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Jun 26th, 2017
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  1. # Damage Type s
  2. #
  3. $ImpactDamageType = -1;
  4. $LandingDamageType = 0;
  5. $BulletDamageType = 1;
  6. $EnergyDamageType = 2;
  7. $PlasmaDamageType = 3;
  8. $ExplosionDamageType = 4;
  9. $ShrapnelDamageType = 5;
  10. $LaserDamageType = 6;
  11. $MortarDamageType = 7;
  12. $BlasterDamageType = 8;
  13. $ElectricityDamageType = 9;
  14. $CrushDamageType = 10;
  15. $DebrisDamageType = 11;
  16. $MissileDamageType = 12;
  17. $MineDamageType = 13;
  18.  
  19. $InvList[PhoenixRifle] = 1;
  20. $MobileInvList[PhoenixRifle] = 1;
  21. $RemoteInvList[PhoenixRifle] = 1;
  22.  
  23.  
  24. function PhoenixRifle::onUnmount(%player,%item)
  25. {  
  26. Player::trigger(%player,$WeaponSlot,false);
  27. }
  28.  
  29. baseprojdata.cs *******************************************
  30.  
  31. RepairEffectData PhoenixLaser
  32. {
  33. laserBitmapName = "laserPulse.bmp";
  34. hitName = "laserhit.dts";
  35. boltLength = 900;
  36. beamTime = 0.5;
  37. segmentDivisions = 4;
  38. beamWidth = 0.125;
  39. updateTime = 450;
  40. skipPercent = 0.6;
  41. displaceBias = 0.15;
  42. lightRange = 2.0;
  43. lightColor = { 1.0, 0.25, 0.25 };
  44. detachFromShooter = false;
  45. hitSoundId = SoundLaserHit;
  46.  
  47. };
  48.  
  49. function PhoenixLaser::onAcquire(%this, %player, %target)
  50. {
  51. %client = Player::getClient(%player);
  52. %player.fixingDisabled = false;
  53.  
  54. if(%target == %player)
  55. {
  56. %player.repairTarget = -1;
  57. if(GameBase::getDamageLevel(%player) == 0)
  58. {
  59.  
  60. Player::trigger(%player, $WeaponSlot, false);
  61. return;
  62. }
  63. }  
  64.  
  65. else
  66. {
  67. %player.repairTarget = %target;
  68. %player.repairRate = 1.5;
  69. if(getObjectType(%player.repairTarget) == "Player")
  70. {
  71. %rclient = Player::getClient(%player.repairTarget);
  72. %name = Client::getName(%rclient);
  73. }
  74. else if(fixable(%player,%target))
  75. {
  76. %target.LastRepairCl = %client;
  77. %name = GameBase::getMapName(%target);
  78. if(%name == "")
  79. {
  80. %name = (GameBase::getDataName(%player.repairTarget)).description;
  81. }
  82. }
  83. else {%player.fixingDisabled = true;Player::trigger(%player,$WeaponSlot,false);return;}
  84. if(GameBase::getDamageLevel(%player.repairTarget) == 0)
  85. {
  86. Client::sendMessage(%client,0,%name @ " is not damaged");
  87. Player::trigger(%player,$WeaponSlot,false);
  88. %player.repairTarget = -1;
  89. return;
  90. }
  91. if(getObjectType(%player.repairTarget) == "Player")
  92. {
  93. Client::sendMessage(%rclient,0,"Being repaired by " @ Client::getName(%client));
  94. }
  95. Client::sendMessage(%client,0,"Repairing " @ %name);
  96. }
  97. %rate = GameBase::getAutoRepairRate(%player.repairTarget) + %player.repairRate;
  98. GameBase::setAutoRepairRate(%player.repairTarget,%rate);
  99. }
  100.  
  101.  
  102. function PhoenixLaser::onRelease(%this, %player)
  103. {
  104. %object = %player.repairTarget;
  105. if(%object != -1)
  106. {
  107. %client = Player::getClient(%player);
  108. if(%object == %player)
  109. {
  110. Client::sendMessage(%client,0,"AutoRepair Off");
  111. }
  112. else
  113. {
  114. if(GameBase::getDamageLevel(%object) != 0)
  115. {
  116. Client::sendMessage(%client,0,"Repair Stopped");
  117. }
  118. }
  119. %rate = GameBase::getAutoRepairRate(%object) - %player.repairRate;
  120. if(%rate < 0)
  121. %rate = 0;
  122.  
  123. GameBase::setAutoRepairRate(%object,%rate);
  124. }
  125. }
  126.  
  127. function PhoenixLaser::checkDone(%this, %player)
  128. {
  129. if(Player::isTriggered(%player,$WeaponSlot) && Player::getMountedItem(%player,$WeaponSlot) == PhoenixRifle && %player.repairTarget != -1)
  130. {
  131. %object = %player.repairTarget;
  132. if(%object == %player)
  133. {
  134. if(GameBase::getDamageLevel(%player) == 0)
  135. {
  136. Player::trigger(%player,$WeaponSlot,false);
  137. return;
  138. }
  139. }
  140. else
  141. {
  142. if(GameBase::getDamageLevel(%object) == 0)
  143. {
  144. Player::trigger(%player,$WeaponSlot,false);
  145. return;
  146. }
  147. }
  148. }
  149. }
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