IW4-Dump-Files/animscripts/weaponlist.gsc

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2017-07-08 11:47:21 -07:00
// Weapon configuration for anim scripts.
// Supplies information for all AI weapons.
#using_animtree( "generic_human" );
usingAutomaticWeapon()
{
return( WeaponIsAuto( self.weapon ) || WeaponBurstCount( self.weapon ) > 0 );
}
usingSemiAutoWeapon()
{
return( weaponIsSemiAuto( self.weapon ) );
}
autoShootAnimRate()
{
if ( usingAutomaticWeapon() )
{
// The auto fire animation fires 10 shots a second, so we divide the weapon's fire rate by
// 10 to get the correct anim playback rate.
// return weaponFireTime( self.weapon ) * 10;
return 0.1 / weaponFireTime( self.weapon );
}
else
{
// println ("weaponList::standAimShootAnims: No auto fire rate for "+self.weapon);
return 0.5;
}
}
burstShootAnimRate()
{
if ( usingAutomaticWeapon() )
{
return 0.1 / weaponFireTime( self.weapon );
}
else
{
// println ("weaponList::standAimShootAnims: No auto fire rate for "+self.weapon);
return 0.2; // Equates to 2 shots a second, decent for a non - auto weapon.
}
}
waitAfterShot()
{
return 0.25;
}
shootAnimTime( semiAutoFire )
{
if ( !usingAutomaticWeapon() || ( isdefined( semiAutofire ) && ( semiAutofire == true ) ) )
{
// We randomize the result a little from the real time, just to make things more
// interesting. In reality, the 20Hz server is going to make this much less variable.
rand = 0.5 + randomfloat( 1 );// 0.8 + 0.4
return weaponFireTime( self.weapon ) * rand;
}
else
{
return weaponFireTime( self.weapon );
}
}
RefillClip()
{
assertEX( isDefined( self.weapon ), "self.weapon is not defined for " + self.model );
if ( self.weapon == "none" )
{
self.bulletsInClip = 0;
return false;
}
if ( weaponClass( self.weapon ) == "rocketlauncher" )
{
if ( !self.a.rocketVisible )
self thread animscripts\combat_utility::showRocketWhenReloadIsDone();
/*
// TODO: proper rocket ammo tracking
if ( self.a.rockets < 1 )
self animscripts\shared::placeWeaponOn( self.secondaryweapon, "right" );
*/
}
if ( !isDefined( self.bulletsInClip ) )
{
self.bulletsInClip = weaponClipSize( self.weapon );
}
else
{
self.bulletsInClip = weaponClipSize( self.weapon );
}
assertEX( isDefined( self.bulletsInClip ), "RefillClip failed" );
if ( self.bulletsInClip <= 0 )
return false;
else
return true;
}
add_weapon( name, type, time, clipsize, anims )
{
assert( isdefined( name ) );
assert( isdefined( type ) );
if ( !isdefined( time ) )
time = 3.0;
if ( !isdefined( clipsize ) )
time = 1;
if ( !isdefined( anims ) )
anims = "rifle";
name = tolower( name );
anim.AIWeapon[ name ][ "type" ] = type;
anim.AIWeapon[ name ][ "time" ] = time;
anim.AIWeapon[ name ][ "clipsize" ] = clipsize;
anim.AIWeapon[ name ][ "anims" ] = anims;
}
addTurret( turret )
{
anim.AIWeapon[ tolower( turret ) ][ "type" ] = "turret";
}