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Merge pull request #328 from thecelloman/removeunusedwpnscripts

Remove unused weapon scripts in Full Template
SilentMike 12 年之前
父节点
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ab228f0faa

+ 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!");
-}