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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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Assets
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scripts
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shotgun.e
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Text File
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1998-09-21
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5KB
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729 lines
int Initialize(string type)
{
global int state ;
global int gNumPellets = 5;
global real gRange = 200.0;
global real gRatio = 0.5;
global real repeatTime = .3;
global int maxBullet = 200;
global int gBulletCount = 20;
global int gBulletPerShot = 1;
global int hitValue = 1;
global int gGravity = 0;
global int gClipSize = 30;
global int gStartSound = 6;
global int gProgressSound = -1;
global int gEndSound = -1;
global int gReloadSound = -1;
global real gMass = 1.0;
Reset("dumy");
return 0;
}
int bulletpershot(string str)
{
gBulletPerShot = Str2Int(str);
}
int numpellets(string str)
{
gNumPellets = Str2Int(str);
}
int dispersionratio(string str)
{
gRatio = Str2Real(str);
}
int range(string str)
{
gRange = Str2Real(str);
}
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 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 SetBulletCount(int count)
{
gBulletCount = count;
}
int clipsize(string count)
{
gClipSize = Str2Int(count);
gBulletCount = gClipSize;
}
int GetMaxAmmo(string dummy)
{
ReturnValue(thisObject, gClipSize);
}
int addammo(string count)
{
int value = Str2Int(count);
gBulletCount = gBulletCount + value;
}
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)
{
int returnBullet;
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)
{
gBulletCount = Str2Int(ammoCount);
}
int Pickup(string dummy)
{
ReturnValue(thisObject,gBulletCount);
gBulletCount = 0;
}
int Holster(string dummy)
{
ReturnValue(thisObject,gBulletCount);
gBulletCount = 0;
}
int SetBulletCount(int count)
{
gBulletCount = count;
}
int FireFulfill(int hit)
{
real time ;
time = GetTime(thisObject);
state = 2;
wakeupTime = time + repeatTime;
PlaySound(thisObject,gStartSound);
Animate(thisObject,1,"fire");
LaunchMuzzleFlash(thisObject);
ParentFire(thisObject);
HitComplex(thisObject,gNumPellets,gRange,gRatio,hitValue);
PlaySound(thisObject,gEndSound,1);
}
int GetFireTime(string dummy)
{
ReturnValueReal(thisObject,repeatTime);
return 0;
}
int Fire(int flag)
{
real time ;
int retValue = 0;
time = GetTime(thisObject);
if (UnlimitedAmmo(thisObject) == 1)
gBulletCount = gClipSize;
if (state == 0)
{
{
if (gBulletCount >= gBulletPerShot)
{
state = 2;
gBulletCount = gBulletCount - gBulletPerShot;
FireSaveInfo(thisObject,hitValue,gBulletCount,gMass);
FireCommand(thisObject);
wakeupTime = time + repeatTime;
retValue = 1;
}
else
{
ParentReloadCommand(thisObject);
}
}
}
ReturnValue(thisObject,retValue);
return 0;
}
int TimedEvent(int input)
{
state = 0;
Animate(thisObject,0,"fire");
wakeupTime = -1.0;
return 0;
}