateTransitionOnTimeout[8]      = "NoAmmo";
-   stateScript[8]                   = "onDryFire";
-
-   // Play the reload clip animation
-   stateName[9]                     = "ReloadClip";
-   stateTransitionGeneric0In[9]     = "SprintEnter";
-   stateTransitionOnTimeout[9]      = "Ready";
-   stateWaitForTimeout[9]           = true;
-   stateTimeoutValue[9]             = 3.0;
-   stateReload[9]                   = true;
-   stateSequence[9]                 = "reload";
-   stateShapeSequence[9]            = "Reload";
-   stateScaleShapeSequence[9]       = true;
-
-   // Start Sprinting
-   stateName[10]                    = "SprintEnter";
-   stateTransitionGeneric0Out[10]   = "SprintExit";
-   stateTransitionOnTimeout[10]     = "Sprinting";
-   stateWaitForTimeout[10]          = false;
-   stateTimeoutValue[10]            = 0.5;
-   stateWaitForTimeout[10]          = false;
-   stateScaleAnimation[10]          = false;
-   stateScaleAnimationFP[10]        = false;
-   stateSequenceTransitionIn[10]    = true;
-   stateSequenceTransitionOut[10]   = true;
-   stateAllowImageChange[10]        = false;
-   stateSequence[10]                = "sprint";
-
-   // Sprinting
-   stateName[11]                    = "Sprinting";
-   stateTransitionGeneric0Out[11]   = "SprintExit";
-   stateWaitForTimeout[11]          = false;
-   stateScaleAnimation[11]          = false;
-   stateScaleAnimationFP[11]        = false;
-   stateSequenceTransitionIn[11]    = true;
-   stateSequenceTransitionOut[11]   = true;
-   stateAllowImageChange[11]        = false;
-   stateSequence[11]                = "sprint";
-   
-   // Stop Sprinting
-   stateName[12]                    = "SprintExit";
-   stateTransitionGeneric0In[12]    = "SprintEnter";
-   stateTransitionOnTimeout[12]     = "Ready";
-   stateWaitForTimeout[12]          = false;
-   stateTimeoutValue[12]            = 0.5;
-   stateSequenceTransitionIn[12]    = true;
-   stateSequenceTransitionOut[12]   = true;
-   stateAllowImageChange[12]        = false;
-   stateSequence[12]                = "sprint";
-};

+ 0 - 230
Templates/Full/game/art/datablocks/weapons/ProxMine.cs

@@ -1,230 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-datablock SFXProfile( MineArmedSound )
-{
-   filename = "art/sound/weapons/mine_armed";
-   description = AudioClose3d;
-   preload = true;
-};
-
-datablock SFXProfile( MineSwitchinSound )
-{
-   filename = "art/sound/weapons/wpn_proximitymine_switchin";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile( MineTriggeredSound )
-{
-   filename = "art/sound/weapons/mine_trigger";
-   description = AudioClose3d;
-   preload = true;
-};
-
-datablock ProximityMineData( ProxMine )
-{
-   // ShapeBaseData fields
-   category = "Weapon";
-   shapeFile = "art/shapes/weapons/ProxMine/TP_ProxMine.DAE";
-   explosion = GrenadeLauncherExplosion;
-
-   // ItemData fields
-   sticky = true;
-   mass = 2;
-   elasticity = 0.2;
-   friction = 0.6;
-   simpleServerCollision = false;
-
-   // ProximityMineData fields
-   armingDelay = 3.5;
-   armingSound = MineArmedSound;
-
-   autoTriggerDelay = 0;
-   triggerOnOwner = true;
-   triggerRadius = 3.0;
-   triggerDelay = 0.45;
-   triggerSound = MineTriggeredSound;
-
-   explosionOffset = 0.1;
-   
-   // dynamic fields
-   pickUpName = "a proximity mine";
-   description = "Proximity Mine";
-   maxInventory = 20;
-   image = ProxMineImage;
-
-   previewImage = 'mine.png';
-   reticle = 'blank';
-   zoomReticle = 'blank';
-
-   damageType = "MineDamage";   // type of damage applied to objects in radius
-   radiusDamage = 300;           // amount of damage to apply to objects in radius
-   damageRadius = 8;            // search radius to damage objects when exploding
-   areaImpulse = 2000;          // magnitude of impulse to apply to objects in radius
-};
-
-datablock ShapeBaseImageData( ProxMineImage )
-{
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/ProxMine/TP_ProxMine.DAE";
-   shapeFileFP = "art/shapes/weapons/ProxMine/FP_ProxMine.DAE";
-
-   imageAnimPrefix = "ProxMine";
-   imageAnimPrefixFP = "ProxMine";
-
-   // Specify mount point & offset for 3rd person, and eye offset
-   // for first person rendering.
-   mountPoint = 0;
-   firstPerson = true;
-   useEyeNode = true;
-
-   // When firing from a point offset from the eye, muzzle correction
-   // will adjust the muzzle vector to point to the eye LOS point.
-   // Since this weapon doesn't actually fire from the muzzle point,
-   // we need to turn this off.
-   correctMuzzleVector = false;
-
-   // Add the WeaponImage namespace as a parent, WeaponImage namespace
-   // provides some hooks into the inventory system.
-   class = "WeaponImage";
-   className = "WeaponImage";
-
-   // Projectiles and Ammo.
-   item = ProxMine;
-
-   // Shake camera while firing.
-   shakeCamera = false;
-   camShakeFreq = "0 0 0";
-   camShakeAmp = "0 0 0";
-
-   // Images have a state system which controls how the animations
-   // are run, which sounds are played, script callbacks, etc. This
-   // state system is downloaded to the client so that clients can
-   // predict state changes and animate accordingly.  The following
-   // system supports basic ready->fire->reload transitions as
-   // well as a no-ammo->dryfire idle state.
-
-   // Initial start up state
-   stateName[0]                     = "Preactivate";
-   stateTransitionOnLoaded[0]       = "Activate";
-   stateTransitionOnNoAmmo[0]       = "Activate";
-
-   // Activating the gun.  Called when the weapon is first
-   // mounted and there is ammo.
-   stateName[1]                     = "Activate";
-   stateTransitionGeneric0In[1]     = "SprintEnter";
-   stateTransitionOnTimeout[1]      = "Ready";
-   stateTimeoutValue[1]             = 3.0;
-   stateSequence[1]                 = "switch_in";
-   stateShapeSequence[1]            = "Reload";
-   stateSound[1]                    = MineSwitchinSound;
-
-   // Ready to fire, just waiting for the trigger
-   stateName[2]                     = "Ready";
-   stateTransitionGeneric0In[2]     = "SprintEnter";
-   stateTransitionOnMotion[2]       = "ReadyMotion";
-   stateTransitionOnTriggerDown[2]  = "Fire";
-   stateScaleAnimation[2]           = false;
-   stateScaleAnimationFP[2]         = false;
-   stateSequence[2]                 = "idle";
-
-   // Ready to fire with player moving
-   stateName[3]                     = "ReadyMotion";
-   stateTransitionGeneric0In[3]     = "SprintEnter";
-   stateTransitionOnNoMotion[3]     = "Ready";
-   stateScaleAnimation[3]           = false;
-   stateScaleAnimationFP[3]         = false;
-   stateSequenceTransitionIn[3]     = true;
-   stateSequenceTransitionOut[3]    = true;
-   stateTransitionOnTriggerDown[3]  = "Fire";
-   stateSequence[3]                 = "run";
-
-   // Wind up to throw the ProxMine
-   stateName[4]                     = "Fire";
-   stateTransitionGeneric0In[4]     = "SprintEnter";
-   stateTransitionOnTimeout[4]      = "Fire2";
-   stateTimeoutValue[4]             = 0.8;
-   stateFire[4]                     = true;
-   stateRecoil[4]                   = "";
-   stateAllowImageChange[4]         = false;
-   stateSequence[4]                 = "Fire";
-   stateSequenceNeverTransition[4]  = true;
-   stateShapeSequence[4]            = "Fire";
-
-   // Throw the actual mine
-   stateName[5]                     = "Fire2";
-   stateTransitionGeneric0In[5]     = "SprintEnter";
-   stateTransitionOnTriggerUp[5]    = "Reload";
-   stateTimeoutValue[5]             = 0.7;
-   stateAllowImageChange[5]         = false;
-   stateSequenceNeverTransition[5]  = true;
-   stateSequence[5]                 = "fire_release";
-   stateShapeSequence[5]            = "Fire_Release";
-   stateScript[5]                   = "onFire";
-
-   // Play the reload animation, and transition into
-   stateName[6]                     = "Reload";
-   stateTransitionGeneric0In[6]     = "SprintEnter";
-   stateTransitionOnTimeout[6]      = "Ready";
-   stateWaitForTimeout[6]           = true;
-   stateTimeoutValue[6]             = 3.0;
-   stateSequence[6]                 = "switch_in";
-   stateShapeSequence[6]            = "Reload";
-   stateSound[6]                    = MineSwitchinSound;
-
-   // Start Sprinting
-   stateName[7]                     = "SprintEnter";
-   stateTransitionGeneric0Out[7]    = "SprintExit";
-   stateTransitionOnTimeout[7]      = "Sprinting";
-   stateWaitForTimeout[7]           = false;
-   stateTimeoutValue[7]             = 0.25;
-   stateWaitForTimeout[7]           = false;
-   stateScaleAnimation[7]           = true;
-   stateScaleAnimationFP[7]         = true;
-   stateSequenceTransitionIn[7]     = true;
-   stateSequenceTransitionOut[7]    = true;
-   stateAllowImageChange[7]         = false;
-   stateSequence[7]                 = "run2sprint";
-
-   // Sprinting
-   stateName[8]                     = "Sprinting";
-   stateTransitionGeneric0Out[8]    = "SprintExit";
-   stateWaitForTimeout[8]           = false;
-   stateScaleAnimation[8]           = false;
-   stateScaleAnimationFP[8]         = false;
-   stateSequenceTransitionIn[8]     = true;
-   stateSequenceTransitionOut[8]    = true;
-   stateAllowImageChange[8]         = false;
-   stateSequence[8]                 = "sprint";
-   
-   // Stop Sprinting
-   stateName[9]                     = "SprintExit";
-   stateTransitionGeneric0In[9]     = "SprintEnter";
-   stateTransitionOnTimeout[9]      = "Ready";
-   stateWaitForTimeout[9]           = false;
-   stateTimeoutValue[9]             = 0.5;
-   stateSequenceTransitionIn[9]     = true;
-   stateSequenceTransitionOut[9]    = true;
-   stateAllowImageChange[9]         = false;
-   stateSequence[9]                 = "sprint2run";
-};

+ 0 - 365
Templates/Full/game/art/datablocks/weapons/Ryder.cs

@@ -1,365 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-//--------------------------------------------------------------------------
-// Sounds
-//--------------------------------------------------------------------------
-
-datablock SFXProfile(RyderFireSound)
-{
-   filename = "art/sound/weapons/wpn_ryder_fire";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(RyderReloadSound)
-{
-   filename = "art/sound/weapons/wpn_ryder_reload";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(RyderSwitchinSound)
-{
-   filename = "art/sound/weapons/wpn_ryder_switchin";
-   description = AudioClose3D;
-   preload = true;
-};
-
-// ----------------------------------------------------------------------------
-// Particles
-// ----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Explosion
-//-----------------------------------------------------------------------------
-
-//--------------------------------------------------------------------------
-// Shell ejected during reload.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Projectile Object
-//-----------------------------------------------------------------------------
-
-
-//-----------------------------------------------------------------------------
-// Ammo Item
-//-----------------------------------------------------------------------------
-datablock ItemData(RyderClip)
-{
-   // Mission editor category
-   category = "AmmoClip";
-
-   // Add the Ammo namespace as a parent.  The ammo namespace provides
-   // common ammo related functions and hooks into the inventory system.
-   className = "AmmoClip";
-
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Ryder/TP_Ryder.DAE";
-   mass = 1;
-   elasticity = 0.2;
-   friction = 0.6;
-
-   // Dynamic properties defined by the scripts
-   pickUpName = "Ryder clip";
-   count = 1;
-   maxInventory = 10;
-};
-
-datablock ItemData(RyderAmmo)
-{
-   // Mission editor category
-   category = "Ammo";
-
-   // Add the Ammo namespace as a parent.  The ammo namespace provides
-   // common ammo related functions and hooks into the inventory system.
-   className = "Ammo";
-
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Ryder/TP_Ryder.DAE";
-   mass = 1;
-   elasticity = 0.2;
-   friction = 0.6;
-
-   // Dynamic properties defined by the scripts
-   pickUpName = "Ryder bullet";
-   maxInventory = 8;
-   clip = RyderClip;
-};
-
-//--------------------------------------------------------------------------
-// Weapon Item.  This is the item that exists in the world, i.e. when it's
-// been dropped, thrown or is acting as re-spawnable item.  When the weapon
-// is mounted onto a shape, the SoldierWeaponImage is used.
-//-----------------------------------------------------------------------------
-datablock ItemData(Ryder)
-{
-   // Mission editor category
-   category = "Weapon";
-
-   // Hook into Item Weapon class hierarchy. The weapon namespace
-   // provides common weapon handling functions in addition to hooks
-   // into the inventory system.
-   className = "Weapon";
-
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Ryder/TP_Ryder.DAE";
-   mass = 1;
-   elasticity = 0.2;
-   friction = 0.6;
-   emap = true;
-   PreviewImage = 'ryder.png';
-
-   // Dynamic properties defined by the scripts
-   pickUpName = "Ryder pistol";
-   description = "Ryder";
-   image = RyderWeaponImage;
-   reticle = "crossHair";
-};
-
-
-datablock ShapeBaseImageData(RyderWeaponImage)
-{
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Ryder/TP_Ryder.DAE";
-   shapeFileFP = "art/shapes/weapons/Ryder/FP_Ryder.DAE";
-   emap = true;
-
-   imageAnimPrefix = "Pistol";
-   imageAnimPrefixFP = "Pistol";
-
-   // Specify mount point & offset for 3rd person, and eye offset
-   // for first person rendering.
-   mountPoint = 0;
-   firstPerson = true;
-   useEyeNode = true;
-   animateOnServer = true;
-
-   // When firing from a point offset from the eye, muzzle correction
-   // will adjust the muzzle vector to point to the eye LOS point.
-   // Since this weapon doesn't actually fire from the muzzle point,
-   // we need to turn this off.
-   correctMuzzleVector = true;
-
-   // Add the WeaponImage namespace as a parent, WeaponImage namespace
-   // provides some hooks into the inventory system.
-   class = "WeaponImage";
-   className = "WeaponImage";
-
-   // Projectiles and Ammo.
-   item = Ryder;
-   ammo = RyderAmmo;
-   clip = RyderClip;
-
-   projectile = BulletProjectile;
-   projectileType = Projectile;
-   projectileSpread = "0.0";
-
-   altProjectile = GrenadeLauncherProjectile;
-   altProjectileSpread = "0.02";
-
-   casing = BulletShell;
-   shellExitDir        = "1.0 0.3 1.0";
-   shellExitOffset     = "0.15 -0.56 -0.1";
-   shellExitVariance   = 15.0;
-   shellVelocity       = 3.0;
-
-   // Weapon lights up while firing
-   lightType = "WeaponFireLight";
-   lightColor = "0.992126 0.968504 0.700787 1";
-   lightRadius = "4";
-   lightDuration = "100";
-   lightBrightness = 2;
-
-   // Shake camera while firing.
-   shakeCamera = "1";
-   camShakeFreq = "10 10 10";
-   camShakeAmp = "5 5 5";
-
-   // Images have a state system which controls how the animations
-   // are run, which sounds are played, script callbacks, etc. This
-   // state system is downloaded to the client so that clients can
-   // predict state changes and animate accordingly.  The following
-   // system supports basic ready->fire->reload transitions as
-   // well as a no-ammo->dryfire idle state.
-
-   useRemainderDT = true;
-
-   // Initial start up state
-   stateName[0]                     = "Preactivate";
-   stateTransitionOnLoaded[0]       = "Activate";
-   stateTransitionOnNoAmmo[0]       = "NoAmmo";
-
-   // Activating the gun.  Called when the weapon is first
-   // mounted and there is ammo.
-   stateName[1]                     = "Activate";
-   stateTransitionGeneric0In[1]     = "SprintEnter";
-   stateTransitionOnTimeout[1]      = "Ready";
-   stateTimeoutValue[1]             = 1.5;
-   stateSequence[1]                 = "switch_in";
-   stateSound[1]                    = RyderSwitchinSound;
-
-   // Ready to fire, just waiting for the trigger
-   stateName[2]                     = "Ready";
-   stateTransitionGeneric0In[2]     = "SprintEnter";
-   stateTransitionOnMotion[2]       = "ReadyMotion";
-   stateScaleAnimation[2]           = false;
-   stateScaleAnimationFP[2]         = false;
-   stateTransitionOnNoAmmo[2]       = "NoAmmo";
-   stateTransitionOnTriggerDown[2]  = "Fire";
-   stateSequence[2]                 = "idle";
-
-   // Ready to fire with player moving
-   stateName[3]                     = "ReadyMotion";
-   stateTransitionGeneric0In[3]     = "SprintEnter";
-   stateTransitionOnNoMotion[3]     = "Ready";
-   stateWaitForTimeout[3]           = false;
-   stateScaleAnimation[3]           = false;
-   stateScaleAnimationFP[3]         = false;
-   stateSequenceTransitionIn[3]     = true;
-   stateSequenceTransitionOut[3]    = true;
-   stateTransitionOnNoAmmo[3]       = "NoAmmo";
-   stateTransitionOnTriggerDown[3]  = "Fire";
-   stateSequence[3]                 = "run";
-
-   // Fire the weapon. Calls the fire script which does
-   // the actual work.
-   stateName[4]                     = "Fire";
-   stateTransitionGeneric0In[4]     = "SprintEnter";
-   stateTransitionOnTimeout[4]      = "WaitForRelease";
-   stateTimeoutValue[4]             = 0.23;
-   stateWaitForTimeout[4]           = true;
-   stateFire[4]                     = true;
-   stateRecoil[4]                   = "";
-   stateAllowImageChange[4]         = false;
-   stateSequence[4]                 = "fire";
-   stateScaleAnimation[4]           = true;
-   stateSequenceNeverTransition[4]  = true;
-   stateSequenceRandomFlash[4]      = true;        // use muzzle flash sequence
-   stateScript[4]                   = "onFire";
-   stateEmitter[4]                  = GunFireSmokeEmitter;
-   stateEmitterTime[4]              = 0.025;
-   stateEjectShell[4]               = true;
-   stateSound[4]                    = RyderFireSound;
-
-   // Wait for the player to release the trigger
-   stateName[5]                     = "WaitForRelease";
-   stateTransitionGeneric0In[5]     = "SprintEnter";
-   stateTransitionOnTriggerUp[5]    = "NewRound";
-   stateTimeoutValue[5]             = 0.05;
-   stateWaitForTimeout[5]           = true;
-   stateAllowImageChange[5]         = false;
-
-   // Put another round in the chamber
-   stateName[6]                     = "NewRound";
-   stateTransitionGeneric0In[6]     = "SprintEnter";
-   stateTransitionOnNoAmmo[6]       = "NoAmmo";
-   stateTransitionOnTimeout[6]      = "Ready";
-   stateWaitForTimeout[6]           = "0";
-   stateTimeoutValue[6]             = 0.05;
-   stateAllowImageChange[6]         = false;
-
-   // No ammo in the weapon, just idle until something
-   // shows up. Play the dry fire sound if the trigger is
-   // pulled.
-   stateName[7]                     = "NoAmmo";
-   stateTransitionGeneric0In[7]     = "SprintEnter";
-   stateTransitionOnMotion[7]       = "NoAmmoMotion";
-   stateTransitionOnAmmo[7]         = "ReloadClip";
-   stateTimeoutValue[7]             = 0.1;   // Slight pause to allow script to run when trigger is still held down from Fire state
-   stateScript[7]                   = "onClipEmpty";
-   stateTransitionOnTriggerDown[7]  = "DryFire";
-   stateSequence[7]                 = "idle";
-   stateScaleAnimation[7]           = false;
-   stateScaleAnimationFP[7]         = false;
-   
-   stateName[8]                     = "NoAmmoMotion";
-   stateTransitionGeneric0In[8]     = "SprintEnter";
-   stateTransitionOnNoMotion[8]     = "NoAmmo";
-   stateWaitForTimeout[8]           = false;
-   stateScaleAnimation[8]           = false;
-   stateScaleAnimationFP[8]         = false;
-   stateSequenceTransitionIn[8]     = true;
-   stateSequenceTransitionOut[8]    = true;
-   stateTransitionOnAmmo[8]         = "ReloadClip";
-   stateTransitionOnTriggerDown[8]  = "DryFire";
-   stateSequence[8]                 = "run";
-
-   // No ammo dry fire
-   stateName[9]                     = "DryFire";
-   stateTransitionGeneric0In[9]     = "SprintEnter";
-   stateTransitionOnAmmo[9]         = "ReloadClip";
-   stateWaitForTimeout[9]           = "0";
-   stateTimeoutValue[9]             = 0.7;
-   stateTransitionOnTimeout[9]      = "NoAmmo";
-   stateScript[9]                   = "onDryFire";
-
-   // Play the reload clip animation
-   stateName[10]                     = "ReloadClip";
-   stateTransitionGeneric0In[10]     = "SprintEnter";
-   stateTransitionOnTimeout[10]      = "Ready";
-   stateWaitForTimeout[10]           = true;
-   stateTimeoutValue[10]             = 2.0;
-   stateReload[10]                   = true;
-   stateSequence[10]                 = "reload";
-   stateShapeSequence[10]            = "Reload";
-   stateScaleShapeSequence[10]       = true;
-   stateSound[10]                    = RyderReloadSound;
-
-   // Start Sprinting
-   stateName[11]                    = "SprintEnter";
-   stateTransitionGeneric0Out[11]   = "SprintExit";
-   stateTransitionOnTimeout[11]     = "Sprinting";
-   stateWaitForTimeout[11]          = false;
-   stateTimeoutValue[11]            = 0.5;
-   stateWaitForTimeout[11]          = false;
-   stateScaleAnimation[11]          = false;
-   stateScaleAnimationFP[11]        = false;
-   stateSequenceTransitionIn[11]    = true;
-   stateSequenceTransitionOut[11]   = true;
-   stateAllowImageChange[11]        = false;
-   stateSequence[11]                = "sprint";
-
-   // Sprinting
-   stateName[12]                    = "Sprinting";
-   stateTransitionGeneric0Out[12]   = "SprintExit";
-   stateWaitForTimeout[12]          = false;
-   stateScaleAnimation[12]          = false;
-   stateScaleAnimationFP[12]        = false;
-   stateSequenceTransitionIn[12]    = true;
-   stateSequenceTransitionOut[12]   = true;
-   stateAllowImageChange[12]        = false;
-   stateSequence[12]                = "sprint";
-   
-   // Stop Sprinting
-   stateName[13]                    = "SprintExit";
-   stateTransitionGeneric0In[13]    = "SprintEnter";
-   stateTransitionOnTimeout[13]     = "Ready";
-   stateWaitForTimeout[13]          = false;
-   stateTimeoutValue[13]            = 0.5;
-   stateSequenceTransitionIn[13]    = true;
-   stateSequenceTransitionOut[13]   = true;
-   stateAllowImageChange[13]        = false;
-   stateSequence[13]                = "sprint";
-   camShakeDuration = "0.2";
-};

+ 0 - 559
Templates/Full/game/art/datablocks/weapons/Turret.cs

@@ -1,559 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-datablock SFXProfile(TargetAquiredSound)
-{
-   filename = "";
-   description = AudioClose3D;
-   preload = false;
-};
-
-datablock SFXProfile(TargetLostSound)
-{
-   filename = "";
-   description = AudioClose3D;
-   preload = false;
-};
-
-datablock SFXProfile(TurretDestroyed)
-{
-   filename = "";
-   description = AudioClose3D;
-   preload = false;
-};
-
-datablock SFXProfile(TurretThrown)
-{
-   filename = "";
-   description = AudioClose3D;
-   preload = false;
-};
-
-datablock SFXProfile(TurretFireSound)
-{
-   filename = "art/sound/turret/wpn_turret_fire";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(TurretActivatedSound)
-{
-   filename = "art/sound/turret/wpn_turret_deploy";
-   description = AudioClose3D;
-   preload = true;
-};
-
-datablock SFXProfile(TurretScanningSound)
-{
-   filename = "art/sound/turret/wpn_turret_scan";
-   description = AudioCloseLoop3D;
-   preload = true;
-};
-
-datablock SFXProfile(TurretSwitchinSound)
-{
-   filename = "art/sound/turret/wpn_turret_switchin";
-   description = AudioClose3D;
-   preload = true;
-};
-
-//-----------------------------------------------------------------------------
-// Turret Bullet Projectile
-//-----------------------------------------------------------------------------
-
-datablock ProjectileData( TurretBulletProjectile )
-{
-   projectileShapeName = "";
-
-   directDamage        = 5;
-   radiusDamage        = 0;
-   damageRadius        = 0.5;
-   areaImpulse         = 0.5;
-   impactForce         = 1;
-   
-   damageType          = "TurretDamage";  // Type of damage applied by this weapon
-
-   explosion           = BulletDirtExplosion;
-   decal               = BulletHoleDecal;
-
-   muzzleVelocity      = 120;
-   velInheritFactor    = 1;
-
-   armingDelay         = 0;
-   lifetime            = 992;
-   fadeDelay           = 1472;
-   bounceElasticity    = 0;
-   bounceFriction      = 0;
-   isBallistic         = false;
-   gravityMod          = 1;
-};
-
-function TurretBulletProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
-{
-   // Apply impact force from the projectile.
-   
-   // Apply damage to the object all shape base objects
-   if ( %col.getType() & $TypeMasks::GameBaseObjectType )
-      %col.damage(%obj,%pos,%this.directDamage,%this.damageType);
-}
-
-//-----------------------------------------------------------------------------
-// Turret Bullet Ammo
-//-----------------------------------------------------------------------------
-
-datablock ItemData(AITurretAmmo)
-{
-   // Mission editor category
-   category = "Ammo";
-
-   // Add the Ammo namespace as a parent.  The ammo namespace provides
-   // common ammo related functions and hooks into the inventory system.
-   className = "Ammo";
-
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Turret/Turret_Legs.DAE";
-   mass = 1;
-   elasticity = 0.2;
-   friction = 0.6;
-
-   // Dynamic properties defined by the scripts
-   pickUpName = "turret ammo";
-};
-
-//-----------------------------------------------------------------------------
-// AI Turret Weapon
-//-----------------------------------------------------------------------------
-
-datablock ItemData(AITurretHead)
-{
-   // Mission editor category
-   category = "Weapon";
-
-   // Hook into Item Weapon class hierarchy. The weapon namespace
-   // provides common weapon handling functions in addition to hooks
-   // into the inventory system.
-   className = "Weapon";
-
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Turret/Turret_Head.DAE";
-   mass = 1;
-   elasticity = 0.2;
-   friction = 0.6;
-   emap = true;
-
-   // Dynamic properties defined by the scripts
-   pickUpName = "an AI turret head";
-   description = "AI Turret Head";
-   image = AITurretHeadImage;
-   reticle = "crossHair";
-};
-datablock ShapeBaseImageData(AITurretHeadImage)
-{
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Turret/Turret_Head.DAE";
-   emap = true;
-
-   // Specify mount point
-   mountPoint = 0;
-
-   // Add the WeaponImage namespace as a parent, WeaponImage namespace
-   // provides some hooks into the inventory system.
-   class = "WeaponImage";
-   className = "WeaponImage";
-
-   // Projectiles and Ammo.
-   item = AITurretHead;
-   ammo = AITurretAmmo;
-
-   projectile = TurretBulletProjectile;
-   projectileType = Projectile;
-   projectileSpread = "0.02";
-
-   casing = BulletShell;
-   shellExitDir        = "1.0 0.3 1.0";
-   shellExitOffset     = "0.15 -0.56 -0.1";
-   shellExitVariance   = 15.0;
-   shellVelocity       = 3.0;
-
-   // Weapon lights up while firing
-   lightType = "WeaponFireLight";
-   lightColor = "0.992126 0.968504 0.708661 1";
-   lightRadius = "4";
-   lightDuration = "100";
-   lightBrightness = 2;
-
-   // Shake camera while firing.
-   shakeCamera = false;
-   camShakeFreq = "0 0 0";
-   camShakeAmp = "0 0 0";
-
-   // Images have a state system which controls how the animations
-   // are run, which sounds are played, script callbacks, etc. This
-   // state system is downloaded to the client so that clients can
-   // predict state changes and animate accordingly.  The following
-   // system supports basic ready->fire->reload transitions as
-   // well as a no-ammo->dryfire idle state.
-
-   useRemainderDT = true;
-
-   // Initial start up state
-   stateName[0]                     = "Preactivate";
-   stateIgnoreLoadedForReady[0]     = false;
-   stateTransitionOnLoaded[0]       = "Activate";
-   stateTransitionOnNotLoaded[0]    = "WaitingDeployment";  // If the turret weapon is not loaded then it has not yet been deployed
-   stateTransitionOnNoAmmo[0]       = "NoAmmo";
-
-   // Activating the gun.  Called when the weapon is first
-   // mounted and there is ammo.
-   stateName[1]                     = "Activate";
-   stateTransitionGeneric0In[1]     = "Destroyed";
-   stateTransitionOnTimeout[1]      = "Ready";
-   stateTimeoutValue[1]             = 0.5;
-   stateSequence[1]                 = "Activate";
-
-   // Ready to fire, just waiting for the trigger
-   stateName[2]                     = "Ready";
-   stateTransitionGeneric0In[2]     = "Destroyed";
-   stateTransitionOnNoAmmo[2]       = "NoAmmo";
-   stateTransitionOnTriggerDown[2]  = "Fire";
-   stateSequence[2]                 = "scan";
-
-   // Fire the weapon. Calls the fire script which does
-   // the actual work.
-   stateName[3]                     = "Fire";
-   stateTransitionGeneric0In[3]     = "Destroyed";
-   stateTransitionOnTimeout[3]      = "Reload";
-   stateTimeoutValue[3]             = 0.2;
-   stateFire[3]                     = true;
-   stateRecoil[3]                   = "LightRecoil";
-   stateAllowImageChange[3]         = false;
-   stateSequence[3]                 = "fire";
-   stateSequenceRandomFlash[3]      = true;        // use muzzle flash sequence
-   stateScript[3]                   = "onFire";
-   stateSound[3]                    = TurretFireSound;
-   stateEmitter[3]                  = GunFireSmokeEmitter;
-   stateEmitterTime[3]              = 0.025;
-   stateEjectShell[3]               = true;
-
-   // Play the reload animation, and transition into
-   stateName[4]                     = "Reload";
-   stateTransitionGeneric0In[4]     = "Destroyed";
-   stateTransitionOnNoAmmo[4]       = "NoAmmo";
-   stateTransitionOnTimeout[4]      = "Ready";
-   stateWaitForTimeout[4]           = "0";
-   stateTimeoutValue[4]             = 0.0;
-   stateAllowImageChange[4]         = false;
-   stateSequence[4]                 = "Reload";
-
-   // No ammo in the weapon, just idle until something
-   // shows up. Play the dry fire sound if the trigger is
-   // pulled.
-   stateName[5]                     = "NoAmmo";
-   stateTransitionGeneric0In[5]     = "Destroyed";
-   stateTransitionOnAmmo[5]         = "Reload";
-   stateSequence[5]                 = "NoAmmo";
-   stateTransitionOnTriggerDown[5]  = "DryFire";
-
-   // No ammo dry fire
-   stateName[6]                     = "DryFire";
-   stateTransitionGeneric0In[6]     = "Destroyed";
-   stateTimeoutValue[6]             = 1.0;
-   stateTransitionOnTimeout[6]      = "NoAmmo";
-   stateScript[6]                   = "onDryFire";
-
-   // Waiting for the turret to be deployed
-   stateName[7]                     = "WaitingDeployment";
-   stateTransitionGeneric0In[7]     = "Destroyed";
-   stateTransitionOnLoaded[7]       = "Deployed";
-   stateSequence[7]                 = "wait_deploy";
-
-   // Turret has been deployed
-   stateName[8]                     = "Deployed";
-   stateTransitionGeneric0In[8]     = "Destroyed";
-   stateTransitionOnTimeout[8]      = "Ready";
-   stateWaitForTimeout[8]           = true;
-   stateTimeoutValue[8]             = 2.5;   // Same length as turret base's Deploy state
-   stateSequence[8]                 = "deploy";
-
-   // Turret has been destroyed
-   stateName[9]                     = "Destroyed";
-   stateSequence[9]                 = "destroyed";
-};
-
-//-----------------------------------------------------------------------------
-// AI Turret
-//-----------------------------------------------------------------------------
-
-datablock AITurretShapeData(AITurret)
-{
-   category = "Turrets";
-   shapeFile = "art/shapes/weapons/Turret/Turret_Legs.DAE";
-
-   maxDamage = 70;
-   destroyedLevel = 70;
-   explosion = GrenadeExplosion;
-   
-   simpleServerCollision = false;
-
-   zRotOnly = false;
-   
-   // Rotation settings
-   minPitch = 15;
-   maxPitch = 80;
-   maxHeading = 90;
-   headingRate = 50;
-   pitchRate = 50;
-
-   // Scan settings
-   maxScanPitch = 10;
-   maxScanHeading = 30;
-   maxScanDistance = 20;
-   trackLostTargetTime = 2;
-
-   maxWeaponRange = 30;
-
-   weaponLeadVelocity = 0;
-
-   // Weapon mounting
-   numWeaponMountPoints = 1;
-
-   weapon[0] = AITurretHead;
-   weaponAmmo[0] = AITurretAmmo;
-   weaponAmmoAmount[0] = 10000;
-
-   maxInv[AITurretHead] = 1;
-   maxInv[AITurretAmmo] = 10000;
-
-   // Initial start up state
-   stateName[0]                     = "Preactivate";
-   stateTransitionOnAtRest[0]       = "Scanning";
-   stateTransitionOnNotAtRest[0]    = "Thrown";
-   
-   // Scan for targets
-   stateName[1]                     = "Scanning";
-   stateScan[1]                     = true;
-   stateTransitionOnTarget[1]       = "Target";
-   stateSequence[1]                 = "scan";
-   stateScript[1]                   = "OnScanning";
-
-   // Have a target
-   stateName[2]                     = "Target";
-   stateTransitionOnNoTarget[2]     = "NoTarget";
-   stateTransitionOnTimeout[2]      = "Firing";
-   stateTimeoutValue[2]             = 2.0;
-   stateScript[2]                   = "OnTarget";
-
-   // Fire at target
-   stateName[3]                     = "Firing";
-   stateFire[3]                     = true;
-   stateTransitionOnNoTarget[3]     = "NoTarget";
-   stateScript[3]                   = "OnFiring";
-
-   // Lost target
-   stateName[4]                     = "NoTarget";
-   stateTransitionOnTimeout[4]      = "Scanning";
-   stateTimeoutValue[4]             = 2.0;
-   stateScript[4]                   = "OnNoTarget";
-
-   // Player thrown turret
-   stateName[5]                     = "Thrown";
-   stateTransitionOnAtRest[5]       = "Deploy";
-   stateSequence[5]                 = "throw";
-   stateScript[5]                   = "OnThrown";
-
-   // Player thrown turret is deploying
-   stateName[6]                     = "Deploy";
-   stateTransitionOnTimeout[6]      = "Scanning";
-   stateTimeoutValue[6]             = 2.5;
-   stateSequence[6]                 = "deploy";
-   stateScaleAnimation[6]           = true;
-   stateScript[6]                   = "OnDeploy";
-
-   // Special state that is set when the turret is destroyed.
-   // This state is set in the onDestroyed() callback.
-   stateName[7]                     = "Destroyed";
-   stateSequence[7]                 = "destroyed";
-};
-
-//-----------------------------------------------------------------------------
-// Deployable AI Turret
-//-----------------------------------------------------------------------------
-datablock AITurretShapeData(DeployableTurret : AITurret)
-{
-   // Mission editor category
-   category = "Weapon";
-
-   className = "DeployableTurretWeapon";
-
-   startLoaded = false;
-   
-   // Basic Item properties
-   mass = 1.5;
-   elasticity = 0.1;
-   friction = 0.6;
-   simpleServerCollision = false;
-
-   // Dynamic properties defined by the scripts
-   PreviewImage = 'turret.png';
-   pickUpName = "a deployable turret";
-   description = "Deployable Turret";
-   image = DeployableTurretImage;
-   reticle = "blank";
-   zoomReticle = 'blank';
-};
-
-datablock ShapeBaseImageData(DeployableTurretImage)
-{
-   // Basic Item properties
-   shapeFile = "art/shapes/weapons/Turret/TP_Turret.DAE";
-   shapeFileFP = "art/shapes/weapons/Turret/FP_Turret.DAE";
-   emap = true;
-
-   imageAnimPrefix = "Turret";
-   imageAnimPrefixFP = "Turret";
-
-   // Specify mount point & offset for 3rd person, and eye offset
-   // for first person rendering.
-   mountPoint = 0;
-   firstPerson = true;
-   useEyeNode = true;
-
-   // Don't allow a player to sprint with a turret
-   sprintDisallowed = true;
-   
-   class = "DeployableTurretWeaponImage";
-   className = "DeployableTurretWeaponImage";
-
-   // Projectiles and Ammo.
-   item = DeployableTurret;
-
-   // Shake camera while firing.
-   shakeCamera = false;
-   camShakeFreq = "0 0 0";
-   camShakeAmp = "0 0 0";
-
-   // Images have a state system which controls how the animations
-   // are run, which sounds are played, script callbacks, etc. This
-   // state system is downloaded to the client so that clients can
-   // predict state changes and animate accordingly.  The following
-   // system supports basic ready->fire->reload transitions as
-   // well as a no-ammo->dryfire idle state.
-
-   // Initial start up state
-   stateName[0]                     = "Preactivate";
-   stateTransitionOnLoaded[0]       = "Activate";
-   stateTransitionOnNoAmmo[0]       = "Activate";
-
-   // Activating the gun.  Called when the weapon is first
-   // mounted and there is ammo.
-   stateName[1]                     = "Activate";
-   stateTransitionGeneric0In[1]     = "SprintEnter";
-   stateTransitionOnTimeout[1]      = "Ready";
-   stateTimeoutValue[1]             = 0.66;
-   stateSequence[1]                 = "switch_in";
-   stateSound[1]                    = TurretSwitchinSound;
-
-   // Ready to fire, just waiting for the trigger
-   stateName[2]                     = "Ready";
-   stateTransitionGeneric0In[2]     = "SprintEnter";
-   stateTransitionOnMotion[2]       = "ReadyMotion";
-   stateTransitionOnTriggerDown[2]  = "Fire";
-   stateScaleAnimation[2]           = false;
-   stateScaleAnimationFP[2]         = false;
-   stateSequence[2]                 = "idle";
-
-   // Ready to fire with player moving
-   stateName[3]                     = "ReadyMotion";
-   stateTransitionGeneric0In[3]     = "SprintEnter";
-   stateTransitionOnNoMotion[3]     = "Ready";
-   stateScaleAnimation[3]           = false;
-   stateScaleAnimationFP[3]         = false;
-   stateSequenceTransitionIn[3]     = true;
-   stateSequenceTransitionOut[3]    = true;
-   stateTransitionOnTriggerDown[3]  = "Fire";
-   stateSequence[3]                 = "run";
-
-   // Wind up to throw the Turret
-   stateName[4]                     = "Fire";
-   stateTransitionGeneric0In[4]     = "SprintEnter";
-   stateTransitionOnTimeout[4]      = "Fire2";
-   stateTimeoutValue[4]             = 0.66;
-   stateFire[4]                     = true;
-   stateRecoil[4]                   = "";
-   stateAllowImageChange[4]         = false;
-   stateSequence[4]                 = "Fire";
-   stateSequenceNeverTransition[4]  = true;
-   stateShapeSequence[4]            = "Recoil";
-
-   // Throw the actual Turret
-   stateName[5]                     = "Fire2";
-   stateTransitionGeneric0In[5]     = "SprintEnter";
-   stateTransitionOnTriggerUp[5]    = "Reload";
-   stateTimeoutValue[5]             = 0.1;
-   stateAllowImageChange[5]         = false;
-   stateScript[5]                   = "onFire";
-   stateShapeSequence[5]            = "Fire_Release";
-
-   // Play the reload animation, and transition into
-   stateName[6]                     = "Reload";
-   stateTransitionGeneric0In[6]     = "SprintEnter";
-   stateTransitionOnTimeout[6]      = "Ready";
-   stateWaitForTimeout[6]           = true;
-   stateTimeoutValue[6]             = 0.66;
-   stateSequence[6]                 = "switch_in";
-
-   // Start Sprinting
-   stateName[7]                     = "SprintEnter";
-   stateTransitionGeneric0Out[7]    = "SprintExit";
-   stateTransitionOnTimeout[7]      = "Sprinting";
-   stateWaitForTimeout[7]           = false;
-   stateTimeoutValue[7]             = 0.25;
-   stateWaitForTimeout[7]           = false;
-   stateScaleAnimation[7]           = true;
-   stateScaleAnimationFP[7]         = true;
-   stateSequenceTransitionIn[7]     = true;
-   stateSequenceTransitionOut[7]    = true;
-   stateAllowImageChange[7]         = false;
-   stateSequence[7]                 = "sprint";
-
-   // Sprinting
-   stateName[8]                     = "Sprinting";
-   stateTransitionGeneric0Out[8]    = "SprintExit";
-   stateWaitForTimeout[8]           = false;
-   stateScaleAnimation[8]           = false;
-   stateScaleAnimationFP[8]         = false;
-   stateSequenceTransitionIn[8]     = true;
-   stateSequenceTransitionOut[8]    = true;
-   stateAllowImageChange[8]         = false;
-   stateSequence[8]                 = "sprint";
-   
-   // Stop Sprinting
-   stateName[9]                     = "SprintExit";
-   stateTransitionGeneric0In[9]     = "SprintEnter";
-   stateTransitionOnTimeout[9]      = "Ready";
-   stateWaitForTimeout[9]           = false;
-   stateTimeoutValue[9]             = 0.5;
-   stateSequenceTransitionIn[9]     = true;
-   stateSequenceTransitionOut[9]    = true;
-   stateAllowImageChange[9]         = false;
-   stateSequence[9]                 = "sprint";
-};

+ 0 - 917
Templates/Full/game/art/datablocks/weapons/grenadefx.cs

@@ -1,917 +0,0 @@
-//-----------------------------------------------------------------------------
-// Torque
-// Copyright GarageGames, LLC 2011
-//-----------------------------------------------------------------------------
-
-// ----------------------------------------------------------------------------
-// Placeholder projectile and explosion with required sounds, debris, and 
-// particle datablocks. These datablocks existed in now removed scripts, but
-// were used within some that remain: see Lurker.cs, Ryder.cs, ProxMine.cs
-// 
-// These effects should be made more generic or new fx created for unique usage.
-//
-// I've removed all effects that are not required for the current weapons.  On
-// reflection I really went overboard when originally making these effects!
-// ----------------------------------------------------------------------------
-
-$GrenadeUpVectorOffset = "0 0 1";
-
-// ---------------------------------------------------------------------------
-// Sounds
-// ---------------------------------------------------------------------------
-
-datablock SFXProfile(GrenadeExplosionSound)
-{
-   filename = "art/sound/weapons/GRENADELAND.wav";
-   description = AudioDefault3d;
-   preload = true;
-};
-
-datablock SFXProfile(GrenadeLauncherExplosionSound)
-{
-   filename = "art/sound/weapons/Crossbow_explosion";
-   description = AudioDefault3d;
-   preload = true;
-};
-
-// ----------------------------------------------------------------------------
-// Lights for the projectile(s)
-// ----------------------------------------------------------------------------
-
-datablock LightDescription(GrenadeLauncherLightDesc)
-{
-   range = 1.0;
-   color = "1 1 1";
-   brightness = 2.0;
-   animationType = PulseLightAnim;
-   animationPeriod = 0.25;
-   //flareType = SimpleLightFlare0;
-};
-
-// ---------------------------------------------------------------------------
-// Debris
-// ---------------------------------------------------------------------------
-
-datablock ParticleData(GrenadeDebrisFireParticle)
-{
-   textureName = "art/particles/impact";
-   dragCoefficient = 0;
-   gravityCoefficient = -1.00366;
-   inheritedVelFactor = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS = 300;
-   lifetimeVarianceMS = 100;
-   useInvAlpha = false;
-   spinSpeed = 1;
-   spinRandomMin = -280.0;
-   spinRandomMax = 280.0;
-   colors[0] = "1 0.590551 0.188976 0.0944882";
-   colors[1] = "0.677165 0.590551 0.511811 0.496063";
-   colors[2] = "0.645669 0.645669 0.645669 0";
-   sizes[0] = 0.2;
-   sizes[1] = 0.5;
-   sizes[2] = 0.2;
-   times[0] = 0.0;
-   times[1] = 0.494118;
-   times[2] = 1.0;
-   animTexName = "art/particles/impact";
-   colors[3] = "1 1 1 0.407";
-   sizes[3] = "0.5";
-};
-
-datablock ParticleEmitterData(GrenadeDebrisFireEmitter)
-{
-   ejectionPeriodMS = 10;
-   periodVarianceMS = 0;
-   ejectionVelocity = 0;
-   velocityVariance = 0;
-   thetaMin = 0.0;
-   thetaMax = 25;
-   phiReferenceVel = 0;
-   phiVariance = 360;
-   ejectionoffset = 0.3;
-   particles = "GrenadeDebrisFireParticle";
-   orientParticles = "1";
-   blendStyle = "NORMAL";
-};
-
-datablock DebrisData(GrenadeDebris)
-{
-   shapeFile = "art/shapes/weapons/Grenade/grenadeDebris.dae";
-   emitters[0] = GrenadeDebrisFireEmitter;
-   elasticity = 0.4;
-   friction = 0.25;
-   numBounces = 3;
-   bounceVariance = 1;
-   explodeOnMaxBounce = false;
-   staticOnMaxBounce = false;
-   snapOnMaxBounce = false;
-   minSpinSpeed = 200;
-   maxSpinSpeed = 600;
-   render2D = false;
-   lifetime = 4;
-   lifetimeVariance = 1.5;
-   velocity = 15;
-   velocityVariance = 5;
-   fade = true;
-   useRadiusMass = true;
-   baseRadius = 0.3;
-   gravModifier = 1.0;
-   terminalVelocity = 20;
-   ignoreWater = false;
-};
-
-// ----------------------------------------------------------------------------
-// Splash effects
-// ----------------------------------------------------------------------------
-
-datablock ParticleData(GrenadeSplashMist)
-{
-   dragCoefficient = 1.0;
-   windCoefficient = 2.0;
-   gravityCoefficient = 0.3;
-   inheritedVelFactor = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS = 600;
-   lifetimeVarianceMS = 100;
-   useInvAlpha = false;
-   spinRandomMin = -90.0;
-   spinRandomMax = 500.0;
-   spinSpeed = 1;
-
-   textureName = "art/particles/smoke";
-
-   colors[0] = "0.7 0.8 1.0 1.0";
-   colors[1] = "0.7 0.8 1.0 0.5";
-   colors[2] = "0.7 0.8 1.0 0.0";
-
-   sizes[0] = 0.2;
-   sizes[1] = 0.4;
-   sizes[2] = 0.8;
-
-   times[0] = 0.0;
-   times[1] = 0.5;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(GrenadeSplashMistEmitter)
-{
-   ejectionPeriodMS = 5;
-   periodVarianceMS = 0;
-   ejectionVelocity = 3.0;
-   velocityVariance = 2.0;
-   ejectionOffset = 0.15;
-   thetaMin = 85;
-   thetaMax = 85;
-   phiReferenceVel = 0;
-   phiVariance = 360;
-   overrideAdvance = false;
-   lifetimeMS = 250;
-   particles = "GrenadeSplashMist";
-};
-
-datablock ParticleData(GrenadeSplashParticle)
-{
-   dragCoefficient = 1;
-   windCoefficient = 0.9;
-   gravityCoefficient = 0.3;
-   inheritedVelFactor = 0.2;
-   constantAcceleration = -1.4;
-   lifetimeMS = 600;
-   lifetimeVarianceMS = 200;
-   textureName = "art/particles/droplet";
-
-   colors[0] = "0.7 0.8 1.0 1.0";
-   colors[1] = "0.7 0.8 1.0 0.5";
-   colors[2] = "0.7 0.8 1.0 0.0";
-
-   sizes[0] = 0.5;
-   sizes[1] = 0.25;
-   sizes[2] = 0.25;
-
-   times[0] = 0.0;
-   times[1] = 0.5;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(GrenadeSplashEmitter)
-{
-   ejectionPeriodMS = 4;
-   periodVarianceMS = 0;
-   ejectionVelocity = 7.3;
-   velocityVariance = 2.0;
-   ejectionOffset = 0.0;
-   thetaMin = 30;
-   thetaMax = 80;
-   phiReferenceVel = 00;
-   phiVariance = 360;
-   overrideAdvance = false;
-   orientParticles = true;
-   orientOnVelocity = true;
-   lifetimeMS = 100;
-   particles = "GrenadeSplashParticle";
-};
-
-datablock ParticleData(GrenadeSplashRingParticle)
-{
-   textureName = "art/particles/wake";
-   dragCoefficient = 0.0;
-   gravityCoefficient = 0.0;
-   inheritedVelFactor = 0.0;
-   lifetimeMS = 2500;
-   lifetimeVarianceMS = 200;
-   windCoefficient = 0.0;
-   useInvAlpha = 1;
-   spinRandomMin = 30.0;
-   spinRandomMax = 30.0;
-   spinSpeed = 1;
-
-   animateTexture = true;
-   framesPerSec = 1;
-   animTexTiling = "2 1";
-   animTexFrames = "0 1";
-
-   colors[0] = "0.7 0.8 1.0 1.0";
-   colors[1] = "0.7 0.8 1.0 0.5";
-   colors[2] = "0.7 0.8 1.0 0.0";
-
-   sizes[0] = 2.0;
-   sizes[1] = 4.0;
-   sizes[2] = 8.0;
-
-   times[0] = 0.0;
-   times[1] = 0.5;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(GrenadeSplashRingEmitter)
-{
-   lifetimeMS = "100";
-   ejectionPeriodMS = 200;
-   periodVarianceMS = 10;
-   ejectionVelocity = 0;
-   velocityVariance = 0;
-   ejectionOffset = 0;
-   thetaMin = 89;
-   thetaMax = 90;
-   phiReferenceVel = 0;
-   phiVariance = 1;
-   alignParticles = 1;
-   alignDirection = "0 0 1";
-   particles = "GrenadeSplashRingParticle";
-};
-
-datablock SplashData(GrenadeSplash)
-{
-   // SplashData doesn't have a render function in the source, 
-   // so everything but the emitter array is useless here.
-   emitter[0] = GrenadeSplashEmitter;
-   emitter[1] = GrenadeSplashMistEmitter;
-   emitter[2] = GrenadeSplashRingEmitter;
-   
-    //numSegments = 15;
-    //ejectionFreq = 15;
-    //ejectionAngle = 40;
-    //ringLifetime = 0.5;
-    //lifetimeMS = 300;
-    //velocity = 4.0;
-    //startRadius = 0.0;
-    //acceleration = -3.0;
-    //texWrap = 5.0;
-    //texture = "art/images/particles//splash";
-
-    //colors[0] = "0.7 0.8 1.0 0.0";
-    //colors[1] = "0.7 0.8 1.0 0.3";
-    //colors[2] = "0.7 0.8 1.0 0.7";
-    //colors[3] = "0.7 0.8 1.0 0.0";
-
-    //times[0] = 0.0;
-    //times[1] = 0.4;
-    //times[2] = 0.8;
-    //times[3] = 1.0;
-};
-
-// ----------------------------------------------------------------------------
-// Explosion Particle effects
-// ----------------------------------------------------------------------------
-
-datablock ParticleData(GrenadeExpFire)
-{
-   textureName = "art/particles/fireball.png";
-   dragCoefficient = 0;
-   windCoeffiecient = 0.5;
-   gravityCoefficient = -1;
-   inheritedVelFactor = 0;
-   constantAcceleration = 0;
-   lifetimeMS = 1200;//3000;
-   lifetimeVarianceMS = 100;//200;
-   useInvAlpha = false;
-   spinRandomMin = 0;
-   spinRandomMax = 1;
-   spinSpeed = 1;
-   colors[0] = "0.886275 0.854902 0.733333 0.795276";
-   colors[1] = "0.356863 0.34902 0.321569 0.266";
-   colors[2] = "0.0235294 0.0235294 0.0235294 0.207";
-   sizes[0] = 1;//2;
-   sizes[1] = 5;
-   sizes[2] = 7;//0.5;
-   times[0] = 0.0;
-   times[1] = 0.25;
-   times[2] = 0.5;
-   animTexName = "art/particles/fireball.png";
-   times[3] = "1";
-   dragCoefficient = "1.99902";
-   sizes[3] = "10";
-   colors[3] = "0 0 0 0";
-};
-
-datablock ParticleEmitterData(GrenadeExpFireEmitter)
-{
-   ejectionPeriodMS = 10;
-   periodVarianceMS = 5;//0;
-   ejectionVelocity = 1;//1.0;
-   velocityVariance = 0;//0.5;
-   thetaMin = 0.0;
-   thetaMax = 45;
-   lifetimeMS = 250;
-   particles = "GrenadeExpFire";
-   blendStyle = "ADDITIVE";
-};
-
-datablock ParticleData(GrenadeExpDust)
-{
-   textureName = "art/particles/smoke.png";
-   dragCoefficient = 0.498534;
-   gravityCoefficient = 0;
-   inheritedVelFactor = 1;
-   constantAcceleration = 0.0;
-   lifetimeMS = 2000;
-   lifetimeVarianceMS = 250;
-   useInvAlpha = 0;
-   spinSpeed = 1;
-   spinRandomMin = -90.0;
-   spinRandomMax = 90.0;
-   colors[0] = "0.992126 0.992126 0.992126 0.96063";
-   colors[1] = "0.11811 0.11811 0.11811 0.929134";
-   colors[2] = "0.00392157 0.00392157 0.00392157 0.362205";
-   sizes[0] = 1.59922;
-   sizes[1] = 4.99603;
-   sizes[2] = 9.99817;
-   times[0] = 0.0;
-   times[1] = 0.494118;
-   times[2] = 1.0;
-   animTexName = "art/particles/smoke.png";
-   colors[3] = "0.996078 0.996078 0.996078 0";
-   sizes[3] = "15";
-};
-
-datablock ParticleEmitterData(GrenadeExpDustEmitter)
-{
-   ejectionPeriodMS = 5;
-   periodVarianceMS = 0;
-   ejectionVelocity = 8;
-   velocityVariance = 0.0;
-   ejectionOffset = 0.0;
-   thetaMin = 85;
-   thetaMax = 85;
-   phiReferenceVel = 0;
-   phiVariance = 360;
-   overrideAdvances = 0;
-   lifetimeMS = 2000;
-   particles = "GrenadeExpDust";
-   blendStyle = "NORMAL";
-};
-
-datablock ParticleData(GrenadeExpSpark)
-{
-   textureName = "art/particles/Sparkparticle";
-   dragCoefficient = 1;
-   gravityCoefficient = 0.0;
-   inheritedVelFactor = 0.2;
-   constantAcceleration = 0.0;
-   lifetimeMS = 500;
-   lifetimeVarianceMS = 250;
-   colors[0] = "0.6 0.4 0.3 1";
-   colors[1] = "0.6 0.4 0.3 1";
-   colors[2] = "1.0 0.4 0.3 0";
-   sizes[0] = 0.5;
-   sizes[1] = 0.75;
-   sizes[2] = 1;
-   times[0] = 0;
-   times[1] = 0.5;
-   times[2] = 1;
-};
-
-datablock ParticleEmitterData(GrenadeExpSparkEmitter)
-{
-   ejectionPeriodMS = 2;
-   periodVarianceMS = 0;
-   ejectionVelocity = 20;
-   velocityVariance = 10;
-   ejectionOffset = 0.0;
-   thetaMin = 0;
-   thetaMax = 120;
-   phiReferenceVel = 0;
-   phiVariance = 360;
-   overrideAdvances = false;
-   orientParticles = true;
-   lifetimeMS = 100;
-   particles = "GrenadeExpSpark";
-};
-
-datablock ParticleData(GrenadeExpSparks)
-{
-   textureName = "art/particles/droplet";
-   dragCoefficient = 1;
-   gravityCoefficient = 0.0;
-   inheritedVelFactor = 0.2;
-   constantAcceleration = 0.0;
-   lifetimeMS = 500;
-   lifetimeVarianceMS = 350;
-
-   colors[0] = "0.6 0.4 0.3 1.0";
-   colors[1] = "0.6 0.4 0.3 0.6";
-   colors[2] = "1.0 0.4 0.3 0.0";
-
-   sizes[0] = 0.5;
-   sizes[1] = 0.5;
-   sizes[2] = 0.75;
-
-   times[0] = 0.0;
-   times[1] = 0.5;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(GrenadeExpSparksEmitter)
-{
-   ejectionPeriodMS = 2;
-   periodVarianceMS = 0;
-   ejectionVelocity = 12;
-   velocityVariance = 6.75;
-   ejectionOffset = 0.0;
-   thetaMin = 0;
-   thetaMax = 60;
-   phiReferenceVel = 0;
-   phiVariance = 360;
-   overrideAdvances = false;
-   orientParticles = true;
-   lifetimeMS = 100;
-   particles = "GrenadeExpSparks";
-};
-
-datablock ParticleData(GrenadeExpSmoke)
-{
-   textureName = "art/particles/smoke";
-   dragCoefficient = 0;
-   gravityCoefficient = -0.40293;
-   inheritedVelFactor = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS = 800;
-   lifetimeVarianceMS = 299;
-   useInvAlpha = true;
-   spinSpeed = 1;
-   spinRandomMin = -80.0;
-   spinRandomMax = 0;
-   colors[0] = "0.8 0.8 0.8 0.4";
-   colors[1] = "0.5 0.5 0.5 0.5";
-   colors[2] = "0.75 0.75 0.75 0";
-   sizes[0] = 4.49857;
-   sizes[1] = 7.49863;
-   sizes[2] = 11.2495;
-   times[0] = 0;
-   times[1] = 0.498039;
-   times[2] = 1;
-   animTexName = "art/particles/smoke";
-   times[3] = "1";
-};
-
-datablock ParticleEmitterData(GrenadeExpSmokeEmitter)
-{
-   ejectionPeriodMS = 15;
-   periodVarianceMS = 5;
-   ejectionVelocity = 2.4;
-   velocityVariance = 1.2;
-   thetaMin = 0.0;
-   thetaMax = 180.0;
-   ejectionOffset = 1;
-   particles = "GrenadeExpSmoke";
-   blendStyle = "NORMAL";
-};
-
-
-// ----------------------------------------------------------------------------
-// Dry/Air Explosion Objects
-// ----------------------------------------------------------------------------
-
-datablock ExplosionData(GrenadeExplosion)
-{
-   soundProfile = GrenadeExplosionSound;
-   lifeTimeMS = 400; // Quick flash, short burn, and moderate dispersal
-
-   // Volume particles
-   particleEmitter = GrenadeExpFireEmitter;
-   particleDensity = 75;
-   particleRadius = 2.25;
-
-   // Point emission
-   emitter[0] = GrenadeExpDustEmitter;
-   emitter[1] = GrenadeExpSparksEmitter;
-   emitter[2] = GrenadeExpSmokeEmitter;
-
-   // Camera Shaking
-   shakeCamera = true;
-   camShakeFreq = "10.0 11.0 9.0";
-   camShakeAmp = "15.0 15.0 15.0";
-   camShakeDuration = 1.5;
-   camShakeRadius = 20;
-
-   // Exploding debris
-   debris = GrenadeDebris;
-   debrisThetaMin = 10;
-   debrisThetaMax = 60;
-   debrisNum = 4;
-   debrisNumVariance = 2;
-   debrisVelocity = 25;
-   debrisVelocityVariance = 5;
-
-   lightStartRadius = 4.0;
-   lightEndRadius = 0.0;
-   lightStartColor = "1.0 1.0 1.0";
-   lightEndColor = "1.0 1.0 1.0";
-   lightStartBrightness = 4.0;
-   lightEndBrightness = 0.0;
-   lightNormalOffset = 2.0;
-};
-
-// ----------------------------------------------------------------------------
-// Water Explosion
-// ----------------------------------------------------------------------------
-
-datablock ParticleData(GLWaterExpDust)
-{
-   textureName = "art/particles/steam";
-   dragCoefficient = 1.0;
-   gravityCoefficient = -0.01;
-   inheritedVelFactor = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS = 2500;
-   lifetimeVarianceMS = 250;
-   useInvAlpha = false;
-   spinSpeed = 1;
-   spinRandomMin = -90.0;
-   spinRandomMax = 500.0;
-   colors[0] = "0.6 0.6 1.0 0.5";
-   colors[1] = "0.6 0.6 1.0 0.3";
-
-   sizes[0] = 0.25;
-   sizes[1] = 1.5;
-
-   times[0] = 0.0;
-   times[1] = 1.0;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(GLWaterExpDustEmitter)
-{
-   ejectionPeriodMS = 1;
-   periodVarianceMS = 0;
-   ejectionVelocity = 10;
-   velocityVariance = 0.0;
-   ejectionOffset = 0.0;
-   thetaMin = 85;
-   thetaMax = 85;
-   phiReferenceVel = 0;
-   phiVariance = 360;
-   overrideAdvances = false;
-   lifetimeMS = 75;
-   particles = "GLWaterExpDust";
-};
-
-datablock ParticleData(GLWaterExpSparks)
-{
-   textureName = "art/particles/spark_wet";
-   dragCoefficient = 1;
-   gravityCoefficient = 0.0;
-   inheritedVelFactor = 0.2;
-   constantAcceleration = 0.0;
-   lifetimeMS = 500;
-   lifetimeVarianceMS = 250;
-
-   colors[0] = "0.6 0.6 1.0 1.0";
-   colors[1] = "0.6 0.6 1.0 1.0";
-   colors[2] = "0.6 0.6 1.0 0.0";
-
-   sizes[0] = 0.5;
-   sizes[1] = 0.5;
-   sizes[2] = 0.75;
-
-   times[0] = 0.0;
-   times[1] = 0.5;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(GLWaterExpSparkEmitter)
-{
-   ejectionPeriodMS = 2;
-   periodVarianceMS = 0;
-   ejectionVelocity = 12;
-   velocityVariance = 6.75;
-   ejectionOffset = 0.0;
-   thetaMin = 0;
-   thetaMax = 60;
-   phiReferenceVel = 0;
-   phiVariance = 360;
-   overrideAdvances = false;
-   orientParticles = true;
-   lifetimeMS = 100;
-   particles = "GLWaterExpSparks";
-};
-
-datablock ParticleData(GLWaterExpSmoke)
-{
-   textureName = "art/particles/smoke";
-   dragCoefficient = 0.4;
-   gravityCoefficient = -0.25;
-   inheritedVelFactor = 0.025;
-   constantAcceleration = -1.1;
-   lifetimeMS = 1250;
-   lifetimeVarianceMS = 0;
-   useInvAlpha = false;
-   spinSpeed = 1;
-   spinRandomMin = -200.0;
-   spinRandomMax = 200.0;
-
-   colors[0] = "0.1 0.1 1.0 1.0";
-   colors[1] = "0.4 0.4 1.0 1.0";
-   colors[2] = "0.4 0.4 1.0 0.0";
-
-   sizes[0] = 2.0;
-   sizes[1] = 6.0;
-   sizes[2] = 2.0;
-
-   times[0] = 0.0;
-   times[1] = 0.5;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(GLWaterExpSmokeEmitter)
-{
-   ejectionPeriodMS = 15;
-   periodVarianceMS = 0;
-   ejectionVelocity = 6.25;
-   velocityVariance = 0.25;
-   thetaMin = 0.0;
-   thetaMax = 90.0;
-   lifetimeMS = 250;
-   particles = "GLWaterExpSmoke";
-};
-
-datablock ParticleData(GLWaterExpBubbles)
-{
-   textureName = "art/particles/millsplash01";
-   dragCoefficient = 0.0;
-   gravityCoefficient = -0.05;
-   inheritedVelFactor = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS = 1500;
-   lifetimeVarianceMS = 250;
-   useInvAlpha = false;
-
-   spinRandomMin = -100.0;
-   spinRandomMax = 100.0;
-   spinSpeed = 1;
-
-   colors[0] = "0.7 0.8 1.0 0.0";
-   colors[1] = "0.7 0.8 1.0 0.4";
-   colors[2] = "0.7 0.8 1.0 0.0";
-
-   sizes[0] = 0.2;
-   sizes[1] = 0.4;
-   sizes[2] = 0.8;
-
-   times[0] = 0.0;
-   times[1] = 0.5;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(GLWaterExpBubbleEmitter)
-{
-   ejectionPeriodMS = 5;
-   periodVarianceMS = 0;
-   ejectionVelocity = 1.0;
-   ejectionOffset = 3.0;
-   velocityVariance = 0.5;
-   thetaMin = 0;
-   thetaMax = 80;
-   phiReferenceVel = 0;
-   phiVariance = 360;
-   overrideAdvances = false;
-   particles = "GLWaterExpBubbles";
-};
-
-datablock ExplosionData(GrenadeLauncherWaterExplosion)
-{
-   //soundProfile = GLWaterExplosionSound;
-
-   emitter[0] = GLWaterExpDustEmitter;
-   emitter[1] = GLWaterExpSparkEmitter;
-   emitter[2] = GLWaterExpSmokeEmitter;
-   emitter[3] = GLWaterExpBubbleEmitter;
-
-   shakeCamera = true;
-   camShakeFreq = "10.0 11.0 9.0";
-   camShakeAmp = "20.0 20.0 20.0";
-   camShakeDuration = 1.5;
-   camShakeRadius = 20.0;
-
-   lightStartRadius = 20.0;
-   lightEndRadius = 0.0;
-   lightStartColor = "0.9 0.9 0.8";
-   lightEndColor = "0.6 0.6 1.0";
-   lightStartBrightness = 2.0;
-   lightEndBrightness = 0.0;
-};
-
-// ----------------------------------------------------------------------------
-// Dry/Air Explosion Objects
-// ----------------------------------------------------------------------------
-
-datablock ExplosionData(GrenadeSubExplosion)
-{
-   offset = 0.25;
-   emitter[0] = GrenadeExpSparkEmitter;
-
-   lightStartRadius = 4.0;
-   lightEndRadius = 0.0;
-   lightStartColor = "0.9 0.7 0.7";
-   lightEndColor = "0.9 0.7 0.7";
-   lightStartBrightness = 2.0;
-   lightEndBrightness = 0.0;
-};
-
-datablock ExplosionData(GrenadeLauncherExplosion)
-{
-   soundProfile = GrenadeLauncherExplosionSound;
-   lifeTimeMS = 400; // Quick flash, short burn, and moderate dispersal
-
-   // Volume particles
-   particleEmitter = GrenadeExpFireEmitter;
-   particleDensity = 75;
-   particleRadius = 2.25;
-
-   // Point emission
-   emitter[0] = GrenadeExpDustEmitter;
-   emitter[1] = GrenadeExpSparksEmitter;
-   emitter[2] = GrenadeExpSmokeEmitter;
-
-   // Sub explosion objects
-   subExplosion[0] = GrenadeSubExplosion;
-
-   // Camera Shaking
-   shakeCamera = true;
-   camShakeFreq = "10.0 11.0 9.0";
-   camShakeAmp = "15.0 15.0 15.0";
-   camShakeDuration = 1.5;
-   camShakeRadius = 20;
-
-   // Exploding debris
-   debris = GrenadeDebris;
-   debrisThetaMin = 10;
-   debrisThetaMax = 60;
-   debrisNum = 4;
-   debrisNumVariance = 2;
-   debrisVelocity = 25;
-   debrisVelocityVariance = 5;
-
-   lightStartRadius = 4.0;
-   lightEndRadius = 0.0;
-   lightStartColor = "1.0 1.0 1.0";
-   lightEndColor = "1.0 1.0 1.0";
-   lightStartBrightness = 4.0;
-   lightEndBrightness = 0.0;
-   lightNormalOffset = 2.0;
-};
-
-// ----------------------------------------------------------------------------
-// Underwater Grenade projectile trail
-// ----------------------------------------------------------------------------
-
-datablock ParticleData(GrenadeTrailWaterParticle)
-{
-   textureName = "art/particles/bubble";
-   dragCoefficient = 0.0;
-   gravityCoefficient = 0.1;
-   inheritedVelFactor = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS = 1500;
-   lifetimeVarianceMS = 600;
-   useInvAlpha = false;
-   spinRandomMin = -100.0;
-   spinRandomMax = 100.0;
-   spinSpeed = 1;
-
-   colors[0] = "0.7 0.8 1.0 1.0";
-   colors[1] = "0.7 0.8 1.0 0.4";
-   colors[2] = "0.7 0.8 1.0 0.0";
-
-   sizes[0] = 0.05;
-   sizes[1] = 0.05;
-   sizes[2] = 0.05;
-
-   times[0] = 0.0;
-   times[1] = 0.5;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(GrenadeTrailWaterEmitter)
-{
-   ejectionPeriodMS = 5;
-   periodVarianceMS = 0;
-   ejectionVelocity = 1.0;
-   ejectionOffset = 0.1;
-   velocityVariance = 0.5;
-   thetaMin = 0.0;
-   thetaMax = 80.0;
-   phiReferenceVel = 0;
-   phiVariance = 360;
-   overrideAdvances = false;
-   particles = GrenadeTrailWaterParticle;
-};
-
-// ----------------------------------------------------------------------------
-// Normal-fire Projectile Object
-// ----------------------------------------------------------------------------
-
-datablock ParticleData(GrenadeProjSmokeTrail)
-{
-   textureName = "art/particles/smoke";
-   dragCoefficient = 0.0;
-   gravityCoefficient = -0.2;
-   inheritedVelFactor = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS = 750;
-   lifetimeVarianceMS = 250;
-   useInvAlpha = true;
-   spinRandomMin = -60;
-   spinRandomMax = 60;
-   spinSpeed = 1;
-
-   colors[0] = "0.9 0.8 0.8 0.6";
-   colors[1] = "0.6 0.6 0.6 0.9";
-   colors[2] = "0.3 0.3 0.3 0";
-
-   sizes[0] = 0.25;
-   sizes[1] = 0.5;
-   sizes[2] = 0.75;
-
-   times[0] = 0.0;
-   times[1] = 0.4;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(GrenadeProjSmokeTrailEmitter)
-{
-   ejectionPeriodMS = 10;
-   periodVarianceMS = 0;
-   ejectionVelocity = 0.75;
-   velocityVariance = 0;
-   thetaMin = 0.0;
-   thetaMax = 0.0;
-   phiReferenceVel = 90;
-   phiVariance = 0;
-   particles = "GrenadeProjSmokeTrail";
-};
-
-datablock ProjectileData(GrenadeLauncherProjectile)
-{
-   projectileShapeName = "art/shapes/weapons/shared/rocket.dts";
-   directDamage = 30;
-   radiusDamage = 30;
-   damageRadius = 5;
-   areaImpulse = 2000;
-
-   explosion = GrenadeLauncherExplosion;
-   waterExplosion = GrenadeLauncherWaterExplosion;
-
-   decal = ScorchRXDecal;
-   splash = GrenadeSplash;
-
-   particleEmitter = GrenadeProjSmokeTrailEmitter;
-   particleWaterEmitter = GrenadeTrailWaterEmitter;
-
-   muzzleVelocity = 30;
-   velInheritFactor = 0.3;
-
-   armingDelay = 2000;
-   lifetime = 10000;
-   fadeDelay = 4500;
-
-   bounceElasticity = 0.4;
-   bounceFriction = 0.3;
-   isBallistic = true;
-   gravityMod = 0.9;
-
-   lightDesc = GrenadeLauncherLightDesc;
-
-   damageType = "GrenadeDamage";
-};

+ 0 - 504
Templates/Full/game/art/datablocks/weapons/rocketfx.cs

@@ -1,504 +0,0 @@
-// ----------------------------------------------------------------------------
-// Placeholder explosion with required sounds, debris, and particle datablocks.
-// These datablocks existed in now removed scripts, but were used within some
-// that remain: see cheetahCar.cs
-//
-// These should be made more generic or new fx created for the cheetah turret's
-// projectile explosion effects.
-//
-// I've removed all effects that are not required for the current weapons.  On
-// reflection I really went overboard when originally designing these effects!
-// ----------------------------------------------------------------------------
-
-// ----------------------------------------------------------------------------
-// Sound
-// ----------------------------------------------------------------------------
-
-datablock SFXProfile(RocketLauncherExplosionSound)
-{
-   filename = "art/sound/weapons/Crossbow_explosion";
-   description = AudioDefault3d;
-   preload = true;
-};
-
-//----------------------------------------------------------------------------
-// Debris
-//----------------------------------------------------------------------------
-
-datablock ParticleData(RocketDebrisTrailParticle)
-{
-   textureName = "art/particles/impact";
-   dragCoefficient = 0;
-   inheritedVelFactor = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS = 1200;//1000;
-   lifetimeVarianceMS = 299;//500;
-   useInvAlpha = true;//false;
-   spinSpeed = 1;
-   spinRandomMin = -300.0;
-   spinRandomMax = 0;
-   colors[0] = "1 0.897638 0.795276 0.4";
-   colors[1] = "0.795276 0.795276 0.795276 0.6";
-   colors[2] = "0 0 0 0";
-   sizes[0] = 0.5;//1.0;
-   sizes[1] = 2;
-   sizes[2] = 1;//1.0;
-   times[0] = 0.0;
-   times[1] = 0.498039;
-   times[2] = 1.0;
-   animTexName = "art/particles/impact";
-   times[3] = "1";
-};
-
-datablock ParticleEmitterData(RocketDebrisTrailEmitter)
-{
-   ejectionPeriodMS = 6;//8;
-   periodVarianceMS = 2;//4;
-   ejectionVelocity = 1.0;
-   velocityVariance = 0.5;
-   thetaMin = 0.0;
-   thetaMax = 180.0;
-   phiReferenceVel = 0;
-   phiVariance = 360;
-   ejectionoffset = 0.0;//0.3;
-   particles = "RocketDebrisTrailParticle";
-};
-
-datablock DebrisData(RocketDebris)
-{
-   shapeFile = "art/shapes/weapons/shared/rocket.dts";
-   emitters[0] = RocketDebrisTrailEmitter;
-   elasticity = 0.5;
-   friction = 0.5;
-   numBounces = 1;//2;
-   bounceVariance = 1;
-   explodeOnMaxBounce = true;
-   staticOnMaxBounce = false;
-   snapOnMaxBounce = false;
-   minSpinSpeed = 400;
-   maxSpinSpeed = 800;
-   render2D = false;
-   lifetime = 0.25;//0.5;//1;//2;
-   lifetimeVariance = 0.0;//0.25;//0.5;
-   velocity = 35;//30;//15;
-   velocityVariance = 10;//5;
-   fade = true;
-   useRadiusMass = true;
-   baseRadius = 0.3;
-   gravModifier = 1.0;
-   terminalVelocity = 45;
-   ignoreWater = false;
-};
-
-// ----------------------------------------------------------------------------
-// Splash effects
-// ----------------------------------------------------------------------------
-
-datablock ParticleData(RocketSplashMist)
-{
-   dragCoefficient = 1.0;
-   windCoefficient = 2.0;
-   gravityCoefficient = 0.3;
-   inheritedVelFactor = 0.0;
-   constantAcceleration = 0.0;
-   lifetimeMS = 600;
-   lifetimeVarianceMS = 100;
-   useInvAlpha = false;
-   spinRandomMin = -90.0;
-   spinRandomMax = 500.0;
-   spinSpeed = 1;
-   textureName = "art/particles/smoke";
-   colors[0] = "0.7 0.8 1.0 1.0";
-   colors[1] = "0.7 0.8 1.0 0.5";
-   colors[2] = "0.7 0.8 1.0 0.0";
-   sizes[0] = 0.2;//0.5;
-   sizes[1] = 0.4;//0.5;
-   sizes[2] = 0.8;
-   times[0] = 0.0;
-   times[1] = 0.5;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(RocketSplashMistEmitter)
-{
-   ejectionPeriodMS = 5;
-   periodVarianceMS = 0;
-   ejectionVelocity = 3.0;
-   velocityVariance = 2.0;
-   ejectionOffset = 0.15;
-   thetaMin = 85;
-   thetaMax = 85;
-   phiReferenceVel = 0;
-   phiVariance = 360;
-   overrideAdvance = false;
-   lifetimeMS = 250;
-   particles = "RocketSplashMist";
-};
-
-datablock ParticleData(RocketSplashParticle)
-{
-   dragCoefficient = 1;
-   windCoefficient = 0.9;
-   gravityCoefficient = 0.3;
-   inheritedVelFactor = 0.2;
-   constantAcceleration = -1.4;
-   lifetimeMS = 600;
-   lifetimeVarianceMS = 200;
-   textureName = "art/particles/droplet";
-   colors[0] = "0.7 0.8 1.0 1.0";
-   colors[1] = "0.7 0.8 1.0 0.5";
-   colors[2] = "0.7 0.8 1.0 0.0";
-   sizes[0] = 0.5;
-   sizes[1] = 0.25;
-   sizes[2] = 0.25;
-   times[0] = 0.0;
-   times[1] = 0.5;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(RocketSplashEmitter)
-{
-   ejectionPeriodMS = 4;
-   periodVarianceMS = 0;
-   ejectionVelocity = 7.3;
-   velocityVariance = 2.0;
-   ejectionOffset = 0.0;
-   thetaMin = 30;
-   thetaMax = 80;
-   phiReferenceVel = 00;
-   phiVariance = 360;
-   overrideAdvance = false;
-   orientParticles = true;
-   orientOnVelocity = true;
-   lifetimeMS = 100;
-   particles = "RocketSplashParticle";
-};
-
-datablock ParticleData(RocketSplashRingParticle)
-{
-   textureName = "art/particles/wake";
-   dragCoefficient = 0.0;
-   gravityCoefficient = 0.0;
-   inheritedVelFactor = 0.0;
-   lifetimeMS = 2500;
-   lifetimeVarianceMS = 200;
-   windCoefficient = 0.0;
-   useInvAlpha = 1;
-   spinRandomMin = 30.0;
-   spinRandomMax = 30.0;
-   spinSpeed = 1;
-   animateTexture = true;
-   framesPerSec = 1;
-   animTexTiling = "2 1";
-   animTexFrames = "0 1";
-   colors[0] = "0.7 0.8 1.0 1.0";
-   colors[1] = "0.7 0.8 1.0 0.5";
-   colors[2] = "0.7 0.8 1.0 0.0";
-   sizes[0] = 2.0;
-   sizes[1] = 4.0;
-   sizes[2] = 8.0;
-   times[0] = 0.0;
-   times[1] = 0.5;
-   times[2] = 1.0;
-};
-
-datablock ParticleEmitterData(RocketSplashRingEmitter)
-{
-   lifetimeMS = "100";
-   ejectionPeriodMS = 200;
-   periodVarianceMS = 10;
-   ejectionVelocity = 0;
-   velocityVariance = 0;
-   ejectionOffset = 0;
-   thetaMin = 89;
-   thetaMax = 90;
-   phiReferenceVel = 0;
-   phiVariance = 1;
-   alignParticles = 1;
-   alignDirection = "0 0 1";
-   particles = "RocketSplashRingParticle";
-};
-
-datablock SplashData(RocketSplash)
-{
-//    numSegments = 15;
-//    ejectionFreq = 15;
-//    ejectionAngle = 40;
-//    ringLifetime = 0.5;
-//    lifetimeMS = 300;
-//    velocity = 4.0;
-//    startRadius = 0.0;
-//    acceleration = -3.0;
-//    texWrap = 5.0;
-//    texture = "art/images/particles/splash";
-
-   emitter[0] = RocketSplashEmitter;
-   emitter[1] = RocketSplashMistEmitter;
-   emitter[2] = RocketSplashRingEmitter;
-
-//    colors[0] = "0.7 0.8 1.0 0.0";
-//    colors[1] = "0.7 0.8 1.0 0.3";
-//    colors[2] = "0.7 0.8 1.0 0.7";
-//    colors[3] = "0.7 0.8 1.0 0.0";
-//
-//    times[0] = 0.0;
-//    times[1] = 0.4;
-//    times[2] = 0.8;
-//    times[3] = 1.0;
-};
-
-// ----------------------------------------------------------------------------
-// Explosion Particle effects
-// ----------------------------------------------------------------------------
-
-datablock ParticleData(RocketExpFire)
-{
-   gravityCoefficient = "-0.50061";
-   lifetimeMS = "400";
-   lifetimeVarianceMS = "299";
-   spinSpeed = "1";
-   spinRandomMin = "-200";
-   spinRandomMax = "0";
-   textureName = "art/particles/smoke";
-   animTexName = "art/particles/smoke";
-   colors[0] = "1 0.897638 0.795276 1";
-   colors[1] = "0.795276 0.393701 0 0.6";
-   colors[2] = "0 0 0 0";
-   sizes[0] = "1.99902";
-   sizes[1] = "7.99915";
-   sizes[2] = "3.99805";
-   times[1] = "0.392157";
-   times[2] = "1";
-   times[3] = "1";
-};
-
-datablock ParticleEmitterData(RocketExpFireEmitter)
-{
-   ejectionPeriodMS = "10";
-   periodVarianceMS = "5";
-   ejectionVelocity = "3";
-   velocityVariance = "2";
-   particles = "RocketExpFire";
-   blendStyle = "NORMAL";
-};
-
-datablock ParticleData(RocketExpFireball)
-{
-   textureName = "art/particles/fireball.png";
-   lifetimeMS = "300";
-   lifetimeVarianceMS = "299";
-   spinSpeed = "1";
-   spinRandomMin = "-400";
-   spinRandomMax = "0";
-   animTexName = "art/particles/fireball.png";
-   colors[0] = "1 0.897638 0.795276 0.2";
-   colors[1] = "1 0.496063 0 0.6";
-   colors[2] = "0.0944882 0.0944882 0.0944882 0";
-   sizes[0] = "0.997986";
-   sizes[1] = "1.99902";
-   sizes[2] = "2.99701";
-   times[1] = "0.498039";
-   times[2] = "1";
-   times[3] = "1";
-   gravityCoefficient = "-1";
-};
-
-datablock ParticleEmitterData(RocketExpFireballEmitter)
-{
-   particles = "RocketExpFireball";
-   blendStyle = "ADDITIVE";
-   ejectionPeriodMS = "10";
-   periodVarianceMS = "5";
-   ejectionVelocity = "4";
-   velocityVariance = "2";
-   ejectionOffset = "2";
-   thetaMax = "120";
-};
-
-datablock ParticleData(RocketExpSmoke)
-{
-   lifetimeMS = 1200;//"1250";
-   lifetimeVarianceMS = 299;//200;//"250";
-   textureName = "art/particles/smoke";
-   animTexName = "art/particles/smoke";
-   useInvAlpha = "1";
-   gravityCoefficient = "-0.100122";
-   spinSpeed = "1";
-   spinRandomMin = "-100";
-   spinRandomMax = "0";
-   colors[0] = "0.897638 0.795276 0.692913 0.4";//"0.192157 0.192157 0.192157 0.0944882";
-   colors[1] = "0.897638 0.897638 0.897638 0.8";//"0.454902 0.454902 0.454902 0.897638";
-   colors[2] = "0.4 0.4 0.4 0";//"1 1 1 0";
-   sizes[0] = "1.99597";
-   sizes[1] = "3.99805";
-   sizes[2] = "7.99915";
-   times[1] = "0.494118";
-   times[2] = "1";
-   times[3] = "1";
-};
-
-datablock ParticleEmitterData(RocketExpSmokeEmitter)
-{
-   ejectionPeriodMS = "15";
-   periodVarianceMS = "5";
-   //ejectionOffset = "1";
-   thetaMax = "180";
-   particles = "RocketExpSmoke";
-   blendStyle = "NORMAL";
-};
-
-datablock ParticleData(RocketExpSparks)
-{
-   textureName = "art/particles/droplet.png";
-   lifetimeMS = "100";
-   lifetimeVarianceMS = "50";
-   animTexName = "art/particles/droplet.png";
-   inheritedVelFactor = "0.391389";
-   sizes[0] = "1.99902";
-   sizes[1] = "2.49954";
-   sizes[2] = "0.997986";
-   colors[0] = "1.0 0.9 0.8 0.2";
-   colors[1] = "1.0 0.9 0.8 0.8";
-   colors[2] = "0.8 0.4 0.0 0.0";
-   times[0] = "0";
-   times[1] = "0.34902";
-   times[2] = "1";
-   times[3] = "1";
-};
-
-datablock ParticleEmitterData(RocketExpSparksEmitter)
-{
-   particles = "RocketExpSparks";
-   blendStyle = "NORMAL";
-   ejectionPeriodMS = "10";
-   periodVarianceMS = "5";
-   ejectionVelocity = "60";
-   velocityVariance = "10";
-   thetaMax = "120";
-   phiReferenceVel = 0;
-   phiVariance = "360";
-   ejectionOffset = "0";
-   orientParticles = true;
-   orientOnVelocity = true;
-};
-
-datablock ParticleData(RocketExpSubFireParticles)
-{
-   textureName = "art/particles/fireball.png";
-   gravityCoefficient = "-0.202686";
-   lifetimeMS = "400";
-   lifetimeVarianceMS = "299";
-   spinSpeed = "1";
-   spinRandomMin = "-200";
-   spinRandomMax = "0";
-   animTexName = "art/particles/fireball.png";
-   colors[0] = "1 0.897638 0.795276 0.2";
-   colors[1] = "1 0.496063 0 1";
-   colors[2] = "0.0944882 0.0944882 0.0944882 0";
-   sizes[0] = "0.997986";
-   sizes[1] = "1.99902";
-   sizes[2] = "2.99701";
-   times[1] = "0.498039";
-   times[2] = "1";
-   times[3] = "1";
-};
-
-datablock ParticleEmitterData(RocketExpSubFireEmitter)
-{
-   particles = "RocketExpSubFireParticles";
-   blendStyle = "ADDITIVE";
-   ejectionPeriodMS = "10";
-   periodVarianceMS = "5";
-   ejectionVelocity = "4";
-   velocityVariance = "2";
-   thetaMax = "120";
-};
-
-datablock ParticleData(RocketExpSubSmoke)
-{
-   textureName = "art/particles/smoke";
-   gravityCoefficient = "-0.40293";
-   lifetimeMS = "800";
-   lifetimeVarianceMS = "299";
-   spinSpeed = "1";
-   spinRandomMin = "-200";
-   spinRandomMax = "0";
-   animTexName = "art/particles/smoke";
-   colors[0] = "0.4 0.35 0.3 0.393701";
-   colors[1] = "0.45 0.45 0.45 0.795276";
-   colors[2] = "0.4 0.4 0.4 0";
-   sizes[0] = "1.99902";
-   sizes[1] = "3.99805";
-   sizes[2] = "7.99915";
-   times[1] = "0.4";
-   times[2] = "1";
-   times[3] = "1";
-};
-
-datablock ParticleEmitterData(RocketExpSubSmokeEmitter)
-{
-   particles = "RocketExpSubSmoke";
-   ejectionPeriodMS = "30";
-   periodVarianceMS = "10";
-   ejectionVelocity = "2";
-   velocityVariance = "1";
-   ejectionOffset = 1;//"2";
-   blendStyle = "NORMAL";
-};
-
-// ----------------------------------------------------------------------------
-// Dry/Air Explosion Objects
-// ----------------------------------------------------------------------------
-
-datablock ExplosionData(RocketSubExplosion)
-{
-   lifeTimeMS = 100;
-   offset = 0.4;
-   emitter[0] = RocketExpSubFireEmitter;
-   emitter[1] = RocketExpSubSmokeEmitter;
-};
-
-
-datablock ExplosionData(RocketLauncherExplosion)
-{
-   soundProfile = RocketLauncherExplosionSound;
-   lifeTimeMS = 200; // I want a quick bang and dissipation, not a slow burn-out
-
-   // Volume particles
-   particleEmitter = RocketExpSmokeEmitter;
-   particleDensity = 10;//20;
-   particleRadius = 1;//2;
-
-   // Point emission
-   emitter[0] = RocketExpFireEmitter;
-   emitter[1] = RocketExpSparksEmitter;
-   emitter[2] = RocketExpSparksEmitter;
-   emitter[3] = RocketExpFireballEmitter;
-
-   // Sub explosion objects
-   subExplosion[0] = RocketSubExplosion;
-
-   // Camera Shaking
-   shakeCamera = true;
-   camShakeFreq = "10.0 11.0 9.0";
-   camShakeAmp = "15.0 15.0 15.0";
-   camShakeDuration = 1.5;
-   camShakeRadius = 20;
-
-   // Exploding debris
-   debris = RocketDebris;
-   debrisThetaMin = 0;//10;
-   debrisThetaMax = 90;//80;
-   debrisNum = 5;
-   debrisNumVariance = 2;
-   debrisVelocity = 1;//2;
-   debrisVelocityVariance = 0.2;//0.5;
-
-   lightStartRadius = 6.0;
-   lightEndRadius = 0.0;
-   lightStartColor = "1.0 0.7 0.2";
-   lightEndColor = "0.9 0.7 0.0";
-   lightStartBrightness = 2.5;
-   lightEndBrightness = 0.0;
-   lightNormalOffset = 3.0;
-};

BIN
Templates/Full/game/art/decals/Bullet Holes/BulletHole_Glass.dds


BIN
Templates/Full/game/art/decals/Bullet Holes/BulletHole_Walls.dds


BIN
Templates/Full/game/art/decals/bullet_hole.png


BIN
Templates/Full/game/art/decals/defaultblobshadow.png


+ 0 - 58
Templates/Full/game/art/decals/managedDecalData.cs

@@ -1,58 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-// This is the default save location for any Decal datablocks created in the
-// Decal Editor (this script is executed from onServerCreated())
-
-datablock DecalData(ScorchBigDecal)
-{
-   Material = "DECAL_scorch";
-   size = "5.0";
-   lifeSpan = "50000";
-   textureCoordCount = "0";
-};
-
-datablock DecalData(ScorchRXDecal)
-{
-   Material = "DECAL_RocketEXP";
-   size = "5.0";
-   lifeSpan = "20000";
-   randomize = "1";
-   texRows = "2";
-   texCols = "2";
-   clippingAngle = "80";
-   fadeStartPixelSize = "200";
-   fadeEndPixelSize = "100";
-};
-
-datablock DecalData(bulletHoleDecal)
-{
-   Material = "DECAL_bulletHole";
-   size = "0.25";
-   lifeSpan = "5000";
-   randomize = "1";
-   texRows = "2";
-   texCols = "2";
-   fadeStartPixelSize = "20";
-   fadeEndPixelSize = "5";
-   clippingAngle = "180";
-};

+ 0 - 64
Templates/Full/game/art/decals/materials.cs

@@ -1,64 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-singleton Material(DECAL_scorch)
-{
-   baseTex[0] = "./scorch_decal.png";
-
-   translucent = true;
-   translucentBlendOp = None;
-   translucentZWrite = true;
-   alphaTest = true;
-   alphaRef = 84;
-};
-
-singleton Material(DECAL_RocketEXP)
-{
-   baseTex[0] = "art/decals/rBlast";
-
-   vertColor[0] = true;
-   translucent = true;
-   translucentBlendOp = LerpAlpha;
-   translucentZWrite = true;
-};
-
-singleton Material(DECAL_bulletHole)
-{
-   baseTex[0] = "art/decals/Bullet Holes/BulletHole_Walls.dds";
-
-   vertColor[0] = true;
-   translucent = true;
-   translucentBlendOp = LerpAlpha;
-   translucentZWrite = true;
-};
-
-singleton Material(DECAL_defaultblobshadow)
-{
-   baseTex[0] = "art/decals/defaultblobshadow";
-
-   translucent = true;
-   translucentBlendOp = LerpAlpha;
-   translucentZWrite = true;
-   alphaTest = false;
-   //alphaRef = 64;
-   //emissive[0] = "1";
-};

BIN
Templates/Full/game/art/decals/rBlast.png


BIN
Templates/Full/game/art/decals/scorch_decal.png


BIN
Templates/Full/game/art/environment/FogMod_heavy.dds


BIN
Templates/Full/game/art/environment/FogMod_light.dds


BIN
Templates/Full/game/art/environment/FogMod_med.dds


File diff suppressed because it is too large
+ 0 - 97
Templates/Full/game/art/environment/Fog_Cube.DAE


+ 0 - 8
Templates/Full/game/art/environment/Fog_Cube.cs

@@ -1,8 +0,0 @@
-
-singleton TSShapeConstructor(Fog_CubeDAE)
-{
-   baseShape = "./Fog_Cube.DAE";
-   lodType = "TrailingNumber";
-   neverImport = "env*";
-   loadLights = "0";
-};

File diff suppressed because it is too large
+ 0 - 77
Templates/Full/game/art/environment/LightVolume_Sphere.DAE


+ 0 - 8
Templates/Full/game/art/environment/LightVolume_Sphere.cs

@@ -1,8 +0,0 @@
-
-singleton TSShapeConstructor(LightVolume_SphereDAE)
-{
-   baseShape = "./LightVolume_Sphere.DAE";
-   lodType = "TrailingNumber";
-   neverImport = "env*";
-   loadLights = "0";
-};

BIN
Templates/Full/game/art/environment/LightVolume_Sphere.dts


BIN
Templates/Full/game/art/environment/grass1.png


BIN
Templates/Full/game/art/environment/grass2.png


BIN
Templates/Full/game/art/environment/grass3.png


BIN
Templates/Full/game/art/environment/lightning.png


+ 0 - 48
Templates/Full/game/art/environment/materials.cs

@@ -1,48 +0,0 @@
-singleton Material(grass1)
-{
-   mapTo = "grass1.png";
-   diffuseMap[0] = "art/environment/grass1.png";
-   translucent = true;
-   materialTag0 = "Foliage";
-   alphaTest = "1";
-   alphaRef = "80";
-};
-
-singleton Material(grass2)
-{
-   mapTo = "grass2.png";
-   diffuseMap[0] = "art/environment/grass2.png";
-   translucent = "0";
-   materialTag0 = "Foliage";
-   alphaTest = "1";
-   alphaRef = "80";
-};
-
-singleton Material(grass3)
-{
-   mapTo = "grass3.png";
-   diffuseMap[0] = "art/environment/grass3.png";
-   translucent = "0";
-   materialTag0 = "Foliage";
-   alphaTest = "1";
-   alphaRef = "80";
-};
-
-singleton Material(plant1)
-{
-   mapTo = "plant1.png";
-   diffuseMap[0] = "art/environment/plant1.png";
-   materialTag0 = "Foliage";
-   alphaTest = "1";
-   alphaRef = "80";
-};
-
-singleton Material(plant2)
-{
-   mapTo = "plant2.png";
-   diffuseMap[0] = "art/environment/plant2.png";
-   translucent = true;
-   materialTag0 = "Foliage";
-   alphaTest = "1";
-   alphaRef = "80";
-};

BIN
Templates/Full/game/art/environment/plant1.png


BIN
Templates/Full/game/art/environment/plant2.png


BIN
Templates/Full/game/art/environment/precipitation/rain.png


BIN
Templates/Full/game/art/environment/precipitation/water_splash.png


+ 0 - 58
Templates/Full/game/art/forest/brushes.cs

@@ -1,58 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-// This is the default save location for any ForestBrush(s) created in 
-// the Forest Editor.
-// This script is executed from ForestEditorPlugin::onWorldEditorStartup().
-
-//--- OBJECT WRITE BEGIN ---
-new SimGroup(ForestBrushGroup) {
-   canSaveDynamicFields = "1";
-
-   new ForestBrush() {
-      internalName = "ExampleForestBrush";
-      canSaveDynamicFields = "1";
-
-      new ForestBrushElement() {
-         internalName = "ExampleElement";
-         canSaveDynamicFields = "1";
-         ForestItemData = "ExampleForestMesh";
-         probability = "1";
-         rotationRange = "360";
-         scaleMin = "1";
-         scaleMax = "2";
-         scaleExponent = "0.2";
-         sinkMin = "0";
-         sinkMax = "0.1";
-         sinkRadius = "0.25";
-         slopeMin = "0";
-         slopeMax = "30";
-         elevationMin = "-10000";
-         elevationMax = "10000";
-         clumpCountMin = "1";
-         clumpCountMax = "1";
-         clumpCountExponent = "1";
-         clumpRadius = "10";
-      };
-   };
-};
-//--- OBJECT WRITE END ---

+ 0 - 40
Templates/Full/game/art/forest/managedItemData.cs

@@ -1,40 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-// This is the default save location for any TSForestItemData(s) created in the
-// Forest Editor Editor (this script is executed from onServerCreated())
-
-datablock TSForestItemData(ExampleForestMesh)
-{
-   shapeFile = "art/shapes/trees/defaulttree/defaulttree.DAE";
-   internalName = "ExampleForestMesh";
-   windScale = "1";
-   trunkBendScale = "0.02";
-   branchAmp = "0.05";
-   detailAmp = "0.1";
-   detailFreq = "0.2";
-   mass = "5";
-   rigidity = "20";
-   dampingCoefficient = "0.2";
-   tightnessCoefficient = "4";
-};
-

+ 0 - 109
Templates/Full/game/art/gui/CameraGui.gui

@@ -1,109 +0,0 @@
-
-
-//--- OBJECT WRITE BEGIN ---
-new GameTSCtrl(CameraGui) {
-   profile = "GuiContentProfile";
-   horizSizing = "right";
-   vertSizing = "bottom";
-   position = "0 0";
-   extent = "640 480";
-   minExtent = "8 8";
-   visible = "1";
-   cameraZRot = "0";
-   forceFOV = "0";
-      helpTag = "0";
-      noCursor = "1";
-
-   new GuiBitmapCtrl(CenterPrintDlg) {
-      profile = "CenterPrintProfile";
-      horizSizing = "center";
-      vertSizing = "center";
-      position = "45 230";
-      extent = "550 20";
-      minExtent = "8 8";
-      visible = "0";
-      bitmap = "./hudfill";
-      wrap = "0";
-         helpTag = "0";
-
-      new GuiMLTextCtrl(CenterPrintText) {
-         profile = "CenterPrintTextProfile";
-         horizSizing = "center";
-         vertSizing = "center";
-         position = "0 0";
-         extent = "546 12";
-         minExtent = "8 8";
-         visible = "1";
-         lineSpacing = "2";
-         allowColorChars = "0";
-         maxChars = "-1";
-            helpTag = "0";
-      };
-   };
-   new GuiBitmapCtrl(BottomPrintDlg) {
-      profile = "CenterPrintProfile";
-      horizSizing = "center";
-      vertSizing = "top";
-      position = "45 375";
-      extent = "550 20";
-      minExtent = "8 8";
-      visible = "0";
-      bitmap = "./hudfill";
-      wrap = "0";
-         helpTag = "0";
-
-      new GuiMLTextCtrl(BottomPrintText) {
-         profile = "CenterPrintTextProfile";
-         horizSizing = "center";
-         vertSizing = "center";
-         position = "0 0";
-         extent = "546 12";
-         minExtent = "8 8";
-         visible = "1";
-         lineSpacing = "2";
-         allowColorChars = "0";
-         maxChars = "-1";
-            helpTag = "0";
-      };
-   };
-   new GuiBitmapCtrl(LagIcon) {
-      profile = "GuiDefaultProfile";
-      horizSizing = "right";
-      vertSizing = "bottom";
-      position = "572 3";
-      extent = "32 32";
-      minExtent = "8 8";
-      visible = "0";
-      bitmap = "./lagIcon";
-      wrap = "0";
-         helpTag = "0";
-   };
-   new GuiBitmapCtrl() {
-      profile = "GuiDefaultProfile";
-      horizSizing = "right";
-      vertSizing = "bottom";
-      position = "9 8";
-      extent = "181 169";
-      minExtent = "8 2";
-      visible = "1";
-      bitmap = "./tse_float";
-      wrap = "0";
-         helpTag = "0";
-   };
-   new GuiMLTextCtrl() {
-      profile = "GuiTitleProfile";
-      horizSizing = "left";
-      vertSizing = "bottom";
-      position = "428 5";
-      extent = "378 14";
-      minExtent = "8 2";
-      visible = "1";
-      lineSpacing = "2";
-      allowColorChars = "0";
-      maxChars = "-1";
-      text = "<color:ffffff><shadowcolor:000000><shadow:1:1><font:arial bold:14>Version: MS4.2 demo";
-         helpTag = "0";
-         allowSelection = "1";
-   };
-};
-//--- OBJECT WRITE END ---

+ 0 - 79
Templates/Full/game/art/gui/StartupGui.gui

@@ -1,79 +0,0 @@
-//--- OBJECT WRITE BEGIN ---
-%guiContent = new GuiFadeinBitmapCtrl(StartupGui) {
-   canSaveDynamicFields = "0";
-   Enabled = "1";
-   isContainer = "1";
-   Profile = "GuiInputCtrlProfile";
-   HorizSizing = "right";
-   VertSizing = "bottom";
-   position = "0 0";
-   Extent = "800 600";
-   MinExtent = "8 8";
-   canSave = "1";
-   Visible = "1";
-   tooltipprofile = "GuiToolTipProfile";
-   hovertime = "1000";
-   bitmap = "";
-   wrap = "0";
-   fadeinTime = "1000";
-   waitTime = "4000";
-   fadeoutTime = "1000";
-   done = "1";
-
-   new GuiBitmapButtonCtrl() {
-      canSaveDynamicFields = "1";
-      internalName = "StartupLogo";
-      Enabled = "1";
-      isContainer = "0";
-      Profile = "GuiDefaultProfile";
-      HorizSizing = "center";
-      VertSizing = "center";
-      position = "399 302";
-      Extent = "253  253";
-      MinExtent = "8 2";
-      canSave = "1";
-      Visible = "1";
-      tooltipprofile = "GuiToolTipProfile";
-      hovertime = "1000";
-      bitmap = "";
-      wrap = "0";
-      command = "StartupGui.click();";
-   };
-   new GuiBitmapButtonCtrl() {
-      canSaveDynamicFields = "1";
-      internalName = "StartupLogoSecondary";
-      Enabled = "1";
-      isContainer = "0";
-      Profile = "GuiDefaultProfile";
-      HorizSizing = "left";
-      VertSizing = "top";
-      position = "275 440";
-      Extent = "530 171";
-      MinExtent = "8 2";
-      canSave = "1";
-      Visible = "1";
-      tooltipprofile = "GuiToolTipProfile";
-      hovertime = "1000";
-      bitmap = "";
-      wrap = "0";
-      command = "StartupGui.click();";
-   };
-};
-//--- OBJECT WRITE END ---
-//--- OBJECT WRITE BEGIN ---
-new GuiFadeinBitmapCtrl(BlankGui) {
-   profile = "GuiInputCtrlProfile";
-   horizSizing = "right";
-   vertSizing = "bottom";
-   position = "0 0";
-   extent = "800 600";
-   minExtent = "8 8";
-   visible = "1";
-   helpTag = "0";
-   bitmap = "";
-   wrap = "0";
-   fadeinTime = "100";
-   waitTime   = "2000";
-   fadeoutTime = "100";
-};
-//--- OBJECT WRITE END ---

BIN
Templates/Full/game/art/gui/Torque-3D-logo-w.png


BIN
Templates/Full/game/art/gui/Torque-3D-logo.png


BIN
Templates/Full/game/art/gui/Torque-3D-logo_alt.png


BIN
Templates/Full/game/art/gui/background.png


+ 0 - 162
Templates/Full/game/art/gui/chatHud.gui

@@ -1,162 +0,0 @@
-//-----------------------------------------------------------------------------
-// Chat edit window
-//-----------------------------------------------------------------------------
-
-new GuiControl(MessageHud)
-{
-   profile = "GuiDefaultProfile";
-   horizSizing = "width";
-   vertSizing = "height";
-   position = "0 0";
-   extent = "640 480";
-   minExtent = "8 8";
-   visible = "0";
-   noCursor = true;
-
-   new GuiBitmapBorderCtrl(MessageHud_Frame) {
-      profile = "ChatHudBorderProfile";
-      horizSizing = "right";
-      vertSizing = "bottom";
-      position = "120 375";
-      extent = "400 40";
-      minExtent = "8 8";
-      visible = "1";
-
-      new GuiBitmapCtrl() {
-         profile = "GuiDefaultProfile";
-         horizSizing = "width";
-         vertSizing = "height";
-         position = "8 8";
-         extent = "384 24";
-         minExtent = "8 8";
-         visible = "1";
-         helpTag = "0";
-         bitmap = "core/art/gui/images/hudfill.png";
-         wrap = "0";
-      };
-
-      new GuiTextCtrl(MessageHud_Text)
-      {
-         profile = "ChatHudTextProfile";
-         horizSizing = "right";
-         vertSizing = "bottom";
-         position = "14 12";
-         extent = "10 22";
-         minExtent = "8 8";
-         visible = "1";
-      };
-
-      new GuiTextEditCtrl(MessageHud_Edit)
-      {
-         profile = "ChatHudEditProfile";
-         horizSizing = "right";
-         vertSizing = "bottom";
-         position = "0 13";
-         extent = "10 22";
-         minExtent = "8 8";
-         visible = "1";
-         altCommand = "$ThisControl.eval();";
-         escapeCommand = "MessageHud_Edit.onEscape();";
-         historySize = "5";
-         maxLength = "120";
-      };
-   };
-};
-//--- OBJECT WRITE BEGIN ---
-new GuiControl(MainChatHud) {
-   profile = "GuiModelessDialogProfile";
-   horizSizing = "width";
-   vertSizing = "height";
-   position = "0 0";
-   extent = "640 480";
-   minExtent = "8 8";
-   visible = "1";
-   helpTag = "0";
-      noCursor = "1";
-
-   new GuiControl() {
-      profile = "GuiModelessDialogProfile";
-      horizSizing = "relative";
-      vertSizing = "bottom";
-      position = "0 0";
-      extent = "400 300";
-      minExtent = "8 8";
-      visible = "1";
-      helpTag = "0";
-
-      new GuiBitmapBorderCtrl(OuterChatHud) {
-         profile = "ChatHudBorderProfile";
-         horizSizing = "width";
-         vertSizing = "bottom";
-         position = "0 0";
-         extent = "272 88";
-         minExtent = "8 8";
-         visible = "1";
-         helpTag = "0";
-            useVariable = "0";
-            tile = "0";
-
-         new GuiBitmapCtrl() {
-            profile = "GuiDefaultProfile";
-            horizSizing = "width";
-            vertSizing = "height";
-            position = "8 8";
-            extent = "256 72";
-            minExtent = "8 8";
-            visible = "1";
-            helpTag = "0";
-            bitmap = "core/art/gui/images/hudfill.png";
-            wrap = "0";
-         };
-
-         new GuiButtonCtrl(chatPageDown) {
-            profile = "GuiButtonProfile";
-            horizSizing = "left";
-            vertSizing = "top";
-            position = "220 58";
-            extent = "36 14";
-            minExtent = "8 8";
-            visible = "0";
-            helpTag = "0";
-            text = "Dwn";
-            groupNum = "-1";
-            buttonType = "PushButton";
-         };
-         new GuiScrollCtrl(ChatScrollHud) {
-            profile = "ChatHudScrollProfile";
-            horizSizing = "width";
-            vertSizing = "height";
-            position = "8 8";
-            extent = "256 72";
-            minExtent = "8 8";
-            visible = "1";
-            helpTag = "0";
-            willFirstRespond = "1";
-            hScrollBar = "alwaysOff";
-            vScrollBar = "alwaysOff";
-            lockHorizScroll = "true";
-            lockVertScroll = "false";
-            constantThumbHeight = "0";
-            childMargin = "0 0";
-
-            new GuiMessageVectorCtrl(ChatHud) {
-               profile = "ChatHudMessageProfile";
-               horizSizing = "width";
-               vertSizing = "height";
-               position = "1 1";
-               extent = "252 16";
-               minExtent = "8 8";
-               visible = "1";
-               helpTag = "0";
-               lineSpacing = "0";
-               lineContinuedIndex = "10";
-               allowedMatches[0] = "http";
-               allowedMatches[1] = "tgeserver";
-               matchColor = "0 0 255 255";
-               maxColorIndex = "5";
-            };
-         };
-      };
-   };
-};
-//--- OBJECT WRITE END ---

+ 0 - 273
Templates/Full/game/art/gui/chooseLevelDlg.gui

@@ -1,273 +0,0 @@
-//--- OBJECT WRITE BEGIN ---
-%guiContent = new GuiControl(ChooseLevelDlg) {
-   canSaveDynamicFields = "0";
-   Enabled = "1";
-   isContainer = "1";
-   Profile = "GuiOverlayProfile";
-   HorizSizing = "width";
-   VertSizing = "height";
-   position = "0 0";
-   Extent = "1024 768";
-   MinExtent = "8 8";
-   canSave = "1";
-   Visible = "1";
-   tooltipprofile = "GuiToolTipProfile";
-   hovertime = "1000";
-
-   new GuiWindowCtrl(ChooseLevelWindow) {
-      canSaveDynamicFields = "0";
-      Enabled = "1";
-      isContainer = "1";
-      Profile = "GuiWindowProfile";
-      HorizSizing = "center";
-      VertSizing = "center";
-      Position = "252 224";
-      Extent = "600 433";
-      MinExtent = "8 8";
-      canSave = "1";
-      isDecoy = "0";
-      Visible = "1";
-      tooltipprofile = "GuiToolTipProfile";
-      hovertime = "1000";
-      Margin = "0 0 0 0";
-      Padding = "0 0 0 0";
-      AnchorTop = "1";
-      AnchorBottom = "0";
-      AnchorLeft = "1";
-      AnchorRight = "0";
-      resizeWidth = "0";
-      resizeHeight = "0";
-      canMove = "1";
-      canClose = "1";
-      canMinimize = "0";
-      canMaximize = "0";
-      minSize = "50 50";
-      EdgeSnap = "1";
-      text = "Choose Level";
-      closeCommand = "Canvas.popDialog(ChooseLevelDlg);";
-
-      new GuiBitmapCtrl() {
-         canSaveDynamicFields = "1";
-         internalName = "CurrentPreview";
-         Enabled = "1";
-         isContainer = "0";
-         Profile = "GuiDefaultProfile";
-         HorizSizing = "right";
-         VertSizing = "bottom";
-         position = "10 31";
-         Extent = "400 300";
-         MinExtent = "8 2";
-         canSave = "1";
-         Visible = "1";
-         tooltipprofile = "GuiToolTipProfile";
-         hovertime = "1000";
-         bitmap = "./no-preview";
-         wrap = "0";
-      };
-
-      new GuiTextCtrl() {
-         canSaveDynamicFields = "0";
-         Enabled = "1";
-         internalName = "LevelName";
-         isContainer = "0";
-         Profile = "GuiMediumTextProfile";
-         HorizSizing = "right";
-         VertSizing = "bottom";
-         position = "420 31";
-         Extent = "165 18";
-         MinExtent = "8 8";
-         canSave = "1";
-         Visible = "1";
-         tooltipprofile = "GuiToolTipProfile";
-         hovertime = "1000";
-         Margin = "0 0 0 0";
-         Padding = "0 0 0 0";
-         AnchorTop = "1";
-         AnchorBottom = "0";
-         AnchorLeft = "1";
-         AnchorRight = "0";
-         text = "Level";
-         maxLength = "255";
-      };
-      new GuiTextCtrl() {
-         canSaveDynamicFields = "0";
-         Enabled = "1";
-         isContainer = "0";
-         Profile = "GuiTextProfile";
-         HorizSizing = "right";
-         VertSizing = "bottom";
-         position = "420 50";
-         Extent = "72 18";
-         MinExtent = "8 8";
-         canSave = "1";
-         Visible = "1";
-         tooltipprofile = "GuiToolTipProfile";
-         hovertime = "1000";
-         Margin = "0 0 0 0";
-         Padding = "0 0 0 0";
-         AnchorTop = "1";
-         AnchorBottom = "0";
-         AnchorLeft = "1";
-         AnchorRight = "0";
-         text = "Description:";
-         maxLength = "255";
-      };
-      new GuiMLTextCtrl() {
-         canSaveDynamicFields = "0";
-         Enabled = "1";
-         internalName = "LevelDescription";
-         isContainer = "0";
-         Profile = "GuiMLTextProfile";
-         HorizSizing = "right";
-         VertSizing = "bottom";
-         position = "420 76";
-         Extent = "165 189";
-         MinExtent = "8 8";
-         canSave = "1";
-         Visible = "1";
-         tooltipprofile = "GuiToolTipProfile";
-         hovertime = "1000";
-         Margin = "0 0 0 0";
-         Padding = "0 0 0 0";
-         AnchorTop = "1";
-         AnchorBottom = "0";
-         AnchorLeft = "1";
-         AnchorRight = "0";
-         text = "";
-         maxLength = "255";
-      };
-      new GuiCheckBoxCtrl() {
-         canSaveDynamicFields = "0";
-         Enabled = "1";
-         isContainer = "0";
-         Profile = "GuiCheckBoxProfile";
-         HorizSizing = "right";
-         VertSizing = "bottom";
-         position = "420 303";
-         Extent = "45 23";
-         MinExtent = "8 8";
-         canSave = "1";
-         Visible = "1";
-         Variable = "pref::HostMultiPlayer";
-         tooltipprofile = "GuiToolTipProfile";
-         hovertime = "1000";
-         text = " Host";
-         groupNum = "-1";
-         buttonType = "ToggleButton";
-         useMouseEvents = "0";
-         useInactiveState = "0";
-      };
-      new GuiButtonCtrl(ChooseLevelDlgGoBtn) {
-         canSaveDynamicFields = "0";
-         Enabled = "1";
-         isContainer = "0";
-         Profile = "GuiMenuButtonProfile";
-         HorizSizing = "right";
-         VertSizing = "bottom";
-         position = "458 287";
-         Extent = "143 56";
-         MinExtent = "8 8";
-         canSave = "1";
-         Visible = "1";
-         tooltipprofile = "GuiToolTipProfile";
-         hovertime = "1000";
-         text = "Go!";
-         groupNum = "-1";
-         buttonType = "PushButton";
-         useMouseEvents = "1";
-      };
-
-      new GuiBitmapButtonCtrl() {
-         canSaveDynamicFields = "1";
-         internalName = "PreviousSmallPreviews";
-         Enabled = "1";
-         isContainer = "0";
-         Profile = "GuiDefaultProfile";
-         HorizSizing = "right";
-         VertSizing = "bottom";
-         position = "10 343";
-         Extent = "11 81";
-         MinExtent = "8 2";
-         canSave = "1";
-         Visible = "1";
-         tooltipprofile = "GuiToolTipProfile";
-         hovertime = "1000";
-         bitmap = "art/gui/previous-button";
-         wrap = "0";
-         command = "ChooseLevelWindow.previousPreviews();";
-      };
-
-      new GuiDynamicCtrlArrayControl() {
-         internalName = "SmallPreviews";
-         position = "24 343";
-         extent = "600 81";
-         autoCellSize = true;
-         colSpacing = 3;
-         colCount = 5;
-         rowCount = 1;
-      };
-
-      new GuiBitmapButtonCtrl() {
-         canSaveDynamicFields = "1";
-         internalName = "NextSmallPreviews";
-         Enabled = "1";
-         isContainer = "0";
-         Profile = "GuiDefaultProfile";
-         HorizSizing = "right";
-         VertSizing = "bottom";
-         position = "579 343";
-         Extent = "11 81";
-         MinExtent = "8 2";
-         canSave = "1";
-         Visible = "1";
-         tooltipprofile = "GuiToolTipProfile";
-         hovertime = "1000";
-         bitmap = "art/gui/next-button";
-         wrap = "0";
-         command = "ChooseLevelWindow.nextPreviews();";
-      };
-
-      new GuiTextListCtrl(CL_levelList) {
-         canSaveDynamicFields = "0";
-         Enabled = "1";
-         isContainer = "1";
-         Profile = "GuiTextArrayProfile";
-         HorizSizing = "right";
-         VertSizing = "bottom";
-         position = "1 1";
-         Extent = "421 144";
-         MinExtent = "8 8";
-         canSave = "1";
-         Visible = "0";
-         tooltipprofile = "GuiToolTipProfile";
-         hovertime = "1000";
-         enumerate = "0";
-         resizeCell = "1";
-         columns = "0";
-         fitParentWidth = "1";
-         clipColumnText = "0";
-      };
-   };
-};
-//--- OBJECT WRITE END ---
-
-// Do this onMouseUp not via Command which occurs onMouseDown so we do
-// not have a lingering mouseUp event lingering in the ether.
-function ChooseLevelDlgGoBtn::onMouseUp( %this )
-{
-   // So we can't fire the button when loading is in progress.
-   if ( isObject( ServerGroup ) )
-      return;
-
-   // Launch the chosen level with the editor open?
-   if ( ChooseLevelDlg.launchInEditor )
-   {
-      activatePackage( "BootEditor" );
-      ChooseLevelDlg.launchInEditor = false; 
-      StartLevel("", "SinglePlayer");
-   }
-   else
-   {
-      StartLevel(); 
-   }
-}

+ 0 - 26
Templates/Full/game/art/gui/customProfiles.cs

@@ -1,26 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-// ----------------------------------------------------------------------------
-// This is the default save location for any GuiProfiles created in the
-// Gui Editor
-// ----------------------------------------------------------------------------

BIN
Templates/Full/game/art/gui/damageBottom.png


BIN
Templates/Full/game/art/gui/damageFront.png


BIN
Templates/Full/game/art/gui/damageLeft.png


BIN
Templates/Full/game/art/gui/damageRight.png


BIN
Templates/Full/game/art/gui/damageTop.png


+ 0 - 175
Templates/Full/game/art/gui/defaultGameProfiles.cs

@@ -1,175 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Override base controls
-//GuiMenuButtonProfile.soundButtonOver = "AudioButtonOver";
-//GuiMenuButtonProfile.soundButtonDown = "AudioButtonDown";
-
-//-----------------------------------------------------------------------------
-// Chat Hud profiles
-
-
-singleton GuiControlProfile (ChatHudEditProfile)
-{
-   opaque = false;
-   fillColor = "255 255 255";
-   fillColorHL = "128 128 128";
-   border = false;
-   borderThickness = 0;
-   borderColor = "40 231 240";
-   fontColor = "40 231 240";
-   fontColorHL = "40 231 240";
-   fontColorNA = "128 128 128";
-   textOffset = "0 2";
-   autoSizeWidth = false;
-   autoSizeHeight = true;
-   tab = true;
-   canKeyFocus = true;
-};
-
-singleton GuiControlProfile (ChatHudTextProfile)
-{
-   opaque = false;
-   fillColor = "255 255 255";
-   fillColorHL = "128 128 128";
-   border = false;
-   borderThickness = 0;
-   borderColor = "40 231 240";
-   fontColor = "40 231 240";
-   fontColorHL = "40 231 240";
-   fontColorNA = "128 128 128";
-   textOffset = "0 0";
-   autoSizeWidth = true;
-   autoSizeHeight = true;
-   tab = true;
-   canKeyFocus = true;
-};
-
-singleton GuiControlProfile ("ChatHudMessageProfile")
-{
-   fontType = "Arial";
-   fontSize = 16;
-   fontColor = "44 172 181";      // default color (death msgs, scoring, inventory)
-   fontColors[1] = "4 235 105";   // client join/drop, tournament mode
-   fontColors[2] = "219 200 128"; // gameplay, admin/voting, pack/deployable
-   fontColors[3] = "77 253 95";   // team chat, spam protection message, client tasks
-   fontColors[4] = "40 231 240";  // global chat
-   fontColors[5] = "200 200 50 200";  // used in single player game
-   // WARNING! Colors 6-9 are reserved for name coloring
-   autoSizeWidth = true;
-   autoSizeHeight = true;
-};
-
-singleton GuiControlProfile ("ChatHudScrollProfile")
-{
-   opaque = false;
-   borderThickness = 0;
-   borderColor = "0 255 0";
-   bitmap = "core/art/gui/images/scrollBar";
-   hasBitmapArray = true;
-};
-
-
-//-----------------------------------------------------------------------------
-// Core Hud profiles
-
-singleton GuiControlProfile ("HudScrollProfile")
-{
-   opaque = false;
-   border = true;
-   borderColor = "0 255 0";
-   bitmap = "core/art/gui/images/scrollBar";
-   hasBitmapArray = true;
-};
-
-singleton GuiControlProfile ("HudTextProfile")
-{
-   opaque = false;
-   fillColor = "128 128 128";
-   fontColor = "0 255 0";
-   border = true;
-   borderColor = "0 255 0";
-};
-
-singleton GuiControlProfile ("ChatHudBorderProfile")
-{
-   bitmap = "core/art/gui/images/chatHudBorderArray";
-   hasBitmapArray = true;
-   opaque = false;
-};
-
-
-//-----------------------------------------------------------------------------
-// Center and bottom print
-
-singleton GuiControlProfile ("CenterPrintProfile")
-{
-   opaque = false;
-   fillColor = "128 128 128";
-   fontColor = "0 255 0";
-   border = true;
-   borderColor = "0 255 0";
-};
-
-singleton GuiControlProfile ("CenterPrintTextProfile")
-{
-   opaque = false;
-   fontType = "Arial";
-   fontSize = 12;
-   fontColor = "0 255 0";
-};
-
-// -----------------------------------------------------------------------------
-// HUD text
-// -----------------------------------------------------------------------------
-
-singleton GuiControlProfile (HudTextNormalProfile)
-{
-   opaque = false;
-   fontType = "Arial";
-   fontSize = 14;
-   fontColor = "255 255 255";
-};
-
-singleton GuiControlProfile (HudTextItalicProfile : HudTextNormalProfile)
-{
-   fontType = "ArialItalic";
-};
-
-singleton GuiControlProfile (HudTextBoldProfile : HudTextNormalProfile)
-{
-   fontType = "ArialBold";
-};
-
-// -----------------------------------------------------------------------------
-// Numerical health text
-// -----------------------------------------------------------------------------
-
-singleton GuiControlProfile (NumericHealthProfile)
-{
-   opaque = true;
-   justify = "center";
-   fontType = "ArialBold";
-   fontSize = 32;
-   fontColor = "255 255 255";
-};

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