//--------------------------------------
// SuperChaingun
//--------------------------------------

//--------------------------------------------------------------------------
// Projectile
//--------------------------------------

datablock TracerProjectileData(SuperChaingunBullet)
{
   doDynamicClientHits = true;

   directDamage        =0.0825 * 4;
   directDamageType    = $DamageType::SuperChaingun;
   explosion           = ChaingunExplosion;
   splash              = ChaingunSplash;

   hasDamageRadius     = true;
   indirectDamage      = 0.45 * 2;
   damageRadius        = 4.0 * 2;
   radiusDamageType    = $DamageType::SuperChaingun;

   kickBackStrength  = 1750;
   sound             = ChaingunProjectile;

   dryVelocity       = 425.0;
   wetVelocity       = 100.0;
   velInheritFactor  = 1.0;
   fizzleTimeMS      = 3000;
   lifetimeMS        = 3000;
   explodeOnDeath    = false;
   reflectOnWaterImpactAngle = 0.0;
   explodeOnWaterImpact      = false;
   deflectionOnWaterImpact   = 0.0;
   fizzleUnderwaterMS        = 3000;

   tracerLength    = 15.0;
   tracerAlpha     = false;
   tracerMinPixels = 6;
   tracerColor     = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
	tracerTex[0]  	 = "special/tracer00";
	tracerTex[1]  	 = "special/tracercross";
	tracerWidth     = 0.10;
   crossSize       = 0.20;
   crossViewAng    = 0.990;
   renderCross     = true;

   decalData[0] = ChaingunDecal1;
   decalData[1] = ChaingunDecal2;
   decalData[2] = ChaingunDecal3;
   decalData[3] = ChaingunDecal4;
   decalData[4] = ChaingunDecal5;
   decalData[5] = ChaingunDecal6;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "0.5 0.5 0.175";
};

//--------------------------------------------------------------------------
// Ammo
//--------------------------------------

datablock ItemData(SuperChaingunAmmo)
{
   className = Ammo;
   catagory = "Ammo";
   shapeFile = "ammo_chaingun.dts";
   mass = 1;
   elasticity = 0.2;
   friction = 0.6;
   pickupRadius = 2;
   pickUpName = "some super chaingun ammo";

   computeCRC = true;

};

//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(SuperChaingunImage)
{
   className = WeaponImage;
   shapeFile = "weapon_chaingun.dts";
   item      = SuperChaingun;
   ammo 	 = SuperChaingunAmmo;

   projectile = SuperChaingunBullet;
   projectileType = TracerProjectile;

   emap = true;

   casing              = ShellDebris;
   shellExitDir        = "0.3 0.5 1.0";
   shellExitOffset     = "0.15 -0.56 -0.1";
   shellExitVariance   = 15.0;
   shellVelocity       = 4.0;

   projectileSpread = 2.0 / 1000.0;

   //--------------------------------------
   stateName[0]             = "Activate";
   stateSequence[0]         = "Activate";
   stateSound[0]            = ChaingunSwitchSound;
   stateAllowImageChange[0] = false;
   //
   stateTimeoutValue[0]        = 0.5;
   stateTransitionOnTimeout[0] = "Ready";
   stateTransitionOnNoAmmo[0]  = "NoAmmo";

   //--------------------------------------
   stateName[1]       = "Ready";
   stateSpinThread[1] = Stop;
   //
   stateTransitionOnTriggerDown[1] = "Spinup";
   stateTransitionOnNoAmmo[1]      = "NoAmmo";

   //--------------------------------------
   stateName[2]               = "NoAmmo";
   stateTransitionOnAmmo[2]   = "Ready";
   stateSpinThread[2]         = Stop;
   stateTransitionOnTriggerDown[2] = "DryFire";

   //--------------------------------------
   stateName[3]         = "Spinup";
   stateSpinThread[3]   = SpinUp;
   stateSound[3]        = ChaingunSpinupSound;
   //
   stateTimeoutValue[3]          = 0.5;
   stateWaitForTimeout[3]        = false;
   stateTransitionOnTimeout[3]   = "Fire";
   stateTransitionOnTriggerUp[3] = "Spindown";

   //--------------------------------------
   stateName[4]             = "Fire";
   stateSequence[4]            = "Fire";
   stateSequenceRandomFlash[4] = true;
   stateSpinThread[4]       = FullSpeed;
   stateSound[4]            = ChaingunFireSound;
   //stateRecoil[4]           = LightRecoil;
   stateAllowImageChange[4] = false;
   stateScript[4]           = "onFire";
   stateFire[4]             = true;
   stateEjectShell[4]       = true;
   //
   stateTimeoutValue[4]          = 0.05;
   stateTransitionOnTimeout[4]   = "Fire";
   stateTransitionOnTriggerUp[4] = "Spindown";
   stateTransitionOnNoAmmo[4]    = "EmptySpindown";

   //--------------------------------------
   stateName[5]       = "Spindown";
   stateSound[5]      = ChaingunSpinDownSound;
   stateSpinThread[5] = SpinDown;
   //
   stateTimeoutValue[5]            = 1.0;
   stateWaitForTimeout[5]          = true;
   stateTransitionOnTimeout[5]     = "Ready";
   stateTransitionOnTriggerDown[5] = "Spinup";

   //--------------------------------------
   stateName[6]       = "EmptySpindown";
   stateSound[6]      = ChaingunSpinDownSound;
   stateSpinThread[6] = SpinDown;
   //
   stateTimeoutValue[6]        = 0.5;
   stateTransitionOnTimeout[6] = "NoAmmo";
   
   //--------------------------------------
   stateName[7]       = "DryFire";
   stateSound[7]      = ChaingunDryFireSound;
   stateTimeoutValue[7]        = 0.5;
   stateTransitionOnTimeout[7] = "NoAmmo";
};

datablock ItemData(SuperChaingun)
{
   className    = Weapon;
   catagory     = "Spawn Items";
   shapeFile    = "weapon_chaingun.dts";
   image        = SuperChaingunImage;
   mass         = 1;
   elasticity   = 0.2;
   friction     = 0.6;
   pickupRadius = 2;
   pickUpName   = "a super chaingun";

   computeCRC = true;
   emap = true;
};

function SuperChaingunImage::onFire(%data,%obj,%slot) {
    if (%obj.superChaingunMode == 1)// ION
    {
        %pos = %obj.getMuzzlePoint(%slot);
        %vec = %obj.getMuzzleVector(%slot);
        %res = containerRayCast(%pos,vectorAdd(%pos,vectorScale(%vec,2000)), $TypeMasks::PlayerObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType,%obj);
        if (%res)
            %hitLoc = getWords(%res,1,3);
        else
            %hitLoc = vectorAdd(%pos,vectorScale(%vec,2000));
        %p = discharge(%pos,%vec);
        %p.setEnergyPercentage(1);
        createLifeLight(%hitLoc,1,1000);
        addToShock(%p);
        %p.schedule(1000,"delete");
        zap(0,25,%hitLoc);
        %obj.decInventory(%data.ammo,1);
    }
    else if (%obj.superChaingunMode > 1)// PULSES
    {
        if (!(%obj.lasteffectpulse+2000 < getSimTime()))
            return;
        %obj.lasteffectpulse = GetSimTime();
        %pos = %obj.getMuzzlePoint(%slot);
        %vec = %obj.getMuzzleVector(%slot);
        %res = containerRayCast(%pos,vectorAdd(%pos,vectorScale(%vec,2000)), $TypeMasks::PlayerObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType| $TypeMasks::ForceFieldObjectType ,%obj);
        if (%res)
            Aidpulse(getWords(%res,1,3),%obj.client,%obj.superChaingunMode-2);
    }
    else// NORMAL SCG BULLETS
    {
        for(%i = 0; %i < 2; %i++)
        {
            %x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
            %y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
            %z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
            
            %matrix = MatrixCreateFromEuler(%x SPC %y SPC %z);
            %vector = MatrixMulVector(%matrix, %obj.getMuzzleVector(%slot));
            
            %obj.lastProjectile = new (%data.projectileType)()
            {
                dataBlock = %data.projectile;
                initialDirection = %vector;
                initialPosition = %obj.getMuzzlePoint(%slot);
                sourceObject = %obj;
                sourceSlot = %slot;
            };
            %obj.deleteLastProjectile = %data.deleteLastProjectile;
            
            if(%obj.client)
                %obj.client.projectile = %obj.lastProjectile;
            
            %obj.decInventory(%data.ammo,1);
        }
    }
}

function SuperChaingunImage::onMount(%this,%obj,%slot) {
	%obj.usingSuperChaingun = true;
	if (!%obj.superChaingunMode)
		%obj.superChaingunMode = 0;
	if (!%obj.superChaingunMode2)
		%obj.superChaingunMode2 = 0;
	displaySCGStatus(%obj);
	WeaponImage::onMount(%this,%obj,%slot);
}

function SuperChaingunImage::onUnmount(%data, %obj, %slot) {
	%obj.usingSuperChaingun = false;
	WeaponImage::onUnmount(%data, %obj, %slot);
}

function displaySCGStatus(%obj) {
	if (%obj.superChaingunMode == 1)
		bottomPrint(%obj.client,"SCG Ion : Progression " @ ($Ion::StopIon ? "disabled" : "enabled"),2,1);
	else if (%obj.superChaingunMode == 2)
		bottomPrint(%obj.client,"SCG Repair Pulse",2,1);
	else if (%obj.superChaingunMode == 3)
		bottomPrint(%obj.client,"SCG Cloak Pulse",2,1);
	else if (%obj.superChaingunMode == 4)
		bottomPrint(%obj.client,"SCG Disasemble Pulse",2,1);
        else if (%obj.superChaingunMode == 5)
		bottomPrint(%obj.client,"SCG Electro Static Pulse",2,1);
        else if (%obj.superChaingunMode == 6)
		bottomPrint(%obj.client,"SCG Morphing Pulse",2,1);
	else
		bottomPrint(%obj.client,"SCG Normal",2,1);
}
