CODE
// where the gun attaches itself if you click on it
// switch this to ATTACH_LHAND if you are left-handed
integer gAttachPart = ATTACH_RHAND;
key owner;
integer gDesiredPerm;
// Indicates whether wearer has yet given permission
integer gHavePermissions;
// Bullet travel speed
float gBulletSpeed = 55.0;
// when we last fired a shot
float gLastFireTime = 0;
// how long it takes to reload when tapping
float gTapReloadTime = 0.5;
// how long it takes to reload when holding
float gHoldReloadTime = 0.01;
// how long it takes when we're out of ammo
float gOutOfAmmoReloadTime = 2.2;
// how many shots before reload is necessary
integer gAmmoClipSize = 30;
// how much ammo we have right now
integer gAmmo;
// HACK: how far away the eye is from the avatar's center (approximately)
vector gEyeOffset;
// the gun has only one state
default
{
on_rez(integer start_param)
{
owner = llGetOwner();
vector size = llGetAgentSize(llGetOwner());
gEyeOffset.z = gEyeOffset.z * (size.z / 2.0);
// NOTE: can't do this if we want to attach by dragging from
// inventory onto the av, because the llResetScript(); clears
// all the callbacks, including attach()
// llResetScript();
// NOTE 2: This can be uncommented in 1.1 because you won't have
// to ask for permissions, you can just take them. But for now
// it pops up two dialog boxes if you drag onto the av, so I'll
// leave it out.
// Try to attach to the rezzer
// if ( !gHavePermissions )
// {
// llRequestPermissions(llGetOwner(), gDesiredPerm);
// }
}
state_entry()
{
llListen(0,"",owner,"");
gHavePermissions = FALSE;
// this should be initialized directly with the variable
// but I can't do that due to a bug
gDesiredPerm = (PERMISSION_TAKE_CONTROLS
| PERMISSION_TRIGGER_ANIMATION);
// Start with a full clip
gAmmo = gAmmoClipSize;
llResetTime();
}
// the player has touched us (left-clicked)
// give directions
// Player attaches us, either by dragging onto self or from pie menu
attach(key av_key)
{
if (av_key != NULL_KEY)
{
// Can't attach if we don't own it
if ( av_key != llGetOwner() )
{
return;
}
//
// Always request permissions on attach, as we may be re-rezzing on login
llRequestPermissions(av_key, gDesiredPerm);
// run_time_permissions() is executed after this call
} else
{
if ( gHavePermissions )
{
// we are being detached
llStopAnimation("aim_r_rifle");
llReleaseControls();
llSetRot(<0.0, 0.0, 0.0, 1.0> );
gHavePermissions = FALSE;
}
}
}
// this is called whenever llRequestPermissions() returns
// i.e. the user has responded or dismissed the dialog
// perm is the permissions we now have
run_time_permissions(integer perm)
{
// see if we now have the permissions we need
if ( (perm & gDesiredPerm) == gDesiredPerm )
{
// we got the permissions we asked for
gHavePermissions = TRUE;
llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
llStartAnimation("hold_R_rifle");
} else
{
// we didn't get them, kill ourselves
llDie();
}
}
// the player has used the controls, process them
control(key owner, integer level, integer edge)
{
// has our gun reloaded?
float time = llGetTime();
// see if av has fired
// (edge & level) == down edges, (edge & !level) == up edges
// repeat rate is faster for tapping than holding
if ( ( ((edge & level) & CONTROL_ML_LBUTTON)
&& (time > gTapReloadTime) )
|| ( (time > gHoldReloadTime)
&& (level & CONTROL_ML_LBUTTON) ) )
{
// if player is out of ammo, must wait for reload
if ( (gAmmo >= 1) || (time > gOutOfAmmoReloadTime) )
{
// bang!
llTriggerSound("thompson_01", 1.0);
llResetTime(); // we fired, set timer back to 0
// HACK: gun shoots from gun pos, mouselook looks
// from player's eye, so we try to move the gun
// up to the eye. but we really don't
// know where it is, so we guess (see gEyeOffset)
vector my_pos = llGetPos() + gEyeOffset;
rotation my_rot = llGetRot();
vector my_fwd = llRot2Fwd(my_rot);
// Rez a bullet!
llRezObject("Bullet",
my_pos,
my_fwd * gBulletSpeed,
my_rot,
1);
// decrease ammo count
--gAmmo;
if ( gAmmo > 0 )
{
// still bullets left
}
else if ( gAmmo == 0 )
{
// we just ran out of shots
// play reload sound here after a delay
llTriggerSound("thompson_reload", 1.0);
}
else // gAmmo < 0
{
// we've just fired first round of new clip
gAmmo = gAmmoClipSize - 1;
}
} else
{
}
}
} // control
}