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PC Gamer (Italian) 36
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PC Gamer IT CD 36 2-2.iso
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VIGDEMO
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data1.cab
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laserrifle.e
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1998-09-21
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6KB
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757 lines
int Initialize(string type)
{
global int state ;
global real repeatTime = .5;
global int maxBullet = 200;
global int gBulletCount = 20;
global int hitValue = 1;
global int gGravity = 0;
global int gClipSize = 30;
global int gStartSound = 7;
global int gProgressSound = 18;
global int gEndSound = 27;
global int gReloadSound = -1;
global real gStopTime = 0.0;
global real mBurstDuration = 0.2;
global int gTransferAmmo = 0;
global string gBeamType = "laser";
Reset("dumy");
return 0;
}
int SetBulletCount(int count)
{
gBulletCount = count;
}
int bursttime (string time)
{
mBurstDuration = Str2Real(time);
print("set bursttime ammo");
}
int Reset(string dummy)
{
state = 0;
SetCollidableProperties(thisObject,gGravity,0);
SetStyle(thisObject,2);
gBulletCount = gClipSize;
SetScale(thisObject,2.0);
wakeupTime = -1.0;
return 0;
}
int moveammo(string type)
{
gTransferAmmo = 1;
}
int beamtype (string type)
{
gBeamType = type;
}
int startsound(string soundname)
{
gStartSound = GetSoundIndex(soundname);
}
int endsound(string soundname)
{
gEndSound = GetSoundIndex(soundname);
}
int progresssound(string soundname)
{
gProgressSound = GetSoundIndex(soundname);
}
int reloadsound(string soundname)
{
gReloadSound = GetSoundIndex(soundname);
}
int clipsize(string count)
{
gClipSize = Str2Int(count);
gBulletCount = gClipSize;
}
int GetMaxAmmo(string dummy)
{
ReturnValue(thisObject, gClipSize);
}
int addammo(string count)
{
int value = Str2Int(count);
if (gTransferAmmo != 0)
{
gBulletCount = gBulletCount + value;
}
return 0;
}
int gravity(string flag)
{
int value;
value = Str2Int(flag);
gGravity = value;
SetCollidableProperties(thisObject,gGravity,0);
}
int damage(string str)
{
hitValue = Str2Int(str);
return 0;
}
int repeattime(string str)
{
repeatTime = Str2Real(str);
return 0;
}
int Colliders(string dummy)
{
map::iterator ix;
map objInList;
int value;
objInList = Collisions(thisObject,0,1,0);
for (ix = begin(objInList) ;ix != end(objInList); ++ix)
{
value = AddObjectTo(first(dereference(ix)),thisObject);
if (value != 0)
{
PlaySound(thisObject,35);
SetScale(thisObject,1.0);
break;
}
}
return 0;
}
int Launch(string dummy)
{
SetScale(thisObject,2.0);
}
int Drop(string dummy)
{
Launch(dummy);
SetCollidableProperties(thisObject,gGravity,0);
SetStyle(thisObject,2);
PlaySound(thisObject,38);
ReturnValue(thisObject,0);
}
int reload(string count)
{
int add;
add = Str2Int(count);
if (add > 0)
{
PlaySound(thisObject,gReloadSound);
gBulletCount += add;
}
}
int AmmoCount(string dum)
{
ReturnValue(thisObject,gBulletCount);
}
int Draw(string ammoCount)
{
if (gTransferAmmo != 0) {
gBulletCount = Str2Int(ammoCount);
}
return 0;
}
int Pickup(string dummy)
{
int ammo = 0;
if (gTransferAmmo != 0)
{
ammo = gBulletCount;
gBulletCount = 0;
}
ReturnValue(thisObject, ammo);
return 0;
}
int Holster(string dummy)
{
int ammo = 0;
if (gTransferAmmo != 0)
{
ammo = gBulletCount;
gBulletCount = 0;
}
ReturnValue(thisObject, ammo);
return 0;
}
int SetBulletCount(int count)
{
gBulletCount = count;
}
int FireFulfill(int notused)
{
real time;
time = GetTime(thisObject);
state = 2;
wakeupTime = time + repeatTime;
Animate(thisObject,1,"fire");
LaunchEFX(thisObject,0,2);
LaunchBeam(thisObject,0,1.0,3.0,gBeamType,0.0,1.0);
PlaySound(thisObject,gStartSound);
ParentFire(thisObject);
if (GetHit(thisObject) == 1)
{
HitTarget(thisObject,hitValue);
}
else
{
MakeDecal(thisObject,1,0);
}
}
int GetFireTime(string dummy)
{
ReturnValueReal(thisObject,repeatTime);
return 0;
}
int FireStop(string dummy)
{
real time;
time = GetTime(thisObject);
gStopTime = time;
}
int Fire(int flag)
{
real time ;
int retValue = 0;
time = GetTime(thisObject);
if (UnlimitedAmmo(thisObject) == 1)
gBulletCount = gClipSize;
if (state == 0)
{
{
if (gBulletCount >= 1)
{
state = 2;
gBulletCount--;
FireSaveInfo(thisObject,hitValue,gBulletCount,0.0);
FireCommand(thisObject);
wakeupTime = time + repeatTime;
retValue = 1;
}
else
{
ParentReloadCommand(thisObject);
}
}
}
ReturnValue(thisObject,retValue);
return 0;
}
int TimedEvent(int input)
{
real time ;
time = GetTime(thisObject);
{
state = 0;
Animate(thisObject,0,"fire");
wakeupTime = -1.0;
}
return 0;
}