// Created by Crowbar 0.68
// 
// We need to remove the draw/holster animations so NPCs can holster them correctly
// 

$modelname "weapons/w_shotgun.mdl"

$bodygroup "studio"
{
	studio "shotgun_reference.smd"
}

$lod 25
{
	replacemodel "shotgun_reference.smd" "shotgun_reference_lod1.smd"
	nofacial
}

$surfaceprop "weapon"

$contents "solid"

$illumposition -0.312 -0.686 -0.323

$cdmaterials "models\weapons\w_shotgun\"

$attachment "muzzle" "ValveBiped.Weapon_bone" 26.15 0.69 -2.57 rotate 3.96 -0.39 -91.97
$attachment "1" "ValveBiped.Weapon_bone" 5.19 1.39 -0.1 rotate 2.17 88.95 -77.08

$cbox 0 0 0 0 0 0

$bbox -15.36 -2.146 -9.373 16.719 1.522 8.726

$definebone "ValveBiped.Bip01_R_Hand" "" 0.312503 -16.71932 0.282628 12.461602 88.326429 177.528802 0 0 0 0 0 0
$definebone "ValveBiped.Weapon_bone" "ValveBiped.Bip01_R_Hand" 5 -1.5 -5 -0.000001 0 0 0 0 0 0 0 0


$sequence "idle1" {
	"w_shotgun_anims\idle1.smd"
	activity "ACT_VM_IDLE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$sequence "fire" {
	"w_shotgun_anims\fire.smd"
	activity "ACT_RANGE_ATTACK_SHOTGUN" 1
	{ event AE_NPC_MUZZLEFLASH 0 "SHOTGUN MUZZLE" }
	{ event 6001 0 "2" }
	{ event 3004 0 "" }
	fadein 0.2
	fadeout 0.2
	fps 5
}

//$sequence "draw" {
//	"w_shotgun_anims\draw.smd"
//	activity "ACT_VM_DRAW" 1
//	fadein 0.2
//	fadeout 0.2
//	fps 30
//}
//
//$sequence "holster" {
//	"w_shotgun_anims\holster.smd"
//	activity "ACT_VM_HOLSTER" 1
//	fadein 0.2
//	fadeout 0.2
//	fps 30
//}

$collisionmodel "w_shotgun_physics.smd"
{
	$mass 10
	$inertia 1
	$damping 0
	$rotdamping 0
	$rootbone " "
	$concave
	$maxconvexpieces 4

}