Selaa lähdekoodia

Generic Damagemodel
included in root/data/ as a module so theres a generic folks can riff off of
additionally, includes a physcs based damage option inspector exposed augment for velicity based collisions, as well as utilities for applying damage to the object a given thing is mounted to
further. also fixes a lack of vehicles being able to use thier mvTriggerCount4 and 5 for the additional 2 mountpoints allowed

AzaezelX 6 kuukautta sitten
vanhempi
commit
5cf54580e6
27 muutettua tiedostoa jossa 1552 lisäystä ja 0 poistoa
  1. 8 0
      Engine/source/T3D/shapeBase.cpp
  2. 2 0
      Engine/source/T3D/shapeBase.h
  3. 2 0
      Engine/source/T3D/vehicles/vehicle.cpp
  4. 11 0
      Templates/BaseGame/game/data/DamageModel/DamageModel.module
  5. 47 0
      Templates/BaseGame/game/data/DamageModel/DamageModel.tscript
  6. 1 0
      Templates/BaseGame/game/data/DamageModel/guis/damageGuiOverlay.asset.taml
  7. 285 0
      Templates/BaseGame/game/data/DamageModel/guis/damageGuiOverlay.gui
  8. BIN
      Templates/BaseGame/game/data/DamageModel/images/crosshair.png
  9. BIN
      Templates/BaseGame/game/data/DamageModel/images/crosshair_blue.png
  10. 3 0
      Templates/BaseGame/game/data/DamageModel/images/crosshair_blue_image.asset.taml
  11. BIN
      Templates/BaseGame/game/data/DamageModel/images/damageBottom.png
  12. 3 0
      Templates/BaseGame/game/data/DamageModel/images/damageBottom_image.asset.taml
  13. BIN
      Templates/BaseGame/game/data/DamageModel/images/damageFront.png
  14. 3 0
      Templates/BaseGame/game/data/DamageModel/images/damageFront_image.asset.taml
  15. BIN
      Templates/BaseGame/game/data/DamageModel/images/damageLeft.png
  16. 3 0
      Templates/BaseGame/game/data/DamageModel/images/damageLeft_image.asset.taml
  17. BIN
      Templates/BaseGame/game/data/DamageModel/images/damageRight.png
  18. 3 0
      Templates/BaseGame/game/data/DamageModel/images/damageRight_image.asset.taml
  19. BIN
      Templates/BaseGame/game/data/DamageModel/images/damageTop.png
  20. 3 0
      Templates/BaseGame/game/data/DamageModel/images/damageTop_image.asset.taml
  21. 53 0
      Templates/BaseGame/game/data/DamageModel/scripts/client/playGui.tscript
  22. 42 0
      Templates/BaseGame/game/data/DamageModel/scripts/server/player.tscript
  23. 46 0
      Templates/BaseGame/game/data/DamageModel/scripts/server/projectile.tscript
  24. 73 0
      Templates/BaseGame/game/data/DamageModel/scripts/server/radiusDamage.tscript
  25. 285 0
      Templates/BaseGame/game/data/DamageModel/scripts/server/shapeBase.tscript
  26. 34 0
      Templates/BaseGame/game/data/DamageModel/scripts/server/utility.tscript
  27. 645 0
      Templates/BaseGame/game/data/DamageModel/scripts/server/weapon.tscript

+ 8 - 0
Engine/source/T3D/shapeBase.cpp

@@ -172,6 +172,8 @@ ShapeBaseData::ShapeBaseData()
    density( 1.0f ),
    maxEnergy( 0.0f ),
    maxDamage( 1.0f ),
+   mCollisionMul(0.0f),
+   mImpactMul(0.0f),
    repairRate( 0.0033f ),
    disabledLevel( 1.0f ),
    destroyedLevel( 1.0f ),
@@ -229,6 +231,8 @@ ShapeBaseData::ShapeBaseData(const ShapeBaseData& other, bool temp_clone) : Game
    density = other.density;
    maxEnergy = other.maxEnergy;
    maxDamage = other.maxDamage;
+   mCollisionMul = other.mCollisionMul;
+   mImpactMul = other.mImpactMul;
    repairRate = other.repairRate;
    disabledLevel = other.disabledLevel;
    destroyedLevel = other.destroyedLevel;
@@ -585,6 +589,10 @@ void ShapeBaseData::initPersistFields()
       addField( "isInvincible", TypeBool, Offset(isInvincible, ShapeBaseData),
          "Invincible flag; when invincible, the object cannot be damaged or "
          "repaired." );
+      addFieldV("collisionMul", TypeRangedF32, Offset(mCollisionMul, ShapeBaseData), &CommonValidators::PositiveFloat,
+         "collision damage multiplier");
+      addFieldV("impactMul", TypeRangedF32, Offset(mImpactMul, ShapeBaseData), &CommonValidators::PositiveFloat,
+         "impact damage multiplier");
    endGroup( "Damage/Energy" );
 
    addGroup( "Camera", "The settings used by the shape when it is the camera." );

+ 2 - 0
Engine/source/T3D/shapeBase.h

@@ -579,6 +579,8 @@ public:
    F32 density;
    F32 maxEnergy;
    F32 maxDamage;
+   F32 mCollisionMul;
+   F32 mImpactMul;
    F32 repairRate;                  ///< Rate per tick.
 
    F32 disabledLevel;

+ 2 - 0
Engine/source/T3D/vehicles/vehicle.cpp

@@ -726,6 +726,8 @@ void Vehicle::updateMove(const Move* move)
    if (mDamageState == Enabled) {
       setImageTriggerState(0,move->trigger[0]);
       setImageTriggerState(1,move->trigger[1]);
+      setImageTriggerState(2, move->trigger[4]);
+      setImageTriggerState(3, move->trigger[5]);
    }
 
    // Throttle

+ 11 - 0
Templates/BaseGame/game/data/DamageModel/DamageModel.module

@@ -0,0 +1,11 @@
+<ModuleDefinition
+    ModuleId="DamageModel"
+    VersionId="1"
+    Group="Game"
+    scriptFile="DamageModel.tscript"
+    CreateFunction="onCreate"
+    DestroyFunction="onDestroy">
+    <DeclaredAssets
+        Extension="asset.taml"
+        Recurse="true"/>
+</ModuleDefinition>

+ 47 - 0
Templates/BaseGame/game/data/DamageModel/DamageModel.tscript

@@ -0,0 +1,47 @@
+function DamageModel::onCreate(%this)
+{
+}
+
+function DamageModel::onDestroy(%this)
+{
+}
+
+//This is called when the server is initially set up by the game application
+function DamageModel::initServer(%this)
+{
+}
+
+//This is called when the server is created for an actual game/map to be played
+function DamageModel::onCreateGameServer(%this)
+{
+   %this.registerDatablock("./scripts/managedData/managedParticleData");
+   %this.registerDatablock("./scripts/managedData/managedParticleEmitterData");
+   %this.queueExec("./scripts/server/utility");
+   %this.queueExec("./scripts/server/radiusDamage");
+   %this.queueExec("./scripts/server/projectile");
+   %this.queueExec("./scripts/server/weapon");
+   %this.queueExec("./scripts/server/shapeBase");
+   %this.queueExec("./scripts/server/player");
+}
+
+//This is called when the server is shut down due to the game/map being exited
+function DamageModel::onDestroyGameServer(%this)
+{
+}
+
+//This is called when the client is initially set up by the game application
+function DamageModel::initClient(%this)
+{
+   %this.queueExec("./guis/damageGuiOverlay.gui");
+   %this.queueExec("./scripts/client/playGui");
+}
+
+//This is called when a client connects to a server
+function DamageModel::onCreateClientConnection(%this)
+{
+}
+
+//This is called when a client disconnects from a server
+function DamageModel::onDestroyClientConnection(%this)
+{
+}

+ 1 - 0
Templates/BaseGame/game/data/DamageModel/guis/damageGuiOverlay.asset.taml

@@ -0,0 +1 @@
+<GUIAsset canSave="true" canSaveDynamicFields="true" AssetName="damageGuiOverlay" scriptFile="@assetFile=damageGuiOverlay.gui" GUIFile="@assetFile=damageGuiOverlay.gui" VersionId="1"/>

+ 285 - 0
Templates/BaseGame/game/data/DamageModel/guis/damageGuiOverlay.gui

@@ -0,0 +1,285 @@
+//--- OBJECT WRITE BEGIN ---
+$guiContent = new GuiContainer(DamageGuiOverlay) {
+   isContainer = "1";
+   Profile = "GuiContentProfile";
+   HorizSizing = "relative";
+   VertSizing = "relative";
+   position = "0 0";
+   Extent = "1024 768";
+   MinExtent = "8 8";
+   canSave = "1";
+   Visible = "1";
+   tooltipprofile = "GuiToolTipProfile";
+   hovertime = "1000";
+   canSaveDynamicFields = "1";
+      Enabled = "1";
+      helpTag = "0";
+      noCursor = "1";
+   new GuiShapeNameHud() {
+      fillColor = "0 0 0 0.25";
+      frameColor = "0 1 0 1";
+      textColor = "0 1 0 1";
+      showFill = "0";
+      showFrame = "0";
+      verticalOffset = "0.2";
+      distanceFade = "0.1";
+      isContainer = "0";
+      Profile = "GuiModelessDialogProfile";
+      HorizSizing = "width";
+      VertSizing = "height";
+      position = "0 0";
+      Extent = "1024 768";
+      MinExtent = "8 8";
+      canSave = "1";
+      Visible = "1";
+      tooltipprofile = "GuiToolTipProfile";
+      hovertime = "1000";
+      canSaveDynamicFields = "0";
+   };
+   new GuiCrossHairHud(Reticle) {
+      damageFillColor = "0 1 0 1";
+      damageFrameColor = "1 0.6 0 1";
+      damageRect = "50 4";
+      damageOffset = "0 10";
+      bitmapAsset = "FPSEquipment:blank_image";
+      wrap = "0";
+      isContainer = "0";
+      Profile = "GuiModelessDialogProfile";
+      HorizSizing = "center";
+      VertSizing = "center";
+      position = "496 368";
+      Extent = "32 32";
+      MinExtent = "8 8";
+      canSave = "1";
+      Visible = "1";
+      tooltipprofile = "GuiToolTipProfile";
+      hovertime = "1000";
+      canSaveDynamicFields = "0";
+   };
+   new GuiCrossHairHud(ZoomReticle) {
+      damageFillColor = "0 1 0 1";
+      damageFrameColor = "1 0.6 0 1";
+      damageRect = "50 4";
+      damageOffset = "0 10";
+      bitmapAsset = "DamageModel:bino_image";
+      wrap = "0";
+      isContainer = "0";
+      Profile = "GuiModelessDialogProfile";
+      HorizSizing = "width";
+      VertSizing = "height";
+      position = "0 0";
+      Extent = "1024 768";
+      MinExtent = "8 8";
+      canSave = "1";
+      Visible = "0";
+      tooltipprofile = "GuiToolTipProfile";
+      hovertime = "1000";
+      canSaveDynamicFields = "0";
+   };
+   new GuiBitmapBorderCtrl(WeaponHUD) {
+      isContainer = "0";
+      Profile = "ChatHudBorderProfile";
+      HorizSizing = "right";
+      VertSizing = "top";
+      position = "78 693";
+      Extent = "124 72";
+      MinExtent = "8 8";
+      canSave = "1";
+      Visible = "1";
+      tooltipprofile = "GuiToolTipProfile";
+      hovertime = "1000";
+      canSaveDynamicFields = "0";
+
+      new GuiBitmapCtrl() {
+         bitmap = "UI:hudfill_image";
+         wrap = "0";
+         isContainer = "0";
+         Profile = "GuiDefaultProfile";
+         HorizSizing = "width";
+         VertSizing = "height";
+         position = "8 8";
+         Extent = "108 56";
+         MinExtent = "8 8";
+         canSave = "1";
+         Visible = "1";
+         tooltipprofile = "GuiToolTipProfile";
+         hovertime = "1000";
+         canSaveDynamicFields = "0";
+      };
+      new GuiBitmapCtrl(PreviewImage) {
+         bitmapAsset = "UI:hudfill_image";
+         wrap = "0";
+         isContainer = "0";
+         Profile = "GuiDefaultProfile";
+         HorizSizing = "width";
+         VertSizing = "height";
+         position = "8 8";
+         Extent = "108 56";
+         MinExtent = "8 2";
+         canSave = "1";
+         Visible = "1";
+         tooltipprofile = "GuiToolTipProfile";
+         hovertime = "1000";
+         canSaveDynamicFields = "0";
+      };
+      new GuiTextCtrl(AmmoAmount) {
+         maxLength = "255";
+         Margin = "0 0 0 0";
+         Padding = "0 0 0 0";
+         AnchorTop = "0";
+         AnchorBottom = "0";
+         AnchorLeft = "0";
+         AnchorRight = "0";
+         isContainer = "0";
+         Profile = "HudTextItalicProfile";
+         HorizSizing = "right";
+         VertSizing = "top";
+         position = "40 8";
+         Extent = "120 16";
+         MinExtent = "8 8";
+         canSave = "1";
+         Visible = "1";
+         tooltipprofile = "GuiToolTipProfile";
+         hovertime = "1000";
+         canSaveDynamicFields = "0";
+      };
+   };
+   new GuiHealthTextHud() {
+      fillColor = "0 0 0 0.65";
+      frameColor = "0 0 0 1";
+      textColor = "1 1 1 1";
+      warningColor = "1 0 0 1";
+      showFill = "1";
+      showFrame = "1";
+      showTrueValue = "0";
+      showEnergy = "0";
+      warnThreshold = "25";
+      pulseThreshold = "15";
+      pulseRate = "750";
+      position = "5 693";
+      extent = "72 72";
+      minExtent = "8 2";
+      horizSizing = "right";
+      vertSizing = "top";
+      profile = "GuiBigTextProfile";
+      visible = "1";
+      active = "1";
+      tooltipProfile = "GuiToolTipProfile";
+      hovertime = "1000";
+      isContainer = "0";
+      canSave = "1";
+      canSaveDynamicFields = "0";
+   };
+   new GuiControl(DamageHUD) {
+      position = "384 256";
+      extent = "256 256";
+      minExtent = "8 2";
+      horizSizing = "center";
+      vertSizing = "center";
+      profile = "GuiDefaultProfile";
+      visible = "1";
+      active = "1";
+      tooltipProfile = "GuiToolTipProfile";
+      hovertime = "1000";
+      isContainer = "1";
+      canSave = "1";
+      canSaveDynamicFields = "0";
+
+      new GuiBitmapCtrl(DamageFront) {
+         bitmapAsset = "DamageModel:damageFront_image";
+         wrap = "0";
+         position = "0 0";
+         extent = "256 32";
+         minExtent = "8 2";
+         horizSizing = "right";
+         vertSizing = "bottom";
+         profile = "GuiDefaultProfile";
+         visible = "0";
+         active = "1";
+         tooltipProfile = "GuiToolTipProfile";
+         hovertime = "1000";
+         isContainer = "0";
+         internalName = "Damage[Front]";
+         hidden = "1";
+         canSave = "1";
+         canSaveDynamicFields = "0";
+      };
+      new GuiBitmapCtrl(DamageTop) {
+         bitmapAsset = "DamageModel:damageTop_image";
+         wrap = "0";
+         position = "0 0";
+         extent = "256 32";
+         minExtent = "8 2";
+         horizSizing = "right";
+         vertSizing = "bottom";
+         profile = "GuiDefaultProfile";
+         visible = "0";
+         active = "1";
+         tooltipProfile = "GuiToolTipProfile";
+         hovertime = "1000";
+         isContainer = "0";
+         internalName = "Damage[Top]";
+         hidden = "1";
+         canSave = "1";
+         canSaveDynamicFields = "0";
+      };
+      new GuiBitmapCtrl(DamageBottom) {
+         bitmapAsset = "DamageModel:damageBottom_image";
+         wrap = "0";
+         position = "0 224";
+         extent = "256 32";
+         minExtent = "8 2";
+         horizSizing = "right";
+         vertSizing = "bottom";
+         profile = "GuiDefaultProfile";
+         visible = "0";
+         active = "1";
+         tooltipProfile = "GuiToolTipProfile";
+         hovertime = "1000";
+         isContainer = "0";
+         internalName = "Damage[Bottom]";
+         hidden = "1";
+         canSave = "1";
+         canSaveDynamicFields = "0";
+      };
+      new GuiBitmapCtrl(DamageLeft) {
+         bitmapAsset = "DamageModel:damageLeft_image";
+         wrap = "0";
+         position = "0 0";
+         extent = "32 256";
+         minExtent = "8 2";
+         horizSizing = "right";
+         vertSizing = "bottom";
+         profile = "GuiDefaultProfile";
+         visible = "0";
+         active = "1";
+         tooltipProfile = "GuiToolTipProfile";
+         hovertime = "1000";
+         isContainer = "0";
+         internalName = "Damage[Left]";
+         hidden = "1";
+         canSave = "1";
+         canSaveDynamicFields = "0";
+      };
+      new GuiBitmapCtrl(DamageRight) {
+         bitmapAsset = "DamageModel:damageRight_image";
+         wrap = "0";
+         position = "224 0";
+         extent = "32 256";
+         minExtent = "8 2";
+         horizSizing = "right";
+         vertSizing = "bottom";
+         profile = "GuiDefaultProfile";
+         visible = "0";
+         active = "1";
+         tooltipProfile = "GuiToolTipProfile";
+         hovertime = "1000";
+         isContainer = "0";
+         internalName = "Damage[Right]";
+         hidden = "1";
+         canSave = "1";
+         canSaveDynamicFields = "0";
+      };
+   };
+};
+//--- OBJECT WRITE END ---

BIN
Templates/BaseGame/game/data/DamageModel/images/crosshair.png


BIN
Templates/BaseGame/game/data/DamageModel/images/crosshair_blue.png


+ 3 - 0
Templates/BaseGame/game/data/DamageModel/images/crosshair_blue_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="crosshair_blue_image"
+    imageFile="@assetFile=crosshair_blue.png"/>

BIN
Templates/BaseGame/game/data/DamageModel/images/damageBottom.png


+ 3 - 0
Templates/BaseGame/game/data/DamageModel/images/damageBottom_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="damageBottom_image"
+    imageFile="@assetFile=damageBottom.png"/>

BIN
Templates/BaseGame/game/data/DamageModel/images/damageFront.png


+ 3 - 0
Templates/BaseGame/game/data/DamageModel/images/damageFront_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="damageFront_image"
+    imageFile="@assetFile=damageFront.png"/>

BIN
Templates/BaseGame/game/data/DamageModel/images/damageLeft.png


+ 3 - 0
Templates/BaseGame/game/data/DamageModel/images/damageLeft_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="damageLeft_image"
+    imageFile="@assetFile=damageLeft.png"/>

BIN
Templates/BaseGame/game/data/DamageModel/images/damageRight.png


+ 3 - 0
Templates/BaseGame/game/data/DamageModel/images/damageRight_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="damageRight_image"
+    imageFile="@assetFile=damageRight.png"/>

BIN
Templates/BaseGame/game/data/DamageModel/images/damageTop.png


+ 3 - 0
Templates/BaseGame/game/data/DamageModel/images/damageTop_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="damageTop_image"
+    imageFile="@assetFile=damageTop.png"/>

+ 53 - 0
Templates/BaseGame/game/data/DamageModel/scripts/client/playGui.tscript

@@ -0,0 +1,53 @@
+//-----------------------------------------------------------------------------
+// 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.
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// PlayGui is the main TSControl through which the game is viewed.
+// The PlayGui also contains the hud controls.
+//-----------------------------------------------------------------------------
+
+function DamageModel::Playgui_onWake(%this)
+{
+    Canvas.pushDialog(DamageGuiOverlay);
+}
+
+function DamageModel::Playgui_onSleep(%this)
+{
+    Canvas.popDialog(DamageGuiOverlay);
+}
+
+function DamageModel::Playgui_clearHud( %this )
+{
+    Canvas.popDialog(DamageGuiOverlay);
+}
+
+function clientCmdSetDamageDirection(%direction)
+{
+   %ctrl = DamageHUD.findObjectByInternalName("damage[" @ %direction@"]");
+   if (isObject(%ctrl))
+   {
+      // Show the indicator, and schedule an event to hide it again
+      cancelAll(%ctrl);
+      %ctrl.setVisible(true);
+      %ctrl.schedule(1500, setVisible, false);
+   }
+}

+ 42 - 0
Templates/BaseGame/game/data/DamageModel/scripts/server/player.tscript

@@ -0,0 +1,42 @@
+function PlayerData::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
+{
+   if (!isObject(%obj) || %obj.getDamageState() !$= "Enabled" || !%damage)
+      return;
+      
+   %rootObj = %obj;
+   if (%obj.healthFromMount)
+      %rootObj = findRootObject(%obj);
+      
+   %rootObj.applyDamage(%damage);
+   %this.onDamage(%rootObj, %damage);
+   
+   %this.setDamageDirection(%obj, %sourceObject, %position);
+   
+   // Deal with client callbacks here because we don't have this
+   // information in the onDamage or onDisable methods
+   %client = %rootObj.client;
+   %sourceClient = %sourceObject ? %sourceObject.client : 0;
+
+   %location = "Body";
+   if (isObject(%client))
+   {
+      if (%rootObj.getDamageState() !$= "Enabled")
+      {
+         callGamemodeFunction("onDeath", %client, %sourceObject, %sourceClient, %damageType, %location);
+      }
+   }
+}
+
+function PlayerData::onDamage(%this, %obj, %delta)
+{
+   Parent::onDamage(%this, %obj, %delta);
+   
+   // This method is invoked by the ShapeBase code whenever the
+   // object's damage level changes.
+   if (%delta > 0 && %obj.getDamageState() !$= "Destroyed")
+   {
+      // If the pain is excessive, let's hear about it.
+      if (%delta > 10)
+         %obj.playPain();
+   }
+}

+ 46 - 0
Templates/BaseGame/game/data/DamageModel/scripts/server/projectile.tscript

@@ -0,0 +1,46 @@
+//-----------------------------------------------------------------------------
+// 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.
+//-----------------------------------------------------------------------------
+
+// "Universal" script methods for projectile damage handling.  You can easily
+// override these support functions with an equivalent namespace method if your
+// weapon needs a unique solution for applying damage.
+
+function ProjectileData::onCollision(%data, %proj, %col, %fade, %pos, %normal)
+{
+   //echo("ProjectileData::onCollision("@%data.getName()@", "@%proj@", "@%col.getClassName()@", "@%fade@", "@%pos@", "@%normal@")");
+
+   // Apply damage to the object all shape base objects
+   if (%data.directDamage > 0)
+   {
+      if (%col.getType() & ($TypeMasks::ShapeBaseObjectType))
+         %col.damage(%proj, %pos, %data.directDamage, %data.damageType);
+   }
+}
+
+function ProjectileData::onExplode(%data, %proj, %position, %mod)
+{
+   //echo("ProjectileData::onExplode("@%data.getName()@", "@%proj@", "@%position@", "@%mod@")");
+
+   // Damage objects within the projectiles damage radius
+   if (%data.damageRadius > 0)
+      radiusDamage(%proj, %position, %data.damageRadius, %data.radiusDamage, %data.damageType, %data.areaImpulse);
+}

+ 73 - 0
Templates/BaseGame/game/data/DamageModel/scripts/server/radiusDamage.tscript

@@ -0,0 +1,73 @@
+//-----------------------------------------------------------------------------
+// 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 function which applies damage to objects within the radius of
+// some effect, usually an explosion.  This function will also optionally
+// apply an impulse to each object.
+
+function radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse)
+{
+   // Use the container system to iterate through all the objects
+   // within our explosion radius.  We'll apply damage to all ShapeBase
+   // objects.
+   InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType | $TypeMasks::DynamicShapeObjectType);
+
+   %halfRadius = %radius / 2;
+   while ((%targetObject = containerSearchNext()) != 0)
+   {
+      // Calculate how much exposure the current object has to
+      // the explosive force.  The object types listed are objects
+      // that will block an explosion.  If the object is totally blocked,
+      // then no damage is applied.
+      %coverage = calcExplosionCoverage(%position, %targetObject,
+                                        $TypeMasks::InteriorObjectType |
+                                        $TypeMasks::TerrainObjectType |
+                                        $TypeMasks::ForceFieldObjectType |
+                                        $TypeMasks::StaticShapeObjectType |
+                                        $TypeMasks::VehicleObjectType);
+      if (%coverage == 0)
+         continue;
+
+      // Radius distance subtracts out the length of smallest bounding
+      // box axis to return an appriximate distance to the edge of the
+      // object's bounds, as opposed to the distance to it's center.
+      %dist = containerSearchCurrRadiusDist();
+
+      // Calculate a distance scale for the damage and the impulse.
+      // Full damage is applied to anything less than half the radius away,
+      // linear scale from there.
+      %distScale = (%dist < %halfRadius)? 1.0 : 1.0 - ((%dist - %halfRadius) / %halfRadius);
+      %distScale = mClamp(%distScale,0.0,1.0);
+      
+      // Apply the damage
+      %targetObject.damage(%sourceObject, %position, %damage * %coverage * %distScale, %damageType);
+
+      // Apply the impulse
+      if (%impulse)
+      {
+         %impulseVec = VectorSub(%targetObject.getWorldBoxCenter(), %position);
+         %impulseVec = VectorNormalize(%impulseVec);
+         %impulseVec = VectorScale(%impulseVec, %impulse * %distScale);
+         %targetObject.applyImpulse(%position, %impulseVec);
+      }
+   }
+}

+ 285 - 0
Templates/BaseGame/game/data/DamageModel/scripts/server/shapeBase.tscript

@@ -0,0 +1,285 @@
+//-----------------------------------------------------------------------------
+// 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 ShapeBase methods used by all the derived classes
+$DeathDuration = 10000;
+$CorpseTimeoutValue = 20000;
+//-----------------------------------------------------------------------------
+// ShapeBase object
+//-----------------------------------------------------------------------------
+
+// A raycast helper function to keep from having to duplicate code everytime
+// that a raycast is needed.
+//  %this = the object doing the cast, usually a player
+//  %range = range to search
+//  %mask = what to look for
+
+function ShapeBase::doRaycast(%this, %range, %mask)
+{
+   // get the eye vector and eye transform of the player
+   %eyeVec = %this.getEyeVector();
+   %eyeTrans = %this.getEyeTransform();
+
+   // extract the position of the player's camera from the eye transform (first 3 words)
+   %eyePos = getWord(%eyeTrans, 0) SPC getWord(%eyeTrans, 1) SPC getWord(%eyeTrans, 2);
+
+   // normalize the eye vector
+   %nEyeVec = VectorNormalize(%eyeVec);
+
+   // scale (lengthen) the normalized eye vector according to the search range
+   %scEyeVec = VectorScale(%nEyeVec, %range);
+
+   // add the scaled & normalized eye vector to the position of the camera
+   %eyeEnd = VectorAdd(%eyePos, %scEyeVec);
+
+   // see if anything gets hit
+   %searchResult = containerRayCast(%eyePos, %eyeEnd, %mask, %this);
+
+   return %searchResult;
+}
+
+//-----------------------------------------------------------------------------
+
+function ShapeBase::damage(%this, %sourceObject, %position, %damage, %damageType)
+{
+   // All damage applied by one object to another should go through this method.
+   // This function is provided to allow objects some chance of overriding or
+   // processing damage values and types.  As opposed to having weapons call
+   // ShapeBase::applyDamage directly. Damage is redirected to the datablock,
+   // this is standard procedure for many built in callbacks.
+
+   if (isObject(%this))
+      %this.getDataBlock().damage(%this, %sourceObject, %position, %damage, %damageType);
+}
+
+//-----------------------------------------------------------------------------
+
+function ShapeBase::setDamageDt(%this, %damageAmount, %damageType)
+{
+   // This function is used to apply damage over time.  The damage is applied
+   // at a fixed rate (50 ms).  Damage could be applied over time using the
+   // built in ShapBase C++ repair functions (using a neg. repair), but this
+   // has the advantage of going through the normal script channels.
+
+   if (%this.getState() !$= "Dead")
+   {
+      %this.damage(0, "0 0 0", %damageAmount, %damageType);
+      %this.damageSchedule = %this.schedule(50, "setDamageDt", %damageAmount, %damageType);
+   }
+   else
+      %this.damageSchedule = "";
+}
+
+function ShapeBase::clearDamageDt(%this)
+{
+   if (%this.damageSchedule !$= "")
+   {
+      cancel(%this.damageSchedule);
+      %this.damageSchedule = "";
+   }
+}
+
+function GameBase::damage(%this, %sourceObject, %position, %damage, %damageType)
+{
+   // All damage applied by one object to another should go through this method.
+   // This function is provided to allow objects some chance of overriding or
+   // processing damage values and types.  As opposed to having weapons call
+   // ShapeBase::applyDamage directly. Damage is redirected to the datablock,
+   // this is standard procedure for many built in callbacks.
+      
+   %datablock = %this.getDataBlock();
+   if ( isObject( %datablock ) )
+      %datablock.damage(%this, %sourceObject, %position, %damage, %damageType);
+}
+
+//-----------------------------------------------------------------------------
+// ShapeBase datablock
+//-----------------------------------------------------------------------------
+
+function GameBaseData::damage(%this, %obj, %source, %position, %amount, %damageType)
+{
+   // Ignore damage by default. This empty method is here to
+   // avoid console warnings.
+}
+
+function ShapeBaseData::onAdd(%this, %obj)
+{
+   %obj.setDamageState("Enabled");
+}
+
+function ShapeBaseData::setDamageDirection(%this, %obj, %sourceObject, %damagePos)
+{
+   if (!%obj.client) return;
+   if (%damagePos $= "" && isObject(%sourceObject))
+   {
+      if (%sourceObject.isField(initialPosition))
+      {
+         // Projectiles have this field set to the muzzle point of
+         // the firing weapon at the time the projectile was created.
+         // This gives a damage direction towards the firing object,
+         // turret, vehicle, etc.  Bullets and weapon fired grenades
+         // are examples of projectiles.
+         %damagePos = %sourceObject.initialPosition;
+      }
+      else
+      {
+         // Other objects that cause damage, such as mines, use their own
+         // location as the damage position.  This gives a damage direction
+         // towards the explosive origin rather than the person that lay the
+         // explosives.
+         %damagePos = %sourceObject.getPosition();
+      }
+   }
+
+   // Rotate damage vector into object space
+   %damageVec = VectorSub(%damagePos, %obj.getWorldBoxCenter());
+   %damageVec = VectorNormalize(%damageVec);
+   %damageVec = MatrixMulVector(%obj.client.getCameraObject().getInverseTransform(), %damageVec);
+
+   // Determine largest component of damage vector to get direction
+   %vecComponents = -%damageVec.x SPC %damageVec.x SPC -%damageVec.y SPC %damageVec.y SPC -%damageVec.z SPC %damageVec.z;
+   %vecDirections = "Left"        SPC "Right"      SPC "Bottom"      SPC "Front"      SPC "Bottom"      SPC "Top";
+
+   %max = -1;
+   for (%i = 0; %i < 6; %i++)
+   {
+      %value = getWord(%vecComponents, %i);
+      if (%value > %max)
+      {
+         %max = %value;
+         %damageDir = getWord(%vecDirections, %i);
+      }
+   }
+   commandToClient(%obj.client, 'setDamageDirection', %damageDir);
+}
+
+
+function ShapeBaseData::onCollision(%this, %obj, %collObj, %vec, %len )
+{
+   if ((!isObject(%obj) || %obj.getDamageState() !$= "Enabled"))
+      return;
+      
+    //echo(%this SPC %obj SPC %collObj SPC %vec SPC %len );
+    %dmgPos = VectorSub(%obj.getPosition(), %vec);
+    %dmgAmt = %len/%this.minImpactSpeed * %this.collisionMul;
+    
+    %this.damage(%obj, %collObj, %dmgPos, %dmgAmt, "impact");
+}
+
+function ShapeBaseData::onImpact(%this, %obj, %collObj, %vec, %len )
+{
+   if ((!isObject(%obj) || %obj.getDamageState() !$= "Enabled"))
+      return;
+      
+    //echo(%this SPC %obj SPC %collObj SPC %vec SPC %len );
+    %dmgPos = VectorSub(%obj.getPosition(), %vec);
+    %dmgAmt = %len/%this.minImpactSpeed * %this.impactMul;
+    
+    %this.damage(%obj, %collObj, %dmgPos, %dmgAmt, "impact");
+}
+
+//----------------------------------------------------------------------------
+
+function ShapeBaseData::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
+{
+   if (!isObject(%obj) || %obj.getDamageState() !$= "Enabled" || !%damage)
+      return;
+      
+   %rootObj = %obj;
+   if (%obj.healthFromMount)
+      %rootObj = findRootObject(%obj);
+      
+   %rootObj.applyDamage(%damage);
+   %this.onDamage(%rootObj, %damage);
+   
+   %this.setDamageDirection(%obj, %sourceObject, %position);
+   
+   // Deal with client callbacks here because we don't have this
+   // information in the onDamage or onDisable methods
+   %client = %rootObj.client;
+   %sourceClient = %sourceObject ? %sourceObject.client : 0;
+
+   if (isObject(%client))
+   {
+      if (%rootObj.getDamageState() !$= "Enabled")
+      {
+         callGamemodeFunction("onDeath", %client, %sourceObject, %sourceClient, %damageType, "");
+      }
+   }
+}
+
+function ShapeBaseData::onDamage(%this, %obj, %delta)
+{
+   // This method is invoked by the ShapeBase code whenever the
+   // object's damage level changes.
+   if (%delta > 0 && %obj.getDamageState() $= "Enabled")
+   {
+      // Apply a damage flash
+      %obj.setDamageFlash(1);
+      
+      //total raw damage allowed to be stored
+      if (%this.maxDamage> 1.0 && %obj.getDamageLevel() >= %this.maxDamage)
+         %obj.setDamageState("Destroyed");  
+      //damage before we are considered destroyed (can animate via "damage" thread)         
+      else if (%this.destroyedLevel> 1.0 && %obj.getDamageLevel() >= %this.destroyedLevel)
+         %obj.setDamageState("Destroyed");       
+      //optional additional disabled level         
+      else if (%this.disabledLevel> 1.0 && %obj.getDamageLevel() >= %this.disabledLevel)
+         %obj.setDamageState("Disabled");
+   }
+}
+
+function ShapeBaseData::onDisabled(%this, %obj, %state)
+{
+   // Release the weapon triggers
+   for (%slot = 0; %slot<4; %slot++)
+   {
+      if (%obj.getMountedImage(%slot))
+         %obj.setImageTrigger(%slot, false);
+   }
+}
+
+function ShapeBaseData::onDestroyed(%this, %obj, %state)
+{
+   // Release the weapon triggers
+   for (%slot = 0; %slot<4; %slot++)
+   {
+      if (%obj.getMountedImage(%slot))
+         %obj.setImageTrigger(%slot, false);
+   }
+   
+   if (%obj.client)
+   {
+      %obj.client.player = 0;
+      %obj.client.schedule($DeathDuration, "spawnControlObject");
+   } 
+   // Schedule corpse removal. Just keeping the place clean.
+   %obj.schedule($CorpseTimeoutValue - 1000, "startFade", 1000, 0, true);
+   %obj.schedule($CorpseTimeoutValue, "delete");
+   %obj.schedule($CorpseTimeoutValue,"blowUp");
+}
+
+function ShapeBaseData::onRemove(%this, %obj)
+{
+   Parent::onRemove(%this, %obj);
+   deleteMountchain(%obj);
+}

+ 34 - 0
Templates/BaseGame/game/data/DamageModel/scripts/server/utility.tscript

@@ -0,0 +1,34 @@
+function findRootObject(%obj)
+{	if (!isObject(%obj)) return -1;
+    %ret = %obj;
+    if (isObject(%obj.getObjectMount()))
+		%ret = findRootObject(%obj.getObjectMount());
+	return %ret;
+}
+
+function deleteMountchain(%obj)
+{	
+	if (!isObject(%obj)) return;
+	%count = %obj.getMountedObjectCount();
+	for (%i=%count; %i>=0; %i--)
+	{
+		if (isObject(%obj.getMountedObject(%i)))
+			deleteMountchain(%obj.getMountedObject(%i));
+	}
+	if (%obj.isMounted())
+		%obj.delete();
+}
+
+
+function setMountChainDamage(%obj,%damagePercent)
+{	
+	if (!isObject(%obj)) return;
+	%count = %obj.getMountedObjectCount();
+	for (%i=0; %i<%count; %i++)
+	{
+		if (isObject(%obj.getMountedObject(%i)))
+			setMountChainDamage(%obj.getMountedObject(%i),%damagePercent);
+	}
+	
+	%obj.setDamageLevel(%obj.getMaxDamage()*%damagePercent);
+}

+ 645 - 0
Templates/BaseGame/game/data/DamageModel/scripts/server/weapon.tscript

@@ -0,0 +1,645 @@
+//-----------------------------------------------------------------------------
+// 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 Weapon and Ammo Class/"namespace" helper methods as well
+// as hooks into the inventory system. These functions are not attached to a
+// specific C++ class or datablock, but define a set of methods which are part
+// of dynamic namespaces "class". The Items include these namespaces into their
+// scope using the  ItemData and ItemImageData "className" variable.
+// ----------------------------------------------------------------------------
+
+// All ShapeBase images are mounted into one of 8 slots on a shape.  This weapon
+// system assumes all primary weapons are mounted into this specified slot:
+$WeaponSlot = 0;
+
+//-----------------------------------------------------------------------------
+// Weapon Class
+//-----------------------------------------------------------------------------
+
+function Weapon::onUse(%data, %obj)
+{
+   // Default behavior for all weapons is to mount it into the object's weapon
+   // slot, which is currently assumed to be slot 0
+   if (%obj.getMountedImage($WeaponSlot) != %data.image.getId())
+   {
+      serverPlay3D(WeaponUseSound, %obj.getTransform());
+
+      %obj.mountImage(%data.image, $WeaponSlot);
+      if (%obj.client)
+      {
+         if (%data.description !$= "")
+            messageClient(%obj.client, 'MsgWeaponUsed', '\c0%1 selected.', %data.description);
+         else
+            messageClient(%obj.client, 'MsgWeaponUsed', '\c0Weapon selected');
+      }
+      
+      // If this is a Player class object then allow the weapon to modify allowed poses
+      if (%obj.isInNamespaceHierarchy("Player"))
+      {
+         // Start by allowing everything
+         %obj.allowAllPoses();
+         
+         // Now see what isn't allowed by the weapon
+         
+         %image = %data.image;
+         
+         if (%image.jumpingDisallowed)
+            %obj.allowJumping(false);
+         
+         if (%image.jetJumpingDisallowed)
+            %obj.allowJetJumping(false);
+         
+         if (%image.sprintDisallowed)
+            %obj.allowSprinting(false);
+         
+         if (%image.crouchDisallowed)
+            %obj.allowCrouching(false);
+         
+         if (%image.proneDisallowed)
+            %obj.allowProne(false);
+         
+         if (%image.swimmingDisallowed)
+            %obj.allowSwimming(false);
+      }
+   }
+}
+
+function Weapon::onPickup(%this, %obj, %shape, %amount)
+{
+   // The parent Item method performs the actual pickup.
+   // For player's we automatically use the weapon if the
+   // player does not already have one in hand.
+   if (Parent::onPickup(%this, %obj, %shape, %amount))
+   {
+      serverPlay3D(WeaponPickupSound, %shape.getTransform());
+      if (%shape.getClassName() $= "Player" && %shape.getMountedImage($WeaponSlot) == 0)
+         %shape.use(%this);
+   }
+}
+
+function Weapon::onInventory(%this, %obj, %amount)
+{
+   // Weapon inventory has changed, make sure there are no weapons
+   // of this type mounted if there are none left in inventory.
+   if (!%amount && (%slot = %obj.getMountSlot(%this.image)) != -1)
+      %obj.unmountImage(%slot);
+}
+
+//-----------------------------------------------------------------------------
+// Weapon Image Class
+//-----------------------------------------------------------------------------
+
+function WeaponImage::onMount(%this, %obj, %slot)
+{
+   // Images assume a false ammo state on load.  We need to
+   // set the state according to the current inventory.
+   if(%this.isField("clip"))
+   {
+      // Use the clip system for this weapon.  Check if the player already has
+      // some ammo in a clip.
+      if (%obj.getInventory(%this.ammo))
+      {
+         %obj.setImageAmmo(%slot, true);
+         %currentAmmo = %obj.getInventory(%this.ammo);
+      }
+      else if(%obj.getInventory(%this.clip) > 0)
+      {
+         // Fill the weapon up from the first clip
+         %obj.setInventory(%this.ammo, %this.ammo.maxInventory);
+         %obj.setImageAmmo(%slot, true);
+         
+         // Add any spare ammo that may be "in the player's pocket"
+         %currentAmmo = %this.ammo.maxInventory;
+         %amountInClips += %obj.getFieldValue( "remaining" @ %this.ammo.getName());
+      }
+      else
+      {
+         %currentAmmo = 0 + %obj.getFieldValue( "remaining" @ %this.ammo.getName());
+      }
+      
+      %amountInClips = %obj.getInventory(%this.clip);
+      %amountInClips *= %this.ammo.maxInventory;
+      
+      if (%obj.client !$= "" && !%obj.isAiControlled)
+         %obj.client.RefreshWeaponHud(%currentAmmo, %this.item.previewImage, %this.item.reticle, %this.item.zoomReticle, %amountInClips);
+   }
+   else if(%this.ammo !$= "")
+   {
+      // Use the ammo pool system for this weapon
+      if (%obj.getInventory(%this.ammo))
+      {
+         %obj.setImageAmmo(%slot, true);
+         %currentAmmo = %obj.getInventory(%this.ammo);
+      }
+      else
+         %currentAmmo = 0;
+
+      if (%obj.client !$= "" && !%obj.isAiControlled)
+         %obj.client.RefreshWeaponHud( 1, %this.item.previewImage, %this.item.reticle, %this.item.zoomReticle, %currentAmmo );
+   }
+}
+
+function WeaponImage::onUnmount(%this, %obj, %slot)
+{
+   if (%obj.client !$= "" && !%obj.isAiControlled)
+      %obj.client.RefreshWeaponHud(0, "", "");
+}
+
+// ----------------------------------------------------------------------------
+// A "generic" weaponimage onFire handler for most weapons.  Can be overridden
+// with an appropriate namespace method for any weapon that requires a custom
+// firing solution.
+
+// projectileSpread is a dynamic property declared in the weaponImage datablock
+// for those weapons in which bullet skew is desired.  Must be greater than 0,
+// otherwise the projectile goes straight ahead as normal.  lower values give
+// greater accuracy, higher values increase the spread pattern.
+// ----------------------------------------------------------------------------
+
+function WeaponImage::onFire(%this, %obj, %slot)
+{
+   //echo("\c4WeaponImage::onFire( "@%this.getName()@", "@%obj.client.nameBase@", "@%slot@" )");
+
+   // Make sure we have valid data
+   if (!isObject(%this.projectile))
+   {
+      error("WeaponImage::onFire() - Invalid projectile datablock");
+      return;
+   }
+   
+   // Decrement inventory ammo. The image's ammo state is updated
+   // automatically by the ammo inventory hooks.
+   if ( !%this.infiniteAmmo )
+      %obj.decInventory(%this.ammo, 1);
+
+   // Get the player's velocity, we'll then add it to that of the projectile
+   %objectVelocity = %obj.getVelocity();
+   
+   %numProjectiles = %this.projectileNum;
+   if (%numProjectiles == 0)
+      %numProjectiles = 1;
+      
+   for (%i = 0; %i < %numProjectiles; %i++)
+   {
+      if (%this.projectileSpread)
+      {
+         // We'll need to "skew" this 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(%j = 0; %j < 3; %j++)
+            %matrix = %matrix @ (getRandom() - 0.5) * 2 * 3.1415926 * %this.projectileSpread @ " ";
+         %mat = MatrixCreateFromEuler(%matrix);
+
+         // Which we'll use to alter the projectile's initial vector with
+         %muzzleVector = MatrixMulVector(%mat, %vec);
+         %muzzleVector = VectorScale(VectorNormalize(%muzzleVector), %this.projectileSpread *2);
+         %muzzleVector = VectorAdd(%muzzleVector, %vec);
+      }
+      else
+      {
+         // Weapon projectile doesn't have a spread factor so we fire it using
+         // the straight ahead aiming point of the gun
+         %muzzleVector = %obj.getMuzzleVector(%slot);
+      }
+
+      // Add player's velocity
+      %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;
+         sourceClass = %obj.getClassName();
+      };
+      MissionCleanup.add(%p);
+   }
+}
+
+// ----------------------------------------------------------------------------
+// A "generic" weaponimage onAltFire handler for most weapons.  Can be
+// overridden with an appropriate namespace method for any weapon that requires
+// a custom firing solution.
+// ----------------------------------------------------------------------------
+
+function WeaponImage::onAltFire(%this, %obj, %slot)
+{
+   //echo("\c4WeaponImage::onAltFire("@%this.getName()@", "@%obj.client.nameBase@", "@%slot@")");
+
+   // Decrement inventory ammo. The image's ammo state is updated
+   // automatically by the ammo inventory hooks.
+   %obj.decInventory(%this.ammo, 1);
+
+   // Get the player's velocity, we'll then add it to that of the projectile
+   %objectVelocity = %obj.getVelocity();
+   
+   %numProjectiles = %this.altProjectileNum;
+   if (%numProjectiles == 0)
+      %numProjectiles = 1;
+      
+   for (%i = 0; %i < %numProjectiles; %i++)
+   {
+      if (%this.altProjectileSpread)
+      {
+         // We'll need to "skew" this 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 * %this.altProjectileSpread @ " ";
+         %mat = MatrixCreateFromEuler(%matrix);
+
+         // Which we'll use to alter the projectile's initial vector with
+         %muzzleVector = MatrixMulVector(%mat, %vec);
+      }
+      else
+      {
+         // Weapon projectile doesn't have a spread factor so we fire it using
+         // the straight ahead aiming point of the gun.
+         %muzzleVector = %obj.getMuzzleVector(%slot);
+      }
+
+      // Add player's velocity
+      %muzzleVelocity = VectorAdd(
+         VectorScale(%muzzleVector, %this.altProjectile.muzzleVelocity),
+         VectorScale(%objectVelocity, %this.altProjectile.velInheritFactor));
+
+      // Create the projectile object
+      %p = new (%this.projectileType)()
+      {
+         dataBlock = %this.altProjectile;
+         initialVelocity = %muzzleVelocity;
+         initialPosition = %obj.getMuzzlePoint(%slot);
+         sourceObject = %obj;
+         sourceSlot = %slot;
+         client = %obj.client;
+      };
+      MissionCleanup.add(%p);
+   }
+}
+
+// ----------------------------------------------------------------------------
+// A "generic" weaponimage onWetFire handler for most weapons.  Can be
+// overridden with an appropriate namespace method for any weapon that requires
+// a custom firing solution.
+// ----------------------------------------------------------------------------
+
+function WeaponImage::onWetFire(%this, %obj, %slot)
+{
+   //echo("\c4WeaponImage::onWetFire("@%this.getName()@", "@%obj.client.nameBase@", "@%slot@")");
+
+   // Decrement inventory ammo. The image's ammo state is updated
+   // automatically by the ammo inventory hooks.
+   %obj.decInventory(%this.ammo, 1);
+
+   // Get the player's velocity, we'll then add it to that of the projectile
+   %objectVelocity = %obj.getVelocity();
+   
+   %numProjectiles = %this.projectileNum;
+   if (%numProjectiles == 0)
+      %numProjectiles = 1;
+      
+   for (%i = 0; %i < %numProjectiles; %i++)
+   {
+      if (%this.wetProjectileSpread)
+      {
+         // We'll need to "skew" this 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(%j = 0; %j < 3; %j++)
+         %matrix = %matrix @ (getRandom() - 0.5) * 2 * 3.1415926 * %this.wetProjectileSpread @ " ";
+         %mat = MatrixCreateFromEuler(%matrix);
+
+         // Which we'll use to alter the projectile's initial vector with
+         %muzzleVector = MatrixMulVector(%mat, %vec);
+      }
+      else
+      {
+         // Weapon projectile doesn't have a spread factor so we fire it using
+         // the straight ahead aiming point of the gun.
+         %muzzleVector = %obj.getMuzzleVector(%slot);
+      }
+      
+      // Add player's velocity
+      %muzzleVelocity = VectorAdd(
+         VectorScale(%muzzleVector, %this.wetProjectile.muzzleVelocity),
+         VectorScale(%objectVelocity, %this.wetProjectile.velInheritFactor));
+
+      // Create the projectile object
+      %p = new (%this.projectileType)()
+      {
+         dataBlock = %this.wetProjectile;
+         initialVelocity = %muzzleVelocity;
+         initialPosition = %obj.getMuzzlePoint(%slot);
+         sourceObject = %obj;
+         sourceSlot = %slot;
+         client = %obj.client;
+      };
+      MissionCleanup.add(%p);
+   }
+}
+
+//-----------------------------------------------------------------------------
+// Clip Management
+//-----------------------------------------------------------------------------
+
+function WeaponImage::onClipEmpty(%this, %obj, %slot)
+{
+   //echo("WeaponImage::onClipEmpty: " SPC %this SPC %obj SPC %slot);
+
+   // Attempt to automatically reload.  Schedule this so it occurs
+   // outside of the current state that called this method
+   %this.schedule(0, "reloadAmmoClip", %obj, %slot);
+}
+
+function WeaponImage::reloadAmmoClip(%this, %obj, %slot)
+{
+   //echo("WeaponImage::reloadAmmoClip: " SPC %this SPC %obj SPC %slot);
+
+   // Make sure we're indeed the currect image on the given slot
+   if (%this != %obj.getMountedImage(%slot))
+      return;
+
+   if ( %this.isField("clip") )
+   {
+      if (%obj.getInventory(%this.clip) > 0)
+      {
+         %obj.decInventory(%this.clip, 1);
+         %obj.setInventory(%this.ammo, %this.ammo.maxInventory);
+         %obj.setImageAmmo(%slot, true);
+      }
+      else
+      {
+         %amountInPocket = %obj.getFieldValue( "remaining" @ %this.ammo.getName());
+         if ( %amountInPocket )
+         {
+            %obj.setFieldValue( "remaining" @ %this.ammo.getName(), 0);
+            %obj.setInventory( %this.ammo, %amountInPocket );
+            %obj.setImageAmmo( %slot, true );
+         }
+      }
+      
+   }
+}
+
+function WeaponImage::clearAmmoClip( %this, %obj, %slot )
+{
+   //echo("WeaponImage::clearAmmoClip: " SPC %this SPC %obj SPC %slot);
+   
+   // if we're not empty put the remaining bullets from the current clip
+   // in to the player's "pocket".
+
+   if ( %this.isField( "clip" ) )
+   {
+      // Commenting out this line will use a "hard clip" system, where
+      // A player will lose any ammo currently in the gun when reloading.
+      %pocketAmount = %this.stashSpareAmmo( %obj );
+      
+      if ( %obj.getInventory( %this.clip ) > 0 || %pocketAmount != 0 )
+         %obj.setImageAmmo(%slot, false);
+   }
+}
+function WeaponImage::stashSpareAmmo( %this, %player )
+{
+   // If the amount in our pocket plus what we are about to add from the clip
+   // Is over a clip, add a clip to inventory and keep the remainder
+   // on the player
+   if (%player.getInventory( %this.ammo ) < %this.ammo.maxInventory )
+   {
+      %nameOfAmmoField = "remaining" @ %this.ammo.getName();
+      
+      %amountInPocket = %player.getFieldValue( %nameOfAmmoField );
+      
+      %amountInGun = %player.getInventory( %this.ammo );
+      
+      %combinedAmmo = %amountInGun + %amountInPocket;
+      
+      // Give the player another clip if the amount in our pocket + the 
+      // Amount in our gun is over the size of a clip.
+      if ( %combinedAmmo >= %this.ammo.maxInventory )
+      {
+         %player.setFieldValue( %nameOfAmmoField, %combinedAmmo - %this.ammo.maxInventory );
+         %player.incInventory( %this.clip, 1 );
+      }
+      else if ( %player.getInventory(%this.clip) > 0 )// Only put it back in our pocket if we have clips.
+         %player.setFieldValue( %nameOfAmmoField, %combinedAmmo );
+         
+      return %player.getFieldValue( %nameOfAmmoField );
+      
+   }
+   
+   return 0;
+
+}
+
+//-----------------------------------------------------------------------------
+// Clip Class
+//-----------------------------------------------------------------------------
+
+function AmmoClip::onPickup(%this, %obj, %shape, %amount)
+{
+   // The parent Item method performs the actual pickup.
+   if (Parent::onPickup(%this, %obj, %shape, %amount))
+      serverPlay3D(AmmoPickupSound, %shape.getTransform());
+
+   // The clip inventory state has changed, we need to update the
+   // current mounted image using this clip to reflect the new state.
+   if ((%image = %shape.getMountedImage($WeaponSlot)) > 0)
+   {
+      // Check if this weapon uses the clip we just picked up and if
+      // there is no ammo.
+      if (%image.isField("clip") && %image.clip.getId() == %this.getId())
+      {
+         %outOfAmmo = !%shape.getImageAmmo($WeaponSlot);
+         
+         %currentAmmo = %shape.getInventory(%image.ammo);
+
+         if ( isObject( %image.clip ) )
+            %amountInClips = %shape.getInventory(%image.clip);
+            
+         %amountInClips *= %image.ammo.maxInventory;
+         %amountInClips += %obj.getFieldValue( "remaining" @ %this.ammo.getName() );
+         
+         %shape.client.setAmmoAmountHud(%currentAmmo, %amountInClips );
+         
+         if (%outOfAmmo)
+         {
+            %image.onClipEmpty(%shape, $WeaponSlot);
+         }
+      }
+   }
+}
+
+//-----------------------------------------------------------------------------
+// Ammmo Class
+//-----------------------------------------------------------------------------
+
+function Ammo::onPickup(%this, %obj, %shape, %amount)
+{
+   // The parent Item method performs the actual pickup.
+   if (Parent::onPickup(%this, %obj, %shape, %amount))
+      serverPlay3D(AmmoPickupSound, %shape.getTransform());
+}
+
+function Ammo::onInventory(%this, %obj, %amount)
+{
+   // The ammo inventory state has changed, we need to update any
+   // mounted images using this ammo to reflect the new state.
+   for (%i = 0; %i < 8; %i++)
+   {
+      if ((%image = %obj.getMountedImage(%i)) > 0)
+         if (isObject(%image.ammo) && %image.ammo.getId() == %this.getId())
+         {
+            %obj.setImageAmmo(%i, %amount != 0);
+            %currentAmmo = %obj.getInventory(%this);
+            
+            if (%obj.getClassname() $= "Player")
+            {
+               if ( isObject( %this.clip ) )
+               {
+                  %amountInClips = %obj.getInventory(%this.clip);
+                  %amountInClips *= %this.maxInventory;
+                  %amountInClips += %obj.getFieldValue( "remaining" @ %this.getName() );
+               }
+               else //Is a single fire weapon, like the grenade launcher.
+               {
+                  %amountInClips = %currentAmmo;
+                  %currentAmmo = 1;
+               }
+               
+               if (%obj.client !$= "" && !%obj.isAiControlled)
+                  %obj.client.setAmmoAmountHud(%currentAmmo, %amountInClips);
+            }
+         }
+   }
+}
+
+// ----------------------------------------------------------------------------
+// Weapon cycling
+// ----------------------------------------------------------------------------
+
+function ShapeBase::clearWeaponCycle(%this)
+{
+   %this.totalCycledWeapons = 0;
+}
+
+function ShapeBase::addToWeaponCycle(%this, %weapon)
+{
+   %this.cycleWeapon[%this.totalCycledWeapons++ - 1] = %weapon;
+}
+
+function ShapeBase::cycleWeapon(%this, %direction)
+{
+   // Can't cycle what we don't have
+   if (%this.totalCycledWeapons == 0)
+      return;
+      
+   // Find out the index of the current weapon, if any (not all
+   // available weapons may be part of the cycle)
+   %currentIndex = -1;
+   if (%this.getMountedImage($WeaponSlot) != 0)
+   {
+      %curWeapon = %this.getMountedImage($WeaponSlot).item.getName();
+      for (%i=0; %i<%this.totalCycledWeapons; %i++)
+      {
+         if (%this.cycleWeapon[%i] $= %curWeapon)
+         {
+            %currentIndex = %i;
+            break;
+         }
+      }
+   }
+
+   // Get the next weapon index
+   %nextIndex = 0;
+   %dir = 1;
+   if (%currentIndex != -1)
+   {
+      if (%direction $= "prev")
+      {
+         %dir = -1;
+         %nextIndex = %currentIndex - 1;
+         if (%nextIndex < 0)
+         {
+            // Wrap around to the end
+            %nextIndex = %this.totalCycledWeapons - 1;
+         }
+      }
+      else
+      {
+         %nextIndex = %currentIndex + 1;
+         if (%nextIndex >= %this.totalCycledWeapons)
+         {
+            // Wrap back to the beginning
+            %nextIndex = 0;
+         }
+      }
+   }
+   
+   // We now need to check if the next index is a valid weapon.  If not,
+   // then continue to cycle to the next weapon, in the appropriate direction,
+   // until one is found.  If nothing is found, then do nothing.
+   %found = false;
+   for (%i=0; %i<%this.totalCycledWeapons; %i++)
+   {
+      %weapon = %this.cycleWeapon[%nextIndex];
+      if (%weapon !$= "" && %this.hasInventory(%weapon) && %this.hasAmmo(%weapon))
+      {
+         // We've found out weapon
+         %found = true;
+         break;
+      }
+      
+      %nextIndex = %nextIndex + %dir;
+      if (%nextIndex < 0)
+      {
+         %nextIndex = %this.totalCycledWeapons - 1;
+      }
+      else if (%nextIndex >= %this.totalCycledWeapons)
+      {
+         %nextIndex = 0;
+      }
+   }
+   
+   if (%found)
+   {
+      %this.use(%this.cycleWeapon[%nextIndex]);
+   }
+}