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@@ -23,29 +23,12 @@
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// Timeouts for corpse deletion.
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$CorpseTimeoutValue = 45 * 1000;
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-// // Damage Rate for entering Liquid
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-// $DamageLava = 0.01;
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-// $DamageHotLava = 0.01;
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-// $DamageCrustyLava = 0.01;
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-
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-// Death Animations
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-$PlayerDeathAnim::TorsoFrontFallForward = 1;
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-$PlayerDeathAnim::TorsoFrontFallBack = 2;
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-$PlayerDeathAnim::TorsoBackFallForward = 3;
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-$PlayerDeathAnim::TorsoLeftSpinDeath = 4;
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-$PlayerDeathAnim::TorsoRightSpinDeath = 5;
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-$PlayerDeathAnim::LegsLeftGimp = 6;
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-$PlayerDeathAnim::LegsRightGimp = 7;
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-$PlayerDeathAnim::TorsoBackFallForward = 8;
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-$PlayerDeathAnim::HeadFrontDirect = 9;
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-$PlayerDeathAnim::HeadBackFallForward = 10;
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-$PlayerDeathAnim::ExplosionBlowBack = 11;
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//----------------------------------------------------------------------------
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-// Armor Datablock methods
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+// Player Datablock methods
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//----------------------------------------------------------------------------
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-function Armor::onAdd(%this, %obj)
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+function PlayerData::onAdd(%this, %obj)
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{
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// Vehicle timeout
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%obj.mountVehicle = true;
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@@ -55,19 +38,19 @@ function Armor::onAdd(%this, %obj)
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%obj.setRepairRate(0);
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}
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-function Armor::onRemove(%this, %obj)
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+function PlayerData::onRemove(%this, %obj)
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{
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if (%obj.client.player == %obj)
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%obj.client.player = 0;
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}
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-function Armor::onNewDataBlock(%this, %obj)
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+function PlayerData::onNewDataBlock(%this, %obj)
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{
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}
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//----------------------------------------------------------------------------
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-function Armor::onMount(%this, %obj, %vehicle, %node)
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+function PlayerData::onMount(%this, %obj, %vehicle, %node)
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{
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// Node 0 is the pilot's position, we need to dismount his weapon.
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if (%node == 0)
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@@ -92,7 +75,7 @@ function Armor::onMount(%this, %obj, %vehicle, %node)
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}
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}
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-function Armor::onUnmount(%this, %obj, %vehicle, %node)
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+function PlayerData::onUnmount(%this, %obj, %vehicle, %node)
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{
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if (%node == 0)
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{
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@@ -101,9 +84,9 @@ function Armor::onUnmount(%this, %obj, %vehicle, %node)
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}
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}
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-function Armor::doDismount(%this, %obj, %forced)
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+function PlayerData::doDismount(%this, %obj, %forced)
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{
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- //echo("\c4Armor::doDismount(" @ %this @", "@ %obj.client.nameBase @", "@ %forced @")");
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+ //echo("\c4PlayerData::doDismount(" @ %this @", "@ %obj.client.nameBase @", "@ %forced @")");
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// This function is called by player.cc when the jump trigger
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// is true while mounted
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@@ -169,7 +152,7 @@ function Armor::doDismount(%this, %obj, %forced)
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//----------------------------------------------------------------------------
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-function Armor::onCollision(%this, %obj, %col)
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+function PlayerData::onCollision(%this, %obj, %col)
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{
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if (!isObject(%col) || %obj.getState() $= "Dead")
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return;
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@@ -205,14 +188,14 @@ function Armor::onCollision(%this, %obj, %col)
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}
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}
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-function Armor::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
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+function PlayerData::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
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{
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%obj.damage(0, VectorAdd(%obj.getPosition(), %vec), %vecLen * %this.speedDamageScale, "Impact");
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}
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//----------------------------------------------------------------------------
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-function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
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+function PlayerData::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
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{
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if (!isObject(%obj) || %obj.getState() $= "Dead" || !%damage)
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return;
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@@ -237,7 +220,7 @@ function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageTy
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}
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}
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-function Armor::onDamage(%this, %obj, %delta)
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+function PlayerData::onDamage(%this, %obj, %delta)
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{
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// This method is invoked by the ShapeBase code whenever the
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// object's damage level changes.
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@@ -259,7 +242,7 @@ function Armor::onDamage(%this, %obj, %delta)
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// If we want to deal with the damage information that actually caused this
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// death, then we would have to move this code into the script "damage" method.
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-function Armor::onDisabled(%this, %obj, %state)
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+function PlayerData::onDisabled(%this, %obj, %state)
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{
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// Release the main weapon trigger
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%obj.setImageTrigger(0, false);
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@@ -293,7 +276,7 @@ function Armor::onDisabled(%this, %obj, %state)
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//-----------------------------------------------------------------------------
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-function Armor::onLeaveMissionArea(%this, %obj)
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+function PlayerData::onLeaveMissionArea(%this, %obj)
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{
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//echo("\c4Leaving Mission Area at POS:"@ %obj.getPosition());
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@@ -304,7 +287,7 @@ function Armor::onLeaveMissionArea(%this, %obj)
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//%obj.setDamageDt(0.2, "MissionAreaDamage");
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}
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-function Armor::onEnterMissionArea(%this, %obj)
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+function PlayerData::onEnterMissionArea(%this, %obj)
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{
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//echo("\c4Entering Mission Area at POS:"@ %obj.getPosition());
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@@ -317,19 +300,19 @@ function Armor::onEnterMissionArea(%this, %obj)
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//-----------------------------------------------------------------------------
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-function Armor::onEnterLiquid(%this, %obj, %coverage, %type)
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+function PlayerData::onEnterLiquid(%this, %obj, %coverage, %type)
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{
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//echo("\c4this:"@ %this @" object:"@ %obj @" just entered water of type:"@ %type @" for "@ %coverage @"coverage");
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}
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-function Armor::onLeaveLiquid(%this, %obj, %type)
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+function PlayerData::onLeaveLiquid(%this, %obj, %type)
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{
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//
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}
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//-----------------------------------------------------------------------------
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-function Armor::onTrigger(%this, %obj, %triggerNum, %val)
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+function PlayerData::onTrigger(%this, %obj, %triggerNum, %val)
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{
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// This method is invoked when the player receives a trigger move event.
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// The player automatically triggers slot 0 and slot one off of triggers #
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@@ -338,7 +321,7 @@ function Armor::onTrigger(%this, %obj, %triggerNum, %val)
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//-----------------------------------------------------------------------------
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-function Armor::onPoseChange(%this, %obj, %oldPose, %newPose)
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+function PlayerData::onPoseChange(%this, %obj, %oldPose, %newPose)
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{
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// Set the script anim prefix to be that of the current pose
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%obj.setImageScriptAnimPrefix( $WeaponSlot, addTaggedString(%newPose) );
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@@ -346,12 +329,12 @@ function Armor::onPoseChange(%this, %obj, %oldPose, %newPose)
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//-----------------------------------------------------------------------------
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-function Armor::onStartSprintMotion(%this, %obj)
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+function PlayerData::onStartSprintMotion(%this, %obj)
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{
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%obj.setImageGenericTrigger($WeaponSlot, 0, true);
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}
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-function Armor::onStopSprintMotion(%this, %obj)
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+function PlayerData::onStopSprintMotion(%this, %obj)
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{
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%obj.setImageGenericTrigger($WeaponSlot, 0, false);
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}
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