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/*-- Arrow packs shoot arrows --*/
#strict 2
#appendto ARWP
local coolingDown;
protected func Initialize()
{
iUsedItems = RandomX(7,8);
}
private func CooledDown()
{
return !coolingDown;
}
protected func Activate(object clonk)
{
[$Shoot$|Image=BOW1|Condition=CooledDown]
if (!CooledDown()) return 0;
// Extract an arrow from the pack
var arrow = GetItem();
// Make shooting clonk responsible for possible kill and owner of the arrow
arrow->SetOwner(clonk->GetOwner());
arrow->SetController(clonk->GetOwner());
// Shoot
// Do not launch fire arrows too close to the clonk to prevent incineration when launched while climbing
var arrowPosX = IIf(arrow->GetID() == FARW, -10 + 20 * clonk->GetDir(), -3 + 6 * clonk->GetDir());
arrow->Exit(0, arrowPosX, 5, -90 + 180 * clonk->GetDir(), -8 + 16 * clonk->GetDir(), -2);
arrow->~Launch();
// Start cooldown
coolingDown = true;
Schedule("coolingDown = false", RandomX(3, 5));
// Play sound
Sound("Arrow");
return 1;
}
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