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- # Jedi Knight Missions Cog Script
- #
- # WEAP_BRYAR_M.COG
- #
- # WEAPON 2 Script - Bryar Pistol
- #
- # The trusty weapon of Kyle Katarn. This is actually an older modified rifle
- # that has been cut down to more of a pistol size. It is very accurate but
- # somewhat of a low power weapon. This weapon has only one type of fire.
- #
- # - Affected by MagSealed sectors/surfaces.
- #
- # [YB & CYW] + [RF]
- #
- # (C) 1997 LucasArts Entertainment Co. All Rights Reserved
-
-
- symbols
-
- model povModel=bryv.3do local
- model povModel_m=bryv_m.3do local
- model weaponMesh=bryg.3do local
-
- keyframe mountAnim=bryvmnt.key local
- keyframe dismountAnim=bryvdis.key local
- keyframe povfireAnim=bryvpst1.key local
- keyframe holsterAnim=kyhlstr.key local
-
- sound outSound=pistout1.wav local
- sound mountSound=df_bry_ready.wav local
- sound dismountSound=PutWeaponAway01.wav local
- sound fireSound=pistol-1.wav local
- sound failSound=weapfail.wav local
-
- template projectileB=+swsparks local
- template projectile=+bryarbolt local
-
- thing player local
- thing victim local
- thing potential local
-
- flex dot local
- flex maxDot local
-
- flex fireWait=0.5 local
- flex holsterWait local
- flex fireDelay=0.6 local
- flex powerBoost local
- flex autoAimFOV=30 local
- flex autoAimMaxDist=5 local
-
- int weaponIndex local
- int trackID=-1 local
- int dummy=0 local
- int mode local
- int holsterTrack local
-
- message activated
- message deactivated
- message selected
- message deselected
- message autoselect
- message fire
- message timer
-
- end
-
- # ========================================================================================
-
- code
-
- fire:
- player = GetSourceRef();
-
- // Check that the player is still alive.
- if(GetThingHealth(player) <= 0)
- {
- Return;
- }
-
- // Check Ammo - If we are out, autoselect best weapon.
- if(GetInv(player, 11) < 1.0)
- {
- PlaySoundThing(outSound, player, 1.0, -1.0, -1.0, 0x80);
- if(GetAutoSwitch() & 1)
- SelectWeapon(player, GetWeaponBin(AutoSelectWeapon(player, 1)));
- Return;
- }
-
- SendMessageEx(GetThingClassCog(GetLocalPlayerThing()), user1, 3, 0, 0, 0);
-
- SetPOVShake('0.0 -.003 0.0', '1.0 0.0 0.0', .05, 80.0);
- if (GetInv(player, 93) > 0.0)
- {
- dummy = FireProjectile(player, projectileB, failSound, 8, '0.0135 0.1624 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2);
- }
- else
- {
- dummy = FireProjectile(player, projectile, fireSound, 8, '0.0135 0.1624 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2);
- }
- ChangeInv(player, 11, -1.0);
- jkPlayPOVKey(player, povfireAnim, 1, 0x38);
-
- powerBoost = GetInv(player, 63);
- ChangeFireRate(player, fireWait/powerBoost);
-
- Return;
-
- # ........................................................................................
-
- activated:
- player = GetSourceRef();
- mode = GetSenderRef();
-
- if (GetInv(player, 93) > 0.0)
- SendMessageEx(GetThingClassCog(player), skill, 1100, 0, 0, 0);
-
- jkSetWaggle(player, '0.0 0.0 0.0', 0);
- powerBoost = GetInv(player, 63);
- ActivateWeapon( player, fireWait/powerBoost, mode );
- Return;
-
- # ........................................................................................
-
- deactivated:
- player = GetSourceRef();
- mode = GetSenderRef();
-
- jkSetWaggle(player, '10.0 7.0 0.0', 350);
- DeactivateWeapon( player, mode );
- Return;
-
- # ........................................................................................
-
- selected:
- player = GetSourceRef();
-
- // Setup the meshes and models.
- if (GetInv(player, 67) == 0.0)
- jkSetPOVModel(player, povModel); // Kyle hand
- else
- jkSetPOVModel(player, povModel_m); // Mara Hand
- jkSetWeaponMesh(player, weaponMesh);
- SetArmedMode(player, 1);
-
- // Play mounting sound.
- PlayMode(player, 41);
- PlaySoundThing(mountSound, player, 1.0, -1.0, -1.0, 0x80);
-
- // Play the animation (NOLOOP + UNIQUE + ENDPAUSE).
- // The animation is held at the last frame after it is played.
- trackID = jkPlayPOVKey(player, mountAnim, 0, 0x14);
- jkSetWaggle(player, '10.0 7.0 0.0', 350);
-
- // Clear saber flags, and allow activation of the weapon
- jkClearFlags(player, 0x5);
- SetCurWeapon(player, 2);
- SetMountWait(player, GetKeyLen(mountAnim));
-
- Return;
-
- # ........................................................................................
-
- deselected:
- player = GetSourceRef();
- weaponIndex = GetSenderRef();
-
- PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80);
- jkPlayPOVKey(player, dismountAnim, 0, 18);
-
- holsterWait = GetKeyLen(holsterAnim);
- SetMountWait(player, holsterWait);
- holsterTrack = PlayKey(player, holsterAnim, 1, 0x4);
- SetTimerEx(holsterWait, 2, 0.0, 0.0);
- if (trackID != -1)
- {
- jkStopPOVKey(player, trackID, 0);
- trackID = -1;
- }
- jkSetWaggle(player, '0.0 0.0 0.0', 0);
-
- Return;
-
- # ........................................................................................
-
- autoselect:
- player = GetSourceRef();
-
- // If the player has the weapon
- if(GetInv(player, 2) != 0.0)
- {
- // If the player has ammo
- if(GetInv(player, 11) != 0.0)
- {
- ReturnEx(500.0);
- }
- else
- {
- ReturnEx(-1.0);
- }
- }
- else
- {
- ReturnEx(-1.0);
- }
-
- Return;
-
- # ........................................................................................
-
- timer:
- StopKey(player, holsterTrack, 0.0);
- Return;
-
- end
-