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Created December 25, 2013 19:19
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// ============================================================
// Project : CityRPG
// Author : Iban
// Description : Pickaxe Module Code File
// ============================================================
// Table of Contents
// 1. Pickaxe
// 1.1. Pickaxe Datablocks
// 1.2. Visual Functionality
// ============================================================
// ============================================================
// Section 1 : Datablocks
// ============================================================
if(!isObject(CityRPGPickaxeItem))
{
AddDamageType("Pickaxe", '<bitmap:Add-Ons/GameMode_CityRPG/shapes/ci/pickaxe> %1', '%2 <bitmap:Add-Ons/GameMode_CityRPG/shapes/ci/pickaxe> %1', 0.5, 1);
// Section 1.1 : Pickaxe Datablocks
datablock ProjectileData(CityRPGPickaxeProjectile)
{
directDamage = 15;
directDamageType = $DamageType::Pickaxe;
radiusDamageType = $DamageType::Pickaxe;
muzzleVelocity = 50;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 100;
fadeDelay = 70;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
};
datablock ItemData(CityRPGPickaxeItem)
{
category = "Weapon";
className = "Weapon";
shapeFile = "Add-Ons/GameMode_CityRPG/shapes/pickaxe.2.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
uiName = "Pickaxe";
iconName = "Add-Ons/GameMode_CityRPG/shapes/ItemIcons/pickaxe";
doColorShift = true;
colorShiftColor = "0.54 0.27 0.07 1";
image = CityRPGPickaxeImage;
canDrop = true;
// CityRPG Properties
noSpawn = true;
};
datablock ShapeBaseImageData(CityRPGPickaxeImage)
{
// SpaceCasts
raycastWeaponRange = 4;
raycastWeaponTargets = $TypeMasks::PlayerObjectType
|$TypeMasks::StaticObjectType
|$TypeMasks::TerrainObjectType
|$TypeMasks::VehicleObjectType
|$TypeMasks::FXBrickObjectType;
raycastDirectDamage = 0;
raycastDirectDamageType = $DamageType::Pickaxe;
raycastExplosionProjectile = hammerProjectile;
raycastExplosionSound = hammerHitSound;
shapeFile = "Add-Ons/GameMode_SuburbRPG/shapes/pickaxe.dts";
emap = true;
mountPoint = 0;
eyeOffset = "0.7 1.2 -0.9";
offset = "0 0 0";
correctMuzzleVector = false;
className = "WeaponImage";
item = CityRPGPickaxeItem;
ammo = " ";
projectile = CityRPGPickaxeProjectile;
projectileType = Projectile;
melee = true;
doRetraction = false;
armReady = true;
doColorShift = true;
colorShiftColor = CityRPGPickaxeItem.colorShiftColor;
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Anim";
// stateTimeoutValue[2] = 0.2;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateName[3] = "Anim";
stateSequence[3] = "Fire";
stateTimeoutValue[3] = 0.3;
stateTransitionOnTimeout[3] = "Delay";
stateName[4] = "Delay";
stateTimeoutValue[4] = 0.2;
stateTransitionOnTimeout[4] = "CheckFire";
stateName[5] = "CheckFire";
stateTransitionOnTriggerUp[5] = "StopFire";
stateTransitionOnTriggerDown[5] = "Fire";
stateName[6] = "StopFire";
stateTransitionOnTimeout[6] = "Ready";
// stateTimeoutValue[6] = 0.2;
stateAllowImageChange[6] = false;
stateWaitForTimeout[6] = true;
stateSequence[6] = "StopFire";
stateScript[6] = "onStopFire";
};
}
// Section 1.2 : Visual Functionality
function CityRPGPickaxeImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, shiftTo);
parent::onFire(%this, %obj, %slot);
}
function CityRPGPickaxeImage::onStopFire(%this, %obj, %slot)
{
// %obj.playthread(2, root); <--Pretty much unnecessary now.
}
function CityRPGPickaxeImage::onHitObject(%this, %obj, %slot, %col, %pos, %normal)
{
if(%col.getClassName() $= "fxDTSBrick")
{
%brickData = %col.getDatablock();
if(%brickData.isRock)
%col.onMine(%obj.client);
}
parent::onHitObject(%this, %obj, %slot, %col, %pos, %normal);
}
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