//lrls.cs
datablock AudioProfile(lrlsDrawSound)
{
   filename    = "./lrlsDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(lrlstuffSound)
{
   filename    = "./lrlstuff.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(lrlsLoopSound)
{
   filename    = "./lrlsLoop.wav";
   description = AudioCloseLooping3d;
   preload = true;
};
datablock AudioProfile(lrlSwingSound)
{
   filename    = "./lrlsSwing.wav";
   description = AudioClosest3d;
   preload = true;
};
//effects
datablock ParticleData(lrlloveplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "./spark";
   colors[0]     = "1.0 0.9 0.0 0.9";
   colors[1]     = "0.9 0.8 0.0 0.0";
   sizes[0]      = 0.2;
   sizes[1]      = 0.1;
};
datablock ParticleEmitterData(lrlloveplosionEmitter)
{
   ejectionPeriodMS = 4;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "lrlloveplosionParticle";
   uiName = "LEGO Green Lightsaber Hit";
};
datablock ExplosionData(lrlloveplosion)
{
   //explosionShape = "";
   lifeTimeMS = 300;
   soundProfile = lrlstuffSound;
   particleEmitter = lrlloveplosionEmitter;
   particleDensity = 8;
   particleRadius = 0.2;
   faceViewer     = true;
   explosionScale = "1 1 1";
   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;
   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "1.0 0.0 0.0 0.8";
   lightEndColor = "0.8 0.0 0.0 0.5";
};
//projectile
AddDamageType("lrls",   '<bitmap:add-ons/Pack_LEGOweapons/CI_lrls> %1',    '%2 <bitmap:add-ons/Pack_LEGOweapons/CI_lrls> %1',0.75,1);
datablock ProjectileData(lrlsProjectile)
{
   directDamage        = 40;
   directDamageType  = $DamageType::lrls;
   radiusDamageType  = $DamageType::lrls;
   explosion           = lrlloveplosion;
   //particleEmitter     = as;
   muzzleVelocity      = 50;
   velInheritFactor    = 1;
   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;
   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "1.0 0 0 0.5";
   uiName = "LEGO Red Lightsaber Slice";
};
//////////
// item //
//////////
datablock ItemData(lrlsItem)
{
	category = "Weapon";  // Mission editor category
	className = "Weapon"; // For inventory system
	 // Basic Item Properties
	shapeFile = "./lrls.dts";
	mass = 1;
	density = 0.2;
	elasticity = 0.2;
	friction = 0.6;
	emap = true;
	//gui stuff
	uiName = "LEGO Red Lightsaber";
	iconName = "./icon_lrls";
	doColorShift = false;
	colorShiftColor = "0.471 0.471 0.471 1.000";
	 // Dynamic properties defined by the scripts
	image = lrlsImage;
	canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(lrlsImage)
{
   // Basic Item properties
   shapeFile = "./lrls.dts";
   emap = true;
   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0 0 0";
   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off.  
   correctMuzzleVector = false;
   eyeOffset = "0 0 0";
   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";
   // Projectile && Ammo.
   item = lrlsItem;
   ammo = " ";
   projectile = lrlsProjectile;
   projectileType = Projectile;
   //melee particles shoot from eye node for consistancy
   melee = true;
   doRetraction = false;
   //raise your arm up or not
   armReady = true;
   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";
   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.
   // Initial start up state
	stateName[0]                     = "Activate";
	stateTimeoutValue[0]             = 0.5;
	stateTransitionOnTimeout[0]      = "Ready";
	stateSound[0]                    = lrlsDrawSound;
	stateSequence[0]		 = "Activate";
	stateName[1]                     = "Ready";
	stateTransitionOnTriggerDown[1]  = "PreFire";
	stateAllowImageChange[1]         = true;
	stateSound[1]			 = lrlsLoopSound;
	stateName[2]			= "PreFire";
	stateScript[2]                  = "onPreFire";
	stateAllowImageChange[2]        = false;
	stateTimeoutValue[2]            = 0.2;
	stateTransitionOnTimeout[2]     = "Fire";
	stateSound[2]			 = lrlsLoopSound;
	stateName[3]                    = "Fire";
	stateTransitionOnTimeout[3]     = "CheckFire";
	stateTimeoutValue[3]            = 0.2;
	stateFire[3]                    = true;
	stateAllowImageChange[3]        = false;
	stateSequence[3]                = "Fire";
	stateScript[3]                  = "onFire";
	stateWaitForTimeout[3]		= true;
	statesound[3]			= lrlSwingSound;
	stateName[4]			= "CheckFire";
	stateTransitionOnTriggerUp[4]	= "StopFire";
	stateTransitionOnTriggerDown[4]	= "Fire";
	stateSound[4]			 = lrlsLoopSound;
	
	stateName[5]                    = "StopFire";
	stateTransitionOnTimeout[5]     = "Ready";
	stateTimeoutValue[5]            = 0.2;
	stateAllowImageChange[5]        = false;
	stateWaitForTimeout[5]		= true;
	stateSequence[5]                = "StopFire";
	stateScript[5]                  = "onStopFire";
	stateSound[5]			 = lrlsLoopSound;
};
function lrlsImage::onPreFire(%this, %obj, %slot)
{
	%obj.playthread(2, armattack);
}
function lrlsImage::onStopFire(%this, %obj, %slot)
{	
	%obj.playthread(2, root);
}