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Remove unused weapon scripts in Full Template
soldiergun.cs
grenadeLauncher.cs
rocketLauncher.cs

These scripts defined functionality that is not implemented for any of the current weapons.

thecelloman 12 år sedan
förälder
incheckning
48942d8dd0

+ 0 - 117
Templates/Full/game/scripts/server/grenadeLauncher.cs

@@ -1,117 +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.
-//-----------------------------------------------------------------------------
-
-function enableManualDetonation(%obj)
-{
-   %obj.detonadeEnabled = true;
-}
-
-function doManualDetonation(%obj)
-{
-   %nade = new Item()
-   {
-      dataBlock = Detonade;
-   };
-   MissionCleanup.add(%nade);
-
-   %nade.setTransform(%obj.getTransform());
-   %nade.sourceObject = %obj.sourceObject;
-   %nade.schedule(50, "setDamageState", "Destroyed"); // Why must we schedule?!
-   //%nade.setDamageState(Destroyed);
-
-   %obj.delete();
-}
-
-function Detonade::onDestroyed(%this, %object, %lastState)
-{
-   radiusDamage(%object, %object.getPosition(), 10, 25, "DetonadeDamage", 2000);
-}
-
-function GrenadeLauncherImage::onMount(%this, %obj, %slot)
-{
-   // Make it ready
-   %obj.detonadeEnabled = true;
-   Parent::onMount(%this, %obj, %slot);
-}
-
-function GrenadeLauncherImage::onAltFire(%this, %obj, %slot)
-{
-   /*
-   //echo("\c4GrenadeLauncherImage::onFire("@ %this.getName() @", "@ %obj.client.nameBase @", "@ %slot@")");
-
-   // It's not ready yet
-   if(!%obj.detonadeEnabled)
-      return;
-
-   // If we already have one of these... blow it up!!!
-   if(isObject(%obj.lastProj))
-   {
-      doManualDetonation(%obj.lastProj);
-      if(%obj.lastNade)
-      {
-         // We remove the ammo of the last projectile fired only after it has
-         // been triggered, otherwise we wouldn't be able to set it off.
-         %obj.lastNade = "";
-         %obj.decInventory(%this.ammo, 1);
-      }
-      return;
-   }
-
-   // We fire our weapon using the straight ahead aiming point of the gun.
-   %muzzleVector = %obj.getMuzzleVector(%slot);
-
-   // Get the player's velocity, we'll then add it to that of the projectile
-   %objectVelocity = %obj.getVelocity();
-   %muzzleVelocity = VectorAdd(
-      VectorScale(%muzzleVector, %this.projectile.muzzleVelocity),
-      VectorScale(%objectVelocity, %this.projectile.velInheritFactor));
-
-   %p = new (%this.projectileType)()
-   {
-      dataBlock = %this.projectile;
-      initialVelocity = %muzzleVelocity;
-      initialPosition = %obj.getMuzzlePoint(%slot);
-      sourceObject = %obj;
-      sourceSlot = %slot;
-      client = %obj.client;
-   };
-
-   %obj.lastProj = %p;
-   MissionCleanup.add(%p);
-
-   // Decrement inventory ammo.
-   //%obj.decInventory(%this.ammo, 1);
-
-   // Must do some trickiness with reducing the ammo count to account for the
-   // very last shot.  If we don't you wouldn't be able to trigger it.
-   %currentAmmo = %obj.getInventory(%this.ammo);
-   if(%currentAmmo == 1)
-      %obj.lastNade = 1;
-   else
-      %obj.decInventory(%this.ammo, 1);
-
-   // We don't want to detonate it in our face now do we?  Give it a little time.
-   %obj.detonadeEnabled = false;
-   schedule(250, 0, "enableManualDetonation", %obj);
-   
-   */
-}

+ 0 - 99
Templates/Full/game/scripts/server/rocketLauncher.cs

@@ -1,99 +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.
-//-----------------------------------------------------------------------------
-
-// ----------------------------------------------------------------------------
-// Support methods used to track our number of ready shells for a charged shot.
-// ----------------------------------------------------------------------------
-function RocketLauncherImage::readyLoad(%this)
-{
-   //echo("\c4RocketLauncherImage::readyLoad("@ %this.getName()@")");
-   %this.loadCount = 1;
-   //echo("\c4 loadCount = "@ %this.loadCount);
-}
-
-function RocketLauncherImage::incLoad(%this)
-{
-   //echo("\c4RocketLauncherImage::incLoad("@ %this.getName()@")");
-   %this.loadCount++;
-   //echo("\c4 loadCount = "@ %this.loadCount);
-}
-
-// ----------------------------------------------------------------------------
-// The fire method that does all of the work
-// ----------------------------------------------------------------------------
-
-function RocketLauncherImage::onAltFire(%this, %obj, %slot)
-{
-   //echo("\c4RocketLauncherImage::onFire("@ %this.getName() @", "@ %obj.client.nameBase @", "@ %slot@")");
-
-   //echo("\c4 #in the pipe = "@ %this.loadCount);
-   //echo("");
-
-   // Let's check amount of ammo, if it's less than the loadCount then only
-   // fire the number of shots equal to the ammount of remaining ammo.
-   %currentAmmo = %obj.getInventory(%this.ammo);
-   if(%currentAmmo < %this.loadCount)
-      %this.loadCount = %currentAmmo;
-
-   for(%shotCount = 0; %shotCount < %this.loadCount; %shotCount++)
-   {
-      // Decrement inventory ammo. The image's ammo state is updated
-      // automatically by the ammo inventory hooks.
-      %obj.decInventory(%this.ammo, 1);
-
-      // We fire our weapon using the straight ahead aiming point of the gun
-      //%muzzleVector = %obj.getMuzzleVector(%slot);
-
-      // We'll need to "skew" the projectile a little bit.  We start by getting
-      // the straight ahead aiming point of the gun
-      %vec = %obj.getMuzzleVector(%slot);
-
-      // Then we'll create a spread matrix by randomly generating x, y, and z
-      // points in a circle
-      %matrix = "";
-      for(%i = 0; %i < 3; %i++)
-         %matrix = %matrix @ (getRandom() - 0.5) * 2 * 3.1415926 * 0.008 @ " ";
-      %mat = MatrixCreateFromEuler(%matrix);
-
-      // Which we'll use to alter the projectile's initial vector with
-      %muzzleVector = MatrixMulVector(%mat, %vec);
-
-      // Get the player's velocity, we'll then add it to that of the projectile
-      %objectVelocity = %obj.getVelocity();
-      %muzzleVelocity = VectorAdd(
-         VectorScale(%muzzleVector, %this.projectile.muzzleVelocity),
-         VectorScale(%objectVelocity, %this.projectile.velInheritFactor));
-
-      // Create the projectile object
-      %p = new (%this.projectileType)()
-      {
-         dataBlock = %this.projectile;
-         initialVelocity = %muzzleVelocity;
-         initialPosition = %obj.getMuzzlePoint(%slot);
-         sourceObject = %obj;
-         sourceSlot = %slot;
-         client = %obj.client;
-      };
-      MissionCleanup.add(%p);
-   }
-   return %p;
-}

+ 1 - 4
Templates/Full/game/scripts/server/scriptExec.cs

@@ -37,10 +37,7 @@ exec("./weapon.cs");
 
 // Load our weapon scripts
 // We only need weapon scripts for those weapons that work differently from the
-// "generic" methods defined in weapon.cs
-exec("./rocketLauncher.cs");
-exec("./soldierGun.cs");
-exec("./grenadeLauncher.cs");
+// class methods defined in weapon.cs
 exec("./proximityMine.cs");
 
 // Load our default player script

+ 0 - 32
Templates/Full/game/scripts/server/soldierGun.cs

@@ -1,32 +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.
-//-----------------------------------------------------------------------------
-
-function Soldier_gunImage::onMount(%this, %obj, %slot)
-{
-   // Make it ready
-   Parent::onMount(%this, %obj, %slot);
-}
-
-function Soldier_gunImage::onAltFire(%this, %obj, %slot)
-{
-   echo("Fire Grenade!");
-}