v1.4.4
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require "/vehicles/modularmech/armscripts/base.lua"
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PlayerLauncher = MechArm:extend()
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function PlayerLauncher:init()
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self.reloadTimer = 0
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self.bobLocked = true
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-- vehicle.setLoungeStatusEffects("z" .. self.armName .. "Seat", {"mechballistic"})
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end
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function PlayerLauncher:update(dt)
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if aimPosition then
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animator.rotateTransformationGroup(self.armName, self.aimAngle, self.shoulderOffset)
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self.reloadTimer = math.max(0, self.reloadTimer - dt)
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if self.fireTriggered and self.reloadTimer == 0 then
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self.reloadTimer = self.reloadTime
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animator.playSound(self.armName .. "Fire")
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animator.setAnimationState(self.armName, "winddown", true)
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vehicle.setLoungeStatusEffects("z" .. self.armName .. "Seat", {"mechballistic"})
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elseif self.reloadTimer > 0 then
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-- vehicle.setLoungeStatusEffects("z" .. self.armName .. "Seat", {})
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-- vehicle.setLoungeEnabled("z" .. self.armName .. "Seat", false)
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else
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vehicle.setLoungeStatusEffects("z" .. self.armName .. "Seat", {})
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vehicle.setLoungeEnabled("z" .. self.armName .. "Seat", true)
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animator.setAnimationState(self.armName, "rotate")
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end
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else
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vehicle.setLoungeStatusEffects("z" .. self.armName .. "Seat", {})
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vehicle.setLoungeEnabled("z" .. self.armName .. "Seat", false)
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animator.setAnimationState(self.armName, "idle")
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end
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end
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